TEXT:  
  
   
   
  Class Warfare 
   
  Alternate character and class creation rules 
  for Dungeon World 
  by 
  Johnstone Metzger 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2014 
  Vancouver 
  Canada 
  
   
   
  Class Warfare 
  Editing, publishing, and additional writing by Johnstone Metzger. 
  October, 2014. 
  Vancouver, Canada. 
   
  Art 
  Cover art, plus the arsenal, firestarter, and sage illustrations, by 
  Nate Marcel. Flame logo by John Harper. 
  nates-notes.blogspot.ca 
  onesevendesign.com 
  Additional interior art by Abbie Farwell Brown, Albrecht Dürer, 
  Alfred Kappes, Anne Anderson, Annibale Carracci, Archie 
  Macgregor, Arthur Paunzen, Arthur Rackham, Austin Osman 
  Spare, Carlo Bossi, Carlos Schwabe, Carlton Alfred Grant, 
  Charles-Albert Arnoux Bertall, Clara Elsene Peck, Daniel Bruun, 
  Dorothy M. Payne, Edmund Dulac, Edmund Leighton, Elliot Dold, 
  Ernst Moritz Retzsch, F. H. Ball, Fortunino Matania, Frederick 
  Richardson, Gabriel Cornelius von Max, Gerald Metcalfe, Gustave 
  Doré, Hans Brosamer, Hans Printz, Hans von Gersdorff, Helen 
  Stratton, Henri de Toulouse-Lautrec, Henry Justice Ford, Henry 
  Weston Keen, Herbert Morton Stoops, Howard Pyle, J. Allen St. 
  John, J. C. Leyendecker, Jacob von Sandrart, Jan Mostaert, Jean 
  Discart, John British Dixon, John D. Batten, John Duncan, Lancelot 
  Speed, Louis Boulanger, Louis Rhead, Lucas Cranach, Master L. 
  Cz., Master of the Housebook, Melchior Lorck, O. van Corven, 
  Odilon Redon, Sidney Sime, Valère Bernard, Warwick Goble, and 
  William Heath Robinson. 
   
  Text 
  This text contains portions of previously published works, 
  including: 
  
  Adventures on Dungeon Planet, by Johnstone Metzger, licensed 
  under a Creative Commons Attribution ShareAlike 3.0 
  Unported license. 
  
  The Barbarian, by Sage LaTorra and Adam Koebel, licensed 
  under a Creative Commons Attribution 3.0 Unported license. 
  
  Dark Heart of the Dreamer, by Jonathan Walton, licensed under 
  a Creative Commons Attribution 3.0 Unported license. 
  
   
   
  
  Dungeon World, by Sage LaTorra and Adam Koebel, licensed 
  under a Creative Commons Attribution 3.0 Unported license. 
  
  The Ensign, by Sage LaTorra and Adam Koebel, licensed under 
  a Creative Commons Attribution 3.0 Unported license. 
  
  Ghostwood Haunts, by Johnstone Metzger, licensed under a 
  Creative Commons Attribution ShareAlike 3.0 Unported 
  license. 
  
  Grim World, by Deanna Nygren and Trenton Kennedy, 
  licensed under a Creative Commons Attribution 3.0 Unported 
  license. 
  
  The Initiate, by Josh Krutt, licensed under a Creative Commons 
  Attribution ShareAlike 3.0 Unported license. 
  
  Inverse World, by Jacob Randolph and Alyssa Schmelz, licensed 
  under a Creative Commons Attribution ShareAlike 4.0 
  International license. 
  
  Lair of the Unknown, by Johnstone Metzger, licensed under a 
  Creative Commons Attribution ShareAlike 3.0 Unported 
  license. 
  
  Player Compendium, licensed under a Creative Commons 
  Attribution 3.0 Unported license. Portions include the 
  Awakened Mind, by Mattie Casper; the Flux, by Jeffrey J. A. 
  Fuller II; the Landed Gentry, by Markus Wagner; and the 
  Wraithlander, by MC3. 
  
  The Path of Ghosts, by Jonathan Walton, used by kind 
  permission. 
  https://creativecommons.org/licenses/by/3.0/ 
  http://creativecommons.org/licenses/by-sa/3.0/ 
  http://creativecommons.org/licenses/by-sa/4.0/ 
   
  Also included is unpublished material by Alex Norris, used by kind 
  permission. 
   
  Thank you all. 
   
  The entire text of Class Warfare is released under a Creative 
  Commons Attribution ShareAlike 4.0 International license. 
  http://creativecommons.org/licenses/by-sa/4.0/ 
   
  
   
   
  Additional Thank Yous and Inspiration 
  Adam Koebel, Adrian Thoen, Alex Norris, Andrea Parducci, 
  Avery Mcdaldno, Ben Wray, Brennen Reece, Chris Sakkas, 
  Deanna Nygren, Frank Herbert, Jack Vance, Jeremy Friesen, John 
  Harper, Jonathan Walton, Luke Crane, Nate Marcel, Sage LaTorra, 
  Slayer, Tony Dowler, Vincent Baker, the Barf Forth Apocalyptica 
  forums, the Something Awful traditional games forums, the Story 
  Games forums, and the G+ Dungeon World Tavern. 
   
  
   
   
  Type 
  The text is set in: 
  
  Alegreya, by Juan Pablo del Peral (huertatipografica.com.ar). 
  
  League Gothic, by Micah Rich, Caroline Hadilaksono, and 
  Tyler Finck (theleagueofmovabletype.com). 
  
  Metamorphous, by James Grieschaber, for Sorkin Type 
  (sorkintype.com). 
  
  Raleway, by Matt McInerny (matt.cc). 
  
  Sorts Mill Goudy, by Barry Schwartz (crudfactory.com). 
  All fonts licensed under the SIL Open Font License. 
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  Table of Contents 
   
  Introduction 
  11 
  Anatomy of a Class 
  12 
  Character Creation 
  15 
  Anatomy of a Specialty 
  16 
  Compendium Classes 
  19 
  Putting it All Together 
  20 
  Example: Class Creation 
  22 
  The Dust Eater 
  27 
   
  Adventurers 
  37 
  Bard 
  42 
  Caver 
  46 
  Engineer 
  50 
  Fool 
  54 
  Good Samaritan 
  58 
  Householder 
  63 
  Landed Gentry 
  66 
  Luminary 
  70 
  Merchant 
  76 
  Monstrous Heritage 
  82 
  Sage 
  87 
  Shopkeeper 
  93 
  Wayfarer 
  96 
  Wraithlander 
  101 
   
  Disciples 
  105 
  Avatar 
  110 
  Crusader 
  116 
  Devoted 
  120 
  Elementalist 
  126 
  Embodiment 
  132 
  Empath 
  136 
  Exorcist 
  140 
  Impervious 
  144 
  Martial Hero 
  148 
  Miracle Worker 
  152 
  Oracle 
  158 
  Pilgrim 
  163 
  Psychopomp 
  167 
  Sacred Lamb 
  172 
  Venerator 
  178 
   
  Holy Spells 
  183 
  Animals 
  185 
  Battle 
  188 
  Death 
  191 
  The Earth 
  194 
  Healing 
  198 
  Judgment 
  200 
  Plants 
  202 
  Protection 
  204 
  Revelation 
  206 
  The Sky 
  208 
  Wisdom 
  210 
   
  Magicians 
  215 
  Arcane Ritualist 
  220 
  Awakened Mind 
  224 
  Blue Mage 
  228 
  Conjurer 
  232 
  Dominator 
  237 
  Enchanter 
  240 
  Flux 
  244 
  Golemist 
  248 
  Illusionist 
  252 
  Mind-Mover 
  257 
  Objectivist 
  260 
  Prepared Caster 
  264 
  Psychic Healer 
  268 
  Shadowmancer 
  272 
  
   
   
  Shield Arcanus 
  276 
  Soothsayer 
  280 
  Spellsinger 
  284 
  Telepath 
  288 
  Vancian Caster 
  292 
   
  Magic Spells 
  297 
  Alteration 
  298 
  Divination 
  302 
  Enchantment 
  305 
  Evocation 
  308 
  Illusions 
  311 
  Mind 
  314 
  Movement 
  316 
  Necromancy 
  319 
  Pyromancy 
  322 
  Summoning 
  324 
  Ward-Weaving 
  326 
   
  Rogues 
  329 
  Acrobat 
  334 
  Assassin 
  339 
  Body Thief 
  342 
  Breaker 
  346 
  Fence 
  350 
  Firestarter 
  354 
  Mastermind 
  358 
  Poisoner 
  362 
  Pretender 
  367 
  Psi-Knife 
  370 
  Puppet Master 
  374 
  Shadow 
  379 
  Siren 
  382 
  Swindler 
  386 
  Thief 
  390 
  Tomb Robber 
  395 
  Warriors 
  401 
  Armiger 
  407 
  Arsenal 
  412 
  Beastmaster 
  418 
  Blade Dancer 
  424 
  Bounty Hunter 
  428 
  Captain 
  432 
  Champion of Law 
  438 
  Defender 
  443 
  Destroyer 
  446 
  Duellist 
  450 
  Friend of the Wild 
  456 
  Gorgon 
  460 
  Insatiable 
  464 
  Ranger 
  469 
  Sharpshooter 
  474 
  Slayer 
  479 
  Standard Bearer 
  484 
  Strongarm 
  488 
  Veteran 
  492 
  War Leader 
  496 
  Wielder 
  500 
   
  Indexes 
  505 
  Index of Moves 
  508 
  Index of Specialties 
  522 
  Index of Spells 
  524 
   
   
  
   
   
   
   
  
   
   
  Introduction 
   
  
  12 
  Introduction 
   
  Class Warfare 
   
  Class Warfare is a sourcebook to help you create your own 
  character classes and customized characters for the Dungeon 
  World role-playing game. Inside these pages you will find what are 
  essentially compendium classes, along with rules for how to 
  assemble them into coherent, playable characters 
   
  Anatomy of a Class 
  Most of the original Dungeon World classes are built on a similar 
  framework: each has roughly three powers, one racial move, and 
  some additional details to flesh them out. Base damage, load, and 
  maximum HP are set based on what the class is good at and 
  expected to be doing: the Fighter and the Paladin are, by default, 
  close combat experts, so they have high hit points and high 
  damage. Notice how the Ranger gets a damage bonus from his 
  animal companion and is also good at ranged combat? In order to 
  keep him from outshining the Fighter and the Paladin, his damage 
  and hit points are not as high. The Wizard is supposed to hang 
  back and cast spells instead of fighting with weapons, so she gets 
  the fewest hit points and the smallest damage die. The Thief isn’t 
  supposed to be fragile, exactly, but she should be better at dishing 
  out the pain than taking it, while the Cleric is the opposite—tough 
  and stalwart but a better healer than a head-smasher. Their 
  respective damage dice and maximum HP scores reflect that. 
  In terms of starting moves, the Fighter and the Ranger are the 
  clearest examples of classes with three, distinct special abilities. 
  The Fighter is able to wear heavy armour and break things, plus she 
  has a signature weapon—three abilities, easy to see. The Ranger has 
  four moves, but only because having an animal companion requires 
  two. That trope is joined by the archer and the woodsman to make 
  a complete, three-power Ranger. 
  The Thief may seem like she has a lot of moves, but look again: 
  she can backstab, find traps, and brew poisons. Being able to hide 
  her alignment is a bit of colour to make the class more roguish—it’s 
  nowhere near as useful as any of the Fighter’s or Ranger’s moves—
  
   
  Introduction 
  13 
   
  and the ability to pick locks and steal items is there to remind you 
  that you can just defy danger with DEX to see if sneaky behaviours 
  go as planned or not. 
  Spellcasting ability gets spread across several moves, for both 
  the Cleric and the Wizard, but again, they each have three special 
  abilities. In addition to spells, the Cleric has a deity and can repel 
  the undead, while the Wizard can defend with her spells and 
  perform rituals. 
  The Bard is a little bit lopsided—arcane art is her chief move, 
  with charming and open and port in a storm playing support roles. 
  Bardic lore may seem like an additional power, on par with the 
  other two support moves—especially when compared to port in a 
  storm—but it really just functions to make the Bard an expert at 
  something, even if her player decides Intelligence will be her dump 
  stat, and has no interest in using the spout lore move. 
  The Paladin could easily be accused of being overpowered, 
  especially when directly compared to the Fighter. He appears to 
  have four special abilities, and indeed he does, although 
  undertaking a quest also puts more restrictions on the Paladin than 
  other characters have to deal with, so in this case, four powers are 
  balanced out by a weakness. Not exactly three, but close enough. 
  Not every class is built around three distinct powers, however. 
  The Druid, for instance, is almost completely devoted to 
  shapechanging, with her other moves backing up that concept, but 
  not adding much in the way of dynamic special abilities. But this 
  book isn’t designed to make new classes like the Druid—the 
  material presented here is all about balancing a few different 
  archetypal concepts or tropes, the way the other original character 
  classes do. 
   
  
  14 
  Introduction 
   
  
   
  Introduction 
  15 
   
  Character Creation 
  Making a custom character is much easier than making a class. It’s 
  more complicated than making a normal character, but follows the 
  same basic set of steps: 
   
  1. Choose an archetype: adventurer, disciple, magician, rogue, or 
  warrior. Each archetype comes with a list of specialties you can 
  take. 
   
  2. Choose two or three specialties. This gives you your starting 
  moves. 
   
  3. Set your damage die, load, and maximum HP based on your 
  archetype and any modifiers from your specialties. 
   
  4. Choose a race from the options provided by your archetype, the 
  extras that come with your specialties, and any that your group 
  decides to add. 
   
  5. Assign scores and modifiers to your six stats as normal. 
   
  6. Choose an alignment from the options provided by your 
  archetype, the extras that come with your specialties, and anything 
  else your group decides to add. 
   
  7. Choose your gear, from the options provided by your archetype 
  and all of your specialties. 
   
  8. Introduce your character. For each of your specialties, tell the 
  other players what you did to gain these abilities. 
   
  9. Write bonds. You have a maximum number of bonds 
  determined by your archetype; choose from the bonds offered by 
  your archetype and your specialties. 
   
  10. Go play! 
   
  
  16 
  Introduction 
   
  Anatomy of a Specialty 
  When you choose an archetype, it gives you your base damage, 
  load, and maximum hit points ratings, plus options for alignment, 
  bonds, gear, and race move. You may also get an additional starting 
  move, if you choose the Disciple or Rogue archetype. 
  You get a list of specialties to choose from, based on your 
  archetype. Choose two or three, following the rules of your 
  archetype, to determine your starting moves and add more options 
  to those your archetype gives you. 
  If you are making a new class instead of a character, the process 
  is somewhat similar, but you will want to trim various options from 
  the final product. 
   
  Requirements 
  A rare few specialties have requirements you must meet in order to 
  take them. The champion of law, for example, must be a lawful 
  character. The vast majority of specialties do not require anything 
  beyond the normal procedures and rules. 
   
  Stats 
  All characters start with the same selection of six different scores 
  for Charisma, Constitution, Dexterity, Intelligence, Strength, and 
  Wisdom. Not all characters have the same base damage, load, and 
  maximum HP, though. Your archetype will give you a base amount 
  for each of those three stats. The specialties you choose, and 
  whether you choose a specialty from another archetype, may 
  modify these scores somewhat. Most specialties don’t change your 
  stats at all. 
  If you choose ones that do, remember that you can never have 
  a damage die that is larger than a d12 or smaller than a d4, and your 
  maximum HP is never lower than 4+Constitution. 
   
  
   
  Introduction 
  17 
   
  Starting Moves 
  You get all the starting moves of your specialties. If you choose 
  only two specialties, you also get one advanced move from either of 
  them. If you are designing your own class, you may want to swap 
  out a normal starting move and start with one of the advanced 
  moves instead. This is fine, as long as it fits with the class concept 
  and doesn’t require the original starting move. 
  If you are creating a new class by combining specialties with 
  more than one starting move each, beware of overloading players 
  with too many moves. The more individual moves a class starts 
  with, the more confusing it can be for someone playing it for the 
  first time. 
   
  Advanced Moves 
  Whenever you level up, you can select a new advanced move. 
  Which ones you can choose from depends on your archetype 
  choices, and whether you have added any compendium classes to 
  your character. 
  If you’re making a new class, make sure you include only the 
  advanced moves that fit with your class, but also include enough 
  that future players have enough options to be excited about playing 
  the class over the course of all ten levels—approximately ten 
  advanced moves for levels 2-5, and the same amount for levels 6-10 
  is usually a good upper limit. 
   
  Alignment 
  Each archetype has four or five alignment options. If none of these 
  are appropriate, each specialty has one or more options tailored to 
  its specific concept that you can choose from. There are also 
  suggestions for writing new alignment conditions in the Dungeon 
  World rulebook. 
  For a custom class, don’t list the same alignment more than 
  once but with different conditions. Choose three different 
  alignments—or use drives or motivations instead of alignments, if 
  you’re writing a class for a setting that doesn’t highlight either of 
  the “law vs. chaos” or the “good vs. evil” cosmic dichotomies. 
   
  
  18 
  Introduction 
   
  Bonds 
  Each of the base classes in Dungeon World comes with a set 
  number of bonds, but Class Warfare gives you a larger number of 
  options for which bonds you want to take. Each archetype has a set 
  maximum number of bonds—you can write names in any of the 
  bonds you have to choose from until you have reached your limit. 
  Don’t make a custom class with more bond options than it has 
  maximum number of bonds, as this is bound to be confusing. If 
  players want to change their initial bonds, they can always discuss 
  that with the rest of their group. 
   
  Gear 
  You get gear from your archetype and from each of your specialties. 
  Some specialties come with a lot of gear, some have very little. For 
  custom characters, this is alright, but try to avoid extremes of too 
  many or too few items if you are making a new class. Compare your 
  class to the base classes in the Dungeon World rulebook and adjust 
  accordingly. 
   
  Races 
  Each archetype has a few race options, and most specialties have 
  several race options with moves connected to their starting moves. 
  Not every specialty has race options. Your custom class should 
  probably include three race options, though you might find that a 
  different number suits you better. For best effect, each race option 
  should tie into either the class concept or one of the starting moves. 
  Almost universally, race moves don’t involve a roll, but give a 
  bonus or a modification to a starting move or to something the 
  class is supposed to be good at. Of course, you don’t have to be 
  limited to these options when writing your own material. 
   
  
   
  Introduction 
  19 
   
  Compendium Classes 
  Because characters advance both prescriptively and descriptively in 
  Dungeon World, it is entirely possible for your characters to 
  branch out during play. If you complete the requirements listed 
  under a specialty’s compendium class description, you can add that 
  specialty to your character, exactly as if it were a compendium 
  class—you can add its starting moves instead of taking an advanced 
  move, and once you have done so, that specialty’s advanced move 
  count as class moves for you. If a specialty has more than one 
  starting move and you select those moves instead of an advanced 
  move from one of your starting specialties, you get all starting 
  moves, not just one. 
  You can also use this collection of specialties to allow 
  characters to advance beyond tenth level. As long as characters 
  aren’t gaining so many moves that players feel weighted down by 
  them, it is perfectly reasonable to consider level 11 no different than 
  levels 6 to 10. Once you gain a compendium class or two, you will 
  have plenty of advanced moves to choose from once you pass  
  level 10. 
   
  
  20 
  Introduction 
   
  Putting It All Together 
  Specialties can make it easier to design a class, but they don’t 
  necessarily make it easy. Designing a good class is still something of 
  an art. It takes both time and careful consideration. 
   
  Balancing Moves Thematically 
  You should choose moves that will both push your class or 
  character toward certain situations, as well as moves that will help 
  them deal with those situations. The Ranger is good for more than 
  just fighting villains in the woods, but that’s the one situation 
  where all of his moves come into play—and also exactly where we 
  would expect the Ranger to shine. The Wizard’s moves are all 
  about magic—casting magical spells, defending with magic, and 
  performing magical rituals—because that’s the appeal of a wizard: 
  using magic. 
  The moves that make both of these classes unique all 
  emphasize the premise that gives the class its appeal. It’s fine to 
  design a class that has something to do in combat, as well as a 
  magical ability, and also a social connection, but if all three don’t 
  support a central premise, it will feel like a random grab bag, and 
  you might as well just select moves randomly. The Paladin has all 
  three of those—Armoured, Lay on Hands, and I am the Law, 
  respectively—but they all fit the archetype. 
   
  Moves and Stats 
  If you’re just creating a single character to play, you can decide 
  which stats you want to be high and then choose moves that fit 
  those stats. But when you’re making a new class, you should leave 
  room for different players to choose different options. Don’t 
  choose a collection of moves that uses too many different stats. 
  Starting moves that rely on one or even two stats is fine, as 
  long as you keep in mind that different classes will also emphasize 
  and rely on certain basic moves as well as their own starting moves. 
  The Paladin’s starting moves only call for a high Charisma, but the 
  tropes of the class, as well as many of the advanced moves, also rely 
  on—and enhance—the use of both the defend and hack and slash 
  
   
  Introduction 
  21 
   
  moves. Because of that, this character already needs three different 
  high stats—there is not much room left for customization unless 
  you want to ignore one of those areas of expertise. 
  Meanwhile, the Fighter asks only for a high Strength. 
  However, there are numerous alternatives provided: the Elf race 
  option calls for Dexterity to be higher than Strength, a high 
  Constitution is never a bad idea for a character specializing in close 
  combat (even one who rarely uses the defend move), and some of 
  the advanced moves use Charisma or Wisdom. These moves give 
  suggestions for what kind of Fighter you should make, but none of 
  them are required. You could make a Dwarven Fighter with high 
  Intelligence and simply ignore any advanced move that calls for a 
  stat other than Strength. 
  Sometimes the push toward certain basic moves, and thus the 
  stats they use, is subtle. The Bard looks like she is all Charisma all 
  of the time, but note that some advanced moves rely on hack and 
  slash, and that one of her starting weapon options is precise—
  suggesting that a Bard could try having a high Strength, or perhaps, 
  since it fits better with the stereotype, a high Dexterity. On the 
  other hand, some classes really are all about a single stat, like the 
  Thief and the Wizard. Other than Dexterity and Intelligence, 
  respectively, you are free to be good at whichever of the basic 
  moves you like. 
   
  Character 
  A class is about more than just the moves, though. While they 
  certainly point the class in a specific direction, all the other 
  elements need to support that, and give it flavour. Alignments, 
  bonds, even gear and race options, are all places that allow a 
  specific character to become unique, form relationships, and 
  solidify their motivation for adventuring. These should encourage 
  the player to flag what they want to see in the game, and give the 
  GM ideas that will push their character into exciting situations. 
  After all, Dungeon World is about the players’ characters and 
  their adventures, first and foremost—not the GM’s adventures, but 
  the players’ characters’ adventures. So they should be having 
  adventures that could only ever happen to them, not just to 
  anybody. 
  
  22 
  Introduction 
   
  Example: 
  Class Creation 
   
  Making a customized character using the Class Warfare rules is a 
  fairly straightforward process. Designing a new class using these 
  rules demands a little more creativity and flexibility. Here’s an 
  example of how it can work. 
  I want to create a class that is both tragic and romantic, in the 
  old sense: a wanderer of many lands who can never truly settle 
  down. They can save others from trouble and bring peace to a land, 
  but they can never find it themselves. I need a name that sums up 
  the entire concept and I think the Dust Eater works well. It’s 
  definitely emo, but this concept has more than a bit of martyr in it. 
  Now I need to decide which three specialties would best 
  combine to bring this idea to life. That will also determine my 
  archetype, which might be obvious if I was thinking of making a 
  crooked merchant or a mercenary captain, but in this case isn’t. 
  I briefly consider a combination of pilgrim and wayfarer, which 
  would make this class an adventurer, with the disciple specialty 
  impervious. While this could definitely make an interesting 
  character, it’s not actually what I want. I think this class should be 
  more of a wandering warrior than just a wanderer. 
  I decide to go with two warrior specialties—bounty hunter and 
  defender—combined with the disciple specialty venerator. All 
  three specialties give the Dust Eater connections to the setting and 
  the people in it. The first two, being about hunting people and 
  protecting people, are a little at odds, which adds some tension and 
  provides players with options for what they want to emphasize in 
  their own characters and what direction they want those characters 
  to take this class in. Venerator adds a supernatural element, which 
  is perfect for a fantasy setting. 
   
  
   
  Introduction 
  23 
   
  Stats 
  Being a warrior archetype with one disciple specialty means this 
  class has a d8 for base damage and a maximum HP of 
  10+Constitution score. With the bounty hunter specialty, this class 
  has a load of 11+STR. Not as good at fighting as the Fighter or 
  Paladin, but tough enough to wander the world in defence of 
  others. 
   
  Starting Moves 
  With those three specialties, the Dust Eater should start with these 
  four moves: The Hunter (page 428), Meatshield (page 443), Prayers 
  to the Dead (page 178), and Words from Beyond (also on page 178). 
  I think I need to add something to make this class a little more 
  unique, though. This is supposed to be someone whose personal 
  triumphs turn to ashes in their mouth, no matter how well they 
  manage to defend others. So, let’s take that literally and replace 
  Prayers to the Dead with this move: 
   
  Mouth Full of Ashes 
  The lands of the dead are always with you, at the edge of your 
  vision, on the tip of your tongue. You are able to converse with 
  spirits of the dead as if they were living, but you must also smell 
  and taste as the dead do—everything like ashes—and you gain no 
  pleasure from foods or perfumes. What is lost to you is not lost to 
  the dead, however—they can taste the food in your mouth, smell 
  the air in your nostrils, and know life again for a moment. They can 
  also sense this, and will be more inclined to appear before you. 
   
  
  24 
  Introduction 
   
  Alignments 
  The three alignment options are pretty obvious for this class. Evil 
  doesn’t fit with a protective figure, and Chaotic would be too 
  disrespectful of the ancestors. So we have Good, Lawful, and 
  Neutral. First, I take the Good alignment form venerator as-is, 
  change the Lawful alignment from bounty hunter so you only need 
  to thwart a dangerous criminal, and then I need a Neutral 
  alignment condition. I decide to adapt one of the defender’s 
  alignments and make it more about personal interests: Protect 
  someone important to the spirits during a dangerous situation. 
  That means all aspects of this class are touched on in alignments: 
  hunting, protecting, and talking to spirits of the dead. 
   
  Bonds 
  Because this class is supposed to be social and connected to people, 
  in spite of being a wanderer, I think it will have five bonds instead 
  of four. I choose one bond from each specialty and two from the 
  warrior archetype. 
   
  Gear 
  A warrior character with these three specialties would get dungeon 
  rations and four pieces of gear, but I want to make this section go a 
  bit faster and maybe limit the options a bit to make up for the extra 
  bond. So this class will have a choice of weapons, one defensive 
  piece of gear, and something related to the ancestor spirits that the 
  player can describe for themselves. That puts this class on a pretty 
  even level with other base classes. 
   
  Races 
  I want three race options, with each one emphasizing a different 
  aspect of the class. I take the dwarf racial move from the bounty 
  hunter specialty, the elf racial move from the venerator specialty, 
  and I decide to leave halflings out. But I’m not sure what I want for 
  the human racial move yet. 
   
  
   
  Introduction 
  25 
   
  Tweaking 
  Before moving on to which advanced moves this class should have 
  access to, I start to think about tweaking things again. I wrote 
  earlier that the Paladin has four moves because Quest gives both a 
  hindrance as well as an advantage, and I want to add a version of 
  that to the Dust Eater. It should tie into the spirits of the dead, so 
  missions must be undertaken on their behalf. I replace some boons 
  with powers related to the spirits—the Dust Eater can’t see through 
  lies, but they can tell what is magic, because that’s something the 
  dead know. Similarly, I change the requirements so they reflect the 
  concerns of the dead and having respect for them, as well as having 
  to give up what the dead do not have. 
  This version of Quest gives me an idea for a human racial move 
  that allows the player more influence over the quests they 
  undertake. It also gives me more options for advanced moves. 
   
  Advanced Moves 
  I want to avoid the more mercenary aspects of the bounty hunter 
  specialty. The Dust Eater is a hunter, yes, but is more of a questing 
  knight than a freelance law enforcer. The Harder they Fall and 
  Wrap It Up are good—they encourage a less-violent approach to 
  conflict—and Hellhound emphasizes the hunting nature of quests. 
  The other moves would make this class into too much of a 
  kidnapper or a professional, so I ignore them. 
  The advanced moves that come with defender are more in 
  keeping with the Dust Eater concept, except for the bodyguard 
  moves. I ditch those and keep the rest, along with all the venerator 
  moves. After I add in two multiclass moves, that gives me nine 
  moves for levels 2-5 and seven moves for levels 6-10. That’s maybe a 
  bit too few—all the original base classes have more advanced 
  moves than that. Since this class also uses the Paladin’s Quest 
  move, I grab a few advanced moves related to that: Divine 
  Protection, Holy Protection, Smite and Holy Smite, as well as 
  Perfect Knight. After I remove the defender moves Protection and 
  Over My Dead Body, which have become redundant, that gives me 
  nine advanced moves in each category—good enough! 
  
  26 
  Introduction 
   
  Conclusion 
  This may not be the most clever, original, or cliché-busting class 
  ever written—and might have a little too much in common with 
  the Paladin—but to me it looks interesting and adds a slightly 
  different flavour to a normal fantasy setting. Because of the 
  Questing Nature move, the breakdown of the three specialties isn’t 
  quite as clear cut as, say, the Cleric or Ranger, but that’s not 
  necessary for every class. The Dust Eater provides a dark 
  alternative to both the Cleric and the Paladin, or it could be played 
  as a necromancy-styled “defender of the land” in place of the Druid 
  or the Ranger. All that is needed now are some names and some 
  look options, in case players need a spark of inspiration. 
   
  This is what the finished class looks like: 
   
  
   
  Introduction 
  27 
   
  The Dust Eater 
   
  You walk the borderlands between the living and the dead, one 
  foot on either side. The ghosts of your ancestors cry out for 
  vengeance against those who conquered and destroyed them, and 
  the living cry out for protection against the evils of the present day. 
  And yet the triumphs of the dead are but shadows and dust just as 
  they are. All the joys of those still alive, that you fight so hard to 
  preserve, only turn to ashes on your tongue. So what is left for you, 
  the servant of both worlds? You still have your duty and your 
  dedication, until you cross that line yourself. 
   
  Names 
  Dwarf: Bosh, Choofu, Gan, Ginger, Hili, Imamu, Kneff, Miranda, 
  Nebiru, Pool, Uzhak, Voltina. 
  Elf: Arima, Cotori, Finucane, Hania, Hasukha, Roland, Spiridion, 
  Sulom, Tien. 
  Human: Chrtwi, Gushmazak, Mulian, Ningwo, Oliver, Orpheus, 
  Penguzi, Sisang, Songdai, Tokoloshe, Tunzi, Xu. 
   
  Look 
  Choose one from each: 
  Black Cloak, Dusty Clothes, or Jewels of the Dead. 
  Eerie Timbre, Flat Monotone, or Harsh Whispers. 
  Gloved Hands, Impatient Fingers, or Sure Hands. 
  Masked, Rugged Features, or Ugly Face. 
   
  Stats 
  Your base damage is d8. 
  Your load is 11+STR. 
  Your maximum HP is 10+Constitution. 
   
  
  28 
  Introduction 
   
  Starting Moves 
  You start with these five moves: 
   
  The Hunter 
  Name someone you want to find, either an individual or a gang that 
  sticks together. When you discern realities while looking for 
  them, on a hit, the GM will also tell you if there is any evidence of 
  their passage, and if so what. On a miss, though, something 
  catches up to you instead, the GM will tell you what. You can only 
  be hunting one target at a time, but you can change that target 
  whenever you want. 
   
  Meatshield 
  When you are engaged in close combat with an enemy and they 
  make an offensive move against someone else, you may intercept 
  it. Their move affects you instead of its intended target. 
   
  Mouth Full of Ashes 
  The lands of the dead are always with you, at the edge of your 
  vision, on the tip of your tongue. You are able to converse with 
  spirits of the dead as if they were living, but you must also smell 
  and taste as the dead do—everything like ashes—and you gain no 
  pleasure from foods or perfumes. What is lost to you is not lost to 
  the dead, however—they can taste the food in your mouth, smell 
  the air in your nostrils, and know life again for a moment. They can 
  also sense this, and will be more inclined to appear before you. 
   
  
   
  Introduction 
  29 
   
  Questing Nature 
  When you dedicate yourself to completing a mission on behalf of 
  the spirits, state what you set out to do: 
  
  Defend __________ from the danger that threatens them. 
  
  Discover the truth of __________ and present it to the spirits. 
  
  Slay __________, an enemy of the spirits. 
  Then choose up to two boons: 
  
  Directions from the spirits to an important location. 
  
  A freedom from sleep. 
  
  Invulnerability to one cause of harm (acid, blades, or fire, for 
  example). 
  
  A mark of your allegiance to the spirit world. 
  
  Senses that can tell magic from the mundane. 
  
  Spirit allies in another land. 
  
  A voice that transcends language. 
  Humility is always required of you when you undertake a quest—
  you are forbidden from boasting of your exploits. The GM will 
  then tell you what additional restriction is required of you to 
  maintain these boons: 
  
  Abstinence (forbidden: the vices of the living). 
  
  Austerity (forbidden: temporal wealth in any form). 
  
  Hospitality (required: comfort to those in need, no matter who 
  they are). 
  
  Judgment (forbidden: suffering an evil creature to live). 
  
  Respect (required: daily rituals of respect for the dead). 
   
  Words from Beyond 
  When you venerate your ancestors and ask for advice, roll+WIS. 
  On a hit, a spirit gives you advice about your situation, but on a  
  7-9, it comes with strings attached. They want something from you 
  as well—a favour, a sacrifice, or just an ear that will listen, perhaps. 
  The GM will tell you what. If you act on the advice the spirit 
  gives you, take +1 forward. 
   
  
  30 
  Introduction 
   
  Race 
  Choose your race and gain the corresponding move: 
   
  Dwarf 
  You are blessed with a hardy constitution. While on someone’s 
  trail, you do not need to consume any rations. 
   
  Elf 
  You have many ancestors and their lives stretch back for many 
  ages. When you ask them for advice, they will also tell you 
  something about your location and its past. You take +1 forward 
  when acting on this information, too. 
   
  Human 
  When you undertake a quest, the GM will offer two possible 
  restrictions to you. Choose which one you must abide by. 
   
  Alignment 
  Choose your alignment: 
   
  Good 
  Use the advice of your ancestors to bring useful knowledge to 
  someone else. 
   
  Lawful 
  Thwart a dangerous criminal. 
   
  Neutral 
  Protect someone who is important to the spirits during a volatile 
  situation. 
   
  
   
  Introduction 
  31 
   
  Bonds 
  Fill in the name of one of your companions in at least one: 
  
  __________ also respects the ancestors, so I will respect them. 
  
  __________ gave me food and shelter when I had nothing. 
  
  __________ is always getting into trouble—I must protect them from 
  themselves. 
  
  I have heard of _________’s exploits and am suitably impressed. 
  
  I have sworn to guide and protect __________, because of what they 
  have done. 
   
  
  32 
  Introduction 
   
  Gear 
  You start with your clothes, a backpack, dungeon rations (5 uses,  
  1 weight), and an item that connects you with your ancestors. 
  Describe it. 
  Choose your defences: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Chainmail (1 armour, 1 weight). 
  ○ 
  Shield (+1 armour, 2 weight). 
  ○ 
  Two healing potions. 
  Choose your weapons: 
  ○ 
  Dagger (hand, 1 weight) and halberd (reach, two-handed,  
  +1 damage, 2 weight). 
  ○ 
  Duelling rapier (close, precise, 2 weight). 
  ○ 
  Longsword (close, +1 damage, 2 weight). 
  ○ 
  Net (reach, stun damage, 2 weight). 
  ○ 
  Two axes (close, thrown, 1 weight each). 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Ancestor Song 
  When you perform an ancestor veneration ceremony for a 
  community, roll+WIS. On a 10+, they are impressed and feel the 
  need to reciprocate. On a 7-9, they are merely impressed and treat 
  you with respect. Not everyone in the community may feel this 
  way, but the majority do. 
   
  The Harder They Fall 
  When you successfully attack someone, you can roll a d6. If you 
  roll your foe’s HP or higher, after they take your damage, you 
  knock them out cold or capture them. 
   
  Holy Protection 
  While on a quest, you get +1 armour. 
  
   
  Introduction 
  33 
   
  Martyr 
  Replaces: Meatshield 
  When anyone within your reach either makes or is subject to 
  an offensive move, you may intercept it. The move affects you 
  instead of the intended target. 
   
  Medium 
  When you allow a spirit to inhabit your body, roll+WIS. On a 
  10+, it may use your body to converse with the living until you 
  banish it or move to a new location. On a 7-9, it may use your body 
  only as long as you are unconscious—choose how much time you 
  will allow it beforehand. 
   
  Multiclass Dabbler 
  Get one move from another class. Treat your level as one lower for 
  the purpose of qualifying for the move. 
   
  Smite 
  While on a quest, you deal +1d4 damage. 
   
  Spirits of Knowledge 
  When you arrive at a new settlement, the spirits of the dead will 
  tell you a fact from the history of that location or something that 
  has changed since you were there last. 
   
  Staunch Defender 
  When you defend, you get +1 hold, even on a miss. 
   
  
  34 
  Introduction 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Curse of Ghosts 
  When you pronounce a curse upon someone, name one 
  condition that will lift the curse and roll+WIS. On a 10+, ghosts 
  will haunt this person until they fulfill the condition or until one 
  week after you curse another person. On a 7-9, ghosts will pursue 
  them for a few weeks, until they fulfil the condition, or until you 
  curse another person. On a miss, the ghosts rebel against you, and 
  it is you who suffers a curse. 
   
  Divine Protection 
  Replaces: Holy Protection 
  While on a quest, you get +2 armour. 
   
  Hellhound on Your Trail 
  Once you have shed someone’s blood, or they have shed yours, 
  you can track them anywhere. No matter where they go you can 
  always find them. 
   
  
   
  Introduction 
  35 
   
  Impervious Defender 
  Replaces: Staunch Defender 
  When you defend, you get +1 hold, even on a miss. On a 12+, 
  instead of getting hold, the nearest attacking creature is stymied, 
  giving you a clear advantage. The GM will describe it. 
   
  Holy Smite 
  Replaces: Smite 
  While on a quest, you deal +1d8 damage. 
   
  Multiclass Initiate 
  Get one move from another class. Treat your level as one lower for 
  the purpose of qualifying for the move. 
   
  Perfect Knight 
  When you undertake a quest, you may choose up to three boons 
  instead of two. 
   
  Spirit of Warning 
  Requires: Spirits of Knowledge 
  When you consult the spirits of those who died at your 
  location, roll+CHA. On a 10+, a spirit will guide you past danger, 
  keep you from becoming lost, or show you something hidden. On a 
  7-9, a spirit will show you a danger, but no more than that. 
   
  Wrap It Up 
  Replaces: The Harder They Fall 
  When you successfully attack someone, you can roll a d8. If you 
  roll your foe’s HP or higher, after they take your damage, you 
  knock them out cold or capture them, however you want. 
   
  
   
   
   
  
   
   
  Adventurers 
   
  
  38 
  Adventurers 
   
  Dumb Luck 
   
  Jack of all trades, master of none. The adventurer’s specialties are a 
  mish-mash of strange things that don’t fit the other archetypes. 
   
  Stats 
  The specialties you choose may modify these scores: 
  Your base damage is d6. 
  Your load is 7+STR. 
  Your maximum HP is 6+Constitution. 
   
  Starting Moves 
  Choose three adventurer specialties. You get all the starting 
  moves from each. Make a note of any stat modifiers from your 
  specialties. Each time you level up, choose one advanced move 
  from those offered by your three specialties. 
   
  You may instead choose only two adventurer specialties 
  instead of three. Take a level 2-5 move from one of them right 
  away, but no other bonuses. 
   
  You may instead choose two adventurer specialties and one 
  specialty from another archetype, but: 
  
  If you choose a magician specialty, reduce your base damage by 
  one die size (from d6 to d4). 
  
  If you choose a specialty from any other archetype, your stats 
  remain unchanged. 
   
  
   
  Adventurers 
  39 
   
  Advanced Moves 
  Each time you level up, choose an advanced move from one of 
  your specialties. Or choose one of the following options: 
  
  At any level, instead of a move from one of your specialties, 
  you may choose a move from one of the other rogue specialties. 
  You may do this twice only. 
  
  Once between levels 2-5, instead of a move from one of your 
  specialties, you may choose a move from any other archetype. 
  
  Twice between levels 6-10, instead of a move from one of your 
  specialties, you may choose a move from any other archetype.  
   
  Adventurer Alignments 
  Choose one of these alignments, or one from those offered by 
  your specialties: 
   
  Chaotic 
  Spur others to significant and unplanned action. 
   
  Evil 
  Shift danger or blame from yourself to someone else. 
   
  Good 
  Endanger yourself to combat an unnatural threat. 
   
  Lawful 
  Help a criminal receive their just rewards. 
   
  Neutral 
  Avoid a conflict or defuse a tense situation. 
   
  
  40 
  Adventurers 
   
  Adventurer Bonds 
  As an adventurer, you can have up to five bonds at a time. 
  Choose from the following, and from those offered by your 
  specialties: 
  
  __________ does not understand me or my culture. I will explain 
  myself to them, no matter how long it takes. 
  
  __________ doesn’t think I’m cut out for this life. I’ll show them! 
  
  __________ got me involved in a dubious adventure, and now I’m 
  having second thoughts. 
  
  __________ has been through hardships that would break me. They 
  can stand against the darkness I see looming over the world. 
  
  __________ has seen the lands of my home, more recently than me. 
  
  __________ is a friend of a friend, so if they don’t get me out of this 
  mess, they’re going to be in trouble! 
  
  __________ knows I have a secret map. 
  
  __________ owes me a favour. 
  
  __________ talked me into it. 
  
  I am in love with __________. 
   
  Adventurer Gear 
  You get whatever you were wearing when the adventure started, 
  and choose one: 
  ○ 
  13 coins. 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Dungeon rations (5 uses, 1 weight). 
  ○ 
  Healing potion. 
  ○ 
  Horse or other steed. 
  ○ 
  Makeshift club (close, 1 weight). 
  ○ 
  Spare change of clothes. 
   
  
   
  Adventurers 
  41 
   
  Adventurer Races 
  You may choose one of these races or one of the race options 
  provided by your specialties. Once you have chosen your race, 
  gain the corresponding move: 
   
  Dwarf 
  When you share a drink with someone, you may parley with 
  them using CON instead of CHA. 
   
  Elf 
  When you enter an important location (your call), you can ask 
  the GM for one fact from the history of that location. 
   
  Halfling 
  When you attack with a ranged weapon, deal +2 damage. 
   
  Human 
  When you make camp in a dungeon or city, you don’t need to 
  consume a ration. 
   
  
  42 
  Adventurers 
   
  Bard 
   
  A performer’s life is the one for you, travelling the world, singing 
  its songs, and telling its tales. 
   
  Compendium Class 
  Once you have trained for a year at the feet of a master bard and 
  passed the examination by proving your knowledge, you may 
  consider the bard specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Stats 
  If you choose the bard specialty, you get +1 load. 
   
  Starting Moves 
  You start with these two moves: 
   
  Bardic Lore 
  Choose an area of expertise: 
  ○ 
  A Bestiary of Creatures Unusual. 
  ○ 
  The Dead and Undead. 
  ○ 
  Gods and their Servants. 
  ○ 
  Grand Histories of the Known World. 
  ○ 
  Legends of Heroes Past. 
  ○ 
  The Planar Spheres. 
  ○ 
  Spells and Magicks. 
  When you first encounter an important creature, location, or 
  item (your call) covered by your bardic lore, you can ask the GM 
  any one question about it; the GM will answer truthfully. The GM 
  may then ask you what legend, song, or tale you heard that 
  information in. 
   
  
   
  Adventurers 
  43 
   
  A Port in the Storm 
  When you return to a civilized settlement you’ve visited 
  before, tell the GM when you were last here. They’ll tell you how 
  it’s changed since then. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Bamboozle 
  When you parley with someone, on a hit, you also take  
  +1 forward with them. 
   
  Bardic Expert 
  Requires: Bardic Lore 
  Choose a second area of expertise from the bardic lore list. 
   
  Fount of Knowledge 
  When you spout lore about something no one else has any clue 
  about, take +1. 
   
  A Little Help From my Friends 
  When you successfully aid someone, you take +1 forward as well. 
   
  
  44 
  Adventurers 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Con 
  Replaces: Bamboozle 
  When you parley with someone, on a hit, you also take  
  +1 forward with them and get to ask their player one question 
  which they must answer truthfully. 
   
  An Ear for Magic 
  When you hear an enemy cast a spell, the GM will tell you the 
  name of the spell and its effects. Take +1 forward when acting on 
  the answers. 
   
  Reputation 
  When you first meet someone who’s heard of you, roll+CHA. 
  On a 10+, tell the GM two things they’ve heard about you. On a  
  7-9, tell the GM one thing they’ve heard, and the GM tells you one 
  thing. 
   
  Unforgettable Face 
  When you meet someone you’ve met before (your call) after 
  some time apart, you take +1 forward against them. 
   
  Bard Alignments 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Good 
  Leave someone more knowledgeable than when you met them. 
   
  Neutral 
  Uncover a secret truth. 
   
  
   
  Adventurers 
  45 
   
  Bard Bonds 
  
  __________ trusted me with a secret. 
  
  This is not my first adventure with __________. 
   
  Bard Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Halfling pipeleaf (6 uses). 
  ○ 
  Leather armour (1 armour, 1 weight). 
  ○ 
  Ostentatious clothes. 
  ○ 
  Worn bow (near, 2 weight), and bundle of arrows (3 ammo,  
  1 weight). 
   
  Bard Races 
  You may choose one of these instead of an adventurer race 
  option: 
   
  Dwarf 
  You can also count the dwarves and their mountains as part of your 
  bardic lore. 
   
  Elf 
  You can also count the elves and their forests as part of your bardic 
  lore. 
   
  Halfling 
  You can also count the halflings and their shires as part of your 
  bardic lore. 
   
  Human 
  When you first enter a civilized settlement, someone who 
  respects the custom of hospitality to bards will take you in as their 
  guest. 
   
  
  46 
  Adventurers 
   
  Caver 
   
  Where do monsters hide their treasures? Deep underground, in 
  caves. Who knows how to find those treasures? You do. 
   
  Compendium Class 
  Once you have fully explored a legendary cave, you may consider 
  the caver specialty an available compendium class. The next time 
  you level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Stats 
  If you choose the caver specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Dungeon Crawl 
  When you defy danger to get through a difficult or dangerous 
  passageway, on a hit, you may bring one of your companions 
  through with you safely. Whatever you roll, you may sacrifice a 
  piece of your gear to ignore a consequence—whichever piece is 
  most readily at hand or makes the most sense. If this is adventuring 
  gear that is still undefined, say what it is now. 
   
  
   
  Adventurers 
  47 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Bug Eater 
  When you make camp in a cave, or undertake a perilous 
  journey through a cave, you do not need to consume any rations. 
  If you act as quartermaster underground, you automatically 
  succeed as if you had rolled a 10+, and you may take on a second job 
  as well. 
   
  Lynx-Eyed, Like Burning Coals 
  Your eyes cut through the night and you need bring neither lamp 
  nor torch to see in even the most Stygian darkness. 
   
  Mental Map 
  You have perfect recall of the places you have explored. You can 
  always find your way back to an underground location you have 
  been to, without considering it a perilous journey. If anything has 
  changed since your last visit, you spot it right away. 
   
  Rope Tricks 
  With time and room to use your rope, you can safely traverse a 
  dangerous environment (don’t roll) and take others with you, 
  provided they follow your instructions. You can also use your rope 
  as a weapon (reach, near, forceful) that does stun damage. 
   
  Tremors 
  You can feel vibrations echoing through the earth. You can never 
  be ambushed or surprised underground, even in the dark. When 
  an enemy, trap, or accident would get the drop on you, you get 
  to act first unless they never touch the earth. 
   
  
  48 
  Adventurers 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Cavedancer 
  When you use the natural formations of a cave to your 
  advantage, take +1 to defend and defy danger. 
   
  Cavespeaker 
  Requires: Tremors 
  When you ask a cave about someone or something else inside 
  it, roll+INT. On a 10+, the cave tells where it is, what it’s doing, and 
  answers any one question you ask about it. On a 7-9, the cave tells 
  you either where it is or what it’s doing. 
   
  Strange Medicine 
  Requires: Bug Eater 
  When you have time to gather supplies in a natural cave, you 
  can prepare a poultice that will heal one debility next time you 
  make camp. 
   
  Caver Alignments 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Evil 
  Use something you found underground to harm another. 
   
  Good 
  Remove a threat to others that emanates from underground. 
   
  Neutral 
  Recover something from underground that is useful even though it 
  is not valuable. 
   
  
   
  Adventurers 
  49 
   
  Caver Bonds 
  
  __________ shares my thirst for adventure. 
  
  I worry about __________’s ability to survive underground. 
   
  Caver Gear 
  You get adventuring gear (5 uses, 1 weight), dungeon rations (5 uses, 
  1 weight), and choose one weapon: 
  ○ 
  Axe (close, 2 weight). 
  ○ 
  Dagger (hand, 1 weight). 
  ○ 
  Sword (close, 2 weight). 
   
  Caver Races 
  You may choose one of these instead of an adventurer race 
  option: 
   
  Elf 
  Choose one weapon—you can always treat weapons of that type as 
  if they had the precise tag. 
   
  Halfling 
  You know how to take advantage of your small size underground, 
  where you get +1 armour if you’re at all able to defend yourself. 
   
  
  50 
  Adventurers 
   
  Engineer 
   
  Wizards and warlords think their powers are the mightiest of all, 
  but how could their triumphs ever be as useful as the machines you 
  build? 
   
  Compendium Class 
  Once you have successfully built a machine, you may consider the 
  engineer specialty an available compendium class. The next time 
  you level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Stats 
  If you choose the engineer specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Mother of Invention 
  When you build a machine, the GM will name one requirement 
  for each function the machine will perform: 
  
  It will take a long time. 
  
  You need help or someone else’s expertise. 
  
  You need materials above and beyond what you have now. 
  
  You need to build something else first. 
  
  You need to take something else apart to build it. 
  Once you meet the requirements, roll+INT. On a hit, it works 
  like you want it to, as far as the materials it is made out of can 
  handle, but on a 7-9, there is also a flaw in your design. The GM 
  will tell you what. On a miss, it doesn’t work the way you want it 
  to. 
   
  
   
  Adventurers 
  51 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Land Surveyor 
  When you search or survey a location, roll+INT. On a 10+, you 
  may ask the GM three questions from the list below. On a 7-9, ask 
  two. On a miss, ask one anyway, but you may not like the answer 
  much. Take +1 forward when you act on the answers. 
  
  How could this place be ruined? 
  
  Is there a way out, past, or through? 
  
  What here could cause someone harm? 
  
  Who else has been here and what were they doing? 
   
  Mechanical Aptitude 
  You may study machines and mechanisms as if they were people. 
  When you do, you may discern realities with INT instead of WIS. 
   
  Mining Engineer 
  When you discern realities underground, the GM will also tell 
  you about any natural hazards nearby, such as flooding, gas, or the 
  risk of a cave in. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Demolition 
  When you prepare materials in order to demolish or destroy a 
  location, the GM will choose one or two requirements: 
  
  These materials will have to be applied very carefully. 
  
  These materials will have to be transported very carefully. 
  
  You need arcane ingredients to harm this location. 
  
  You need to spend a lot of coin on these ingredients. 
  Meet the requirements and your compounds will get rid of this 
  location or change it irrevocably. 
  
  52 
  Adventurers 
   
  Mechanical Genius 
  Requires: Mechanical Aptitude 
  You may study machines and mechanisms as if they were people. 
  When you do, you may discern realities with INT instead of WIS. 
  On a 12+, you may ask any three questions you like, not limited to 
  the list. 
   
  Renovation 
  When you make alterations to an existing structure, natural or 
  built, roll+INT. On a 10+, choose two. On a 7-9, choose one: 
  
  Your work contains hidden elements. 
  
  Your work is artfully done, exquisite, or extravagantly grand. 
  
  Your work is durable and will last. 
  If you have spent either a great deal of coin or an unreasonable 
  amount of time, you can choose one extra option. 
   
  Engineer Alignments 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Chaotic 
  Build machines that give power to the powerless. 
   
  Evil 
  Strike terror into the hearts of others with your machines. 
   
  Neutral 
  Gain tangible profits by building or operating machines. 
   
  Engineer Bonds 
  
  __________ has offered to help me build something truly amazing. 
   
  
   
  Adventurers 
  53 
   
  Engineer Gear 
  You get a kit full of tools (2 weight), in addition to whatever your 
  other specialties give you. 
   
  Engineer Races 
  You may choose one of these instead of an adventurer race 
  option: 
   
  Dwarf 
  Gold and gems are what you crave, so much so that you can smell 
  them! When you discern realities, the GM will always tell you if 
  there’s treasure here without you asking. 
   
  Human 
  When you use an engineer move that lets you ask the GM 
  questions, you may also ask how you can make things more 
  comfortable for humans and less hospitable to non-humans, in 
  addition to your other questions. 
   
  
  54 
  Adventurers 
   
  Fool 
   
  What are you doing, you idiot? Don’t touch that! 
   
  Compendium Class 
  Once you have done something so blusteringly idiotic that 
  everyone around you is stunned speechless in amazement, you may 
  consider the fool specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Stats 
  If you choose the fool specialty, lower your damage die by one size, 
  but not lower than d4, and raise your maximum HP by 2. 
   
  Starting Moves 
  You start with this move: 
   
  Lucky Charm 
  You have a blessed charm that grants you great Luck, which is an 
  extra stat for you. When you make camp, reset your Luck to 3. 
  When you roll and miss, you may lower your Luck by 1 to re-roll. 
  Take the second result, and if it is a hit, explain how you succeeded 
  only through sheer luck. When your Luck is zero, you may not 
  lower it further, and you take -1 ongoing until you gain more. 
   
  
   
  Adventurers 
  55 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Curiosity 
  Requires: Lucky Charm 
  When you put yourself at risk to check something out, ask the 
  GM any one question related to the risks and roll+Luck. On a 10+, 
  the GM will answer it, as clearly as the circumstances allow. On a 
  7-9, the GM will tell you what more you need to do to find the 
  answer yourself. 
   
  A Fool and His Money 
  When you pay too much for something, the GM will tell you 
  something useful and interesting about the item you bought, and 
  you take +1 forward when using it—even though you were 
  swindled. 
   
  Lucky for You! 
  Requires: Lucky Charm 
  When you take damage that was intended for someone else, 
  you get +1 Luck. You may not spend Luck to negate this damage. 
   
  The Mouths of Babes 
  If you blurt out whatever comes into your head when you spout 
  lore, take +1 to your roll. 
   
  
  56 
  Adventurers 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Supremely Lucky 
  Requires: Lucky Charm 
  When you make camp, reset your Luck to 4 instead of 3. When 
  you take damage, you may lower your Luck by 1 to ignore it. 
  Describe 
  the 
  comedic, 
  contrived, 
  or 
  outright 
  miraculous 
  circumstances that saved you from harm. 
   
  Three Stooges 
  Requires: Lucky Charm 
  You can lower your Luck by 1 to deal 1d10 damage to an enemy. 
  Describe how you embarrass, humiliate, or accidentally clobber 
  them. 
   
  Fool Alignments 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Chaotic 
  Endanger yourself in order to experience something new. 
   
  Good 
  Remove something dangerous from someone else’s presence. 
   
  Fool Bonds 
  
  I will never give up on __________. 
  
  I will protect __________ from the danger that looms over us. 
   
  Fool Gear 
  You get a stick (close, 1 weight) and a sack, in addition to whatever 
  your other specialties give you. 
   
  
   
  Adventurers 
  57 
   
  Fool Races 
  You may choose one of these instead of an adventurer race 
  option: 
   
  Dwarf 
  When you suffer a debility, you get +1 Luck. 
   
  Elf 
  What? Elves aren’t fools! You get nothing. 
   
  Halfling 
  When you eat to excess and suffer the consequences, you get  
  +1 Luck. 
   
  
  58 
  Adventurers 
   
  Good Samaritan 
   
  The real reason the world is a terrible place is because it has terrible 
  people in it. If everyone would just treat others with kindness and 
  respect, the way you do, we wouldn’t need adventurers! 
   
  Compendium Class 
  Once you save a person’s life, with no thought to the consequences 
  or of profit, you may consider the good Samaritan specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Requirements 
  You must be of Good alignment to take this specialty. 
   
  Starting Moves 
  You start with this move: 
   
  Charming and Open 
  When you speak frankly with someone, you can ask their player 
  a question from the list below. They must answer it truthfully, then 
  they may ask you a question from the list (which you must answer 
  truthfully): 
  
  How can I get you to __________? 
  
  What are you feeling right now? 
  
  What do you most desire? 
  
  What do you wish I’d do? 
  
  Whom do you serve? 
   
  
   
  Adventurers 
  59 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Ask Me Anything 
  When another PC comes to you for advice about a difficult 
  problem, if you tell them what you really think they should do, 
  they take +1 forward if they follow your advice, and you mark XP if 
  they succeed. 
   
  Helpful 
  When you aid another PC, treat a miss as a 7-9 result. They 
  always take +1 to their roll. 
   
  A Little Help From my Friends 
  When you successfully aid someone, you take +1 forward as well. 
   
  Show Me the Way 
  When you give a receptive NPC heartfelt advice about what 
  they should do, roll+WIS. On a 10+, they follow your advice in 
  whatever way they think is most beneficial for them. On a 7-9, they 
  only follow your advice if you back them up and help them do it. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Show Me the Right Way 
  Replaces: Show Me the Way 
  When you give a receptive NPC heartfelt advice about what 
  they should do, roll+WIS. On a 12+, they do exactly what you tell 
  them to do. On a 10-11, they follow your advice in whatever way 
  they think is most beneficial for them. On a 7-9, they only follow 
  your advice if you back them up and help them do it. 
   
  
  60 
  Adventurers 
   
  Tough Love 
  When you tell another PC that they did something wrong, they 
  take +1 forward to fixing it. 
   
  Very Helpful 
  Replaces: Helpful 
  When you aid another PC, you don’t roll. They take +1 to their 
  roll and if you would share in the consequences of their actions, 
  you always get a chance to defend yourself first. 
   
  
   
  Adventurers 
  61 
   
  Good Samaritan Alignments 
  You may choose this instead of an adventurer alignment: 
   
  Good 
  Help someone without them even asking. 
   
  Good Samaritan Bonds 
  
  __________ has some problems I could help them solve. 
  
  __________ is a valuable friend. 
   
  Good Samaritan Gear 
  Choose one: 
  ○ 
  Antitoxin and bandages (3 uses, slow). 
  ○ 
  Healing potion. 
  ○ 
  Poultices and herbs (2 uses, 1 weight). 
   
  Good Samaritan Races 
  You may choose one of these instead of an adventurer race 
  option: 
   
  Dwarf 
  When you share a drink with someone, choose one: 
  
  It counts as consuming a ration for both of you. 
  
  They heal 1d4 damage. 
   
  Halfling 
  When you share a ration with someone, it counts as consuming a 
  full ration for both of you and they heal 1d4 damage. 
   
  
  62 
  Adventurers 
   
  
   
  Adventurers 
  63 
   
  Householder 
   
  Not everyone is lucky enough to own vast estates. But then, not 
  everyone is savvy enough to keep them, either. 
   
  Compendium Class 
  Once you take possession of a vast estate and acquire the staff to 
  run it, you may consider the householder specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Starting Moves 
  You start with this move: 
   
  Dominion 
  You are the master of wealthy estates, either tracks of land, 
  mercantile operations, or governmental offices. When you request 
  an expensive item from your estates, as long as it is not unique, 
  roll+WIS. On a 10+, your estates supply you with your heart’s 
  desire. On a 7-9, you are supplied with the item, but your estates 
  are exhausted until you put them back in order, by doing any one 
  of the following: 
  
  Close out an old, presumably-problematic account. 
  
  Set up a new profitable venture. 
  
  Spend time in your offices reorganizing your accounts. 
  
  Take a tour of your estates, correcting any errors you 
  encounter. 
  Once you put your estates back in order, you can once again use 
  this move. On a miss, your estates are in disarray. 
   
  
  64 
  Adventurers 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Cultured Host 
  When you provide hospitality to someone, take +1 forward to 
  discern realities about them or parley with them. 
   
  A Long and Storied History 
  When you spout lore about your house and its lands, take +1. 
   
  Profitable Enterprise 
  Requires: Dominion 
  When you return to your estates after an absence, roll+WIS. On 
  a hit, your estates have produced surplus income for you. On a 
  10+, take 2 income. On a 7-9, take 1 income. You can spend your 
  income this session to put your estates back in order or purchase a 
  moderately expensive item, like a house, from someone else. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  A Long and Rather Singular History 
  Replaces: A Long and Storied History 
  When you spout lore about your house and its lands, take +1. 
  On a 12+, the GM will ask you one question about the topic. 
  Whatever you answer, it is the truth. 
   
  Mortgages 
  Requires: Dominion 
  When you leverage your estates to purchase something 
  ridiculously expensive (an army, ship, or castle, say), take  
  -1 forward to dominion and roll+WIS. On a 10+, it is yours. On a  
  7-9, it is mostly yours but there are strings attached and your 
  estates are exhausted. 
  
   
  Adventurers 
  65 
   
  This is my Domain 
  Replaces: Cultured Host 
  When you provide hospitality to someone, take +1 ongoing to 
  discern realities about them or parley with them while they stay 
  with you, and take +1 forward against them when they leave. 
   
  Householder Alignments 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Evil 
  Take someone else’s possessions or position for your own. 
   
  Good 
  Use your wealth and power to directly benefit the least fortunate. 
   
  Lawful 
  Increase your influence through your economic powers. 
   
  Neutral 
  Acquire a new estate or title. 
   
  Householder Bonds 
  
  __________ has worked on my estates before. 
  
  __________ is aware of my more sensitive financial arrangements. 
   
  Householder Gear 
  Choose five different pieces of gear that are not unique items. 
   
  
  66 
  Adventurers 
   
  Landed Gentry 
   
  To us comes power, land, and title from the divine on high, and so 
  to our lessers do we tend. In swearing true this oath, the lands and 
  people granted to you are not merely yours to command, but to 
  protect, to love as your family as the gods love you as theirs. Under 
  their sight, do you swear it? 
   
  Compendium Class 
  Once you have been granted a hold by your betters, you may 
  consider the landed gentry specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Landed 
  You own a stronghold. Give it a name! Add it to the world map as a 
  keep steading with these tags: Poor, Steady, Guard, Oath 
  (protection for nearby lands).Choose two benefits: 
  ○ 
  Fortified: Your stronghold is nearly impregnable, its walls and 
  siege defences are strong. 
  ○ 
  Garrisoned: Your stronghold has a Garrison instead of Guard. 
  ○ 
  Prestigious: Your stronghold is well-known and therefore you 
  are too. Add Personage (you). 
  ○ 
  Skilled: Your stronghold has people with exceptional skills, 
  such as blacksmithing or magic. Add Craft. 
  ○ 
  Taxation: Your stronghold provides income, roughly one coin 
  per family within its domain per year. 
  The GM will also give you one complication: 
  ○ 
  Disputed: Someone else has a claim to your stronghold too. 
  ○ 
  Infested: There are monsters about. 
  ○ 
  Unrest: The people are unhappy with the stronghold. 
  
   
  Adventurers 
  67 
   
  
  68 
  Adventurers 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Call the Banners 
  Requires: Landed 
  When you recruit from your stronghold or the lands it 
  protects, treat any miss as if you had rolled a 7-9 instead. 
   
  Hold Court 
  Requires: Landed 
  When you hold court and hear the problems of the people, the 
  GM will tell you of at least one opportunity within you stronghold 
  or the areas surrounding it. 
   
  Long Road Home 
  Requires: Landed 
  No matter where you are, you always know either a long and safe 
  way or a shorter and more dangerous road home to your 
  stronghold. Your choice. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Diplomat 
  Requires: Landed 
  When you send a letter requesting a person’s presence in your 
  stronghold, roll+CHA. On a 10+, they agree to visit with the 
  expectation of hospitality. On a 7-9, they name some terms, you 
  must meet them or they refuse. 
   
  Empire 
  Requires: Landed 
  You inherit, by hook or by crook, a second steading. Create it as 
  per the Landed move, but you get the prestigious option for free. 
  
   
  Adventurers 
  69 
   
  In the Service of the People 
  Requires: Landed 
  After either successfully dealing with a problem in your realm set 
  forth by the GM or successfully pursuing an opportunity you heard 
  about while holding court, you may change any one of your 
  stronghold’s tags. 
   
  Landed Gentry Alignment 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Evil 
  Intimidate or terrorize the people who live under your rule. 
   
  Good 
  Protect the lands you rule from evil. 
   
  Lawful 
  Uphold the laws of your lord in the lands you rule. 
   
  Landed Gentry Bonds 
  
  __________ helped me get where I am today, and I owe them for it. 
  
  __________ is a great help to my stronghold. 
   
  Landed Gentry Gear 
  You start with a stronghold worth of basic supplies, in addition to 
  whatever your other specialties give you. 
   
  Landed Gentry Races 
  You may choose this instead of an adventurer race option: 
   
  Dwarf 
  Your stronghold is Dwarven and Wealthy instead of Poor. 
  
  70 
  Adventurers 
   
  Luminary 
   
  Surrounded by your minions, bathed in adulation and respect, you 
  are no flea-bitten, rough-and-tumble mercenary. 
   
  Compendium Class 
  Once you attract a permanent entourage, either by hiring retainers 
  or becoming famous and admired, you may consider the luminary 
  specialty an available compendium class. The next time you level 
  up, you may add this specialty to your character instead of choosing 
  a move from your class. 
   
  Stats 
  If you choose the luminary specialty, lower your damage die by one 
  size, but not lower than d4. 
   
  Starting Moves 
  You start with both moves: 
   
  Entourage 
  You can surround yourself with up to a dozen or so minions who 
  will back you up, follow your orders, impress people, and help you 
  conduct your business. Choose what type of people compose your 
  entourage: 
  Noble Courtiers: Dissent +2, Eloquence +1, Fighting +1, Learning +1. 
  Obedient Servants: Dissent +0, Eloquence +0, Fighting +1, Learning +1. 
  Savvy Clerks: Dissent +1, Eloquence +1, Fighting +0, Learning +2. 
  Seasoned Mercenaries: Dissent +1, Eloquence +1, Fighting +2, Learning +0. 
  Talented Artistes: Dissent +1, Eloquence +2, Fighting +0, Learning +1. 
   
  You can order individuals around like hirelings if you want them to 
  do things other than act as part of your entourage. If they are 
  obedient servants, take +1 to order them. If they are noble courtiers, 
  take -1 to order them. 
  
   
  Adventurers 
  71 
   
  Choose your entourage’s accoutrements, as many as their 
  dissent or fighting: 
  Books and instruments, costumes and props, finery and riches, 
  many weapons, metal armour, mounts, samples of your wares, 
  travelling gear. 
   
  Choose their skills, as many as their eloquence or learning: 
  Accounting, appraisal, crime, diplomacy, hospitality, hunting, 
  music and poetry, politics, rhetoric, science, soldiering. 
   
  Choose their weaknesses, as many as their dissent: 
  Arrogant, careless, cowardly, dead inside, feuding, gossiping, 
  greedy, 
  hedonistic, 
  insular, 
  obsequious, 
  religious 
  heresy, 
  treacherous. 
   
  Ex Officio 
  When you’re surrounded by your entourage… 
  …and you attack the same target, add both their dissent and their 
  fighting to your damage. 
  …and you defend the same target, add their fighting to your roll. 
  …and you parley, add their eloquence to your roll. 
  …and you spout lore, add their learning to your roll. 
  …and someone interferes with you, add your entourage’s dissent to 
  their roll. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Bodyguards 
  Requires: Entourage 
  When you are accompanied by your entourage, you get  
  +1 armour. 
   
  
  72 
  Adventurers 
   
  Dogs of War 
  Requires: Entourage 
  When you attack with your entourage, your base damage is d8. 
   
  Prestigious Companions 
  Requires: Entourage 
  Your entourage gets another pick from accoutrements and another 
  skill, which can be whatever you want. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Influencer 
  When you parley with someone, on a 12+, not only do they do 
  what you want, they change their mind about you and become your 
  ally. They will no longer advance the GM’s dangers and will instead 
  support your plans. 
   
  A Many-Headed Beast 
  Requires: Entourage 
  Choose an additional entourage type. You may surround yourself 
  with companions from either type of entourage, but for ex officio 
  you can only use the stats of whichever is most numerous. You can 
  switch between the two types by dismissing some companions and 
  summoning others. 
   
  Palace Guard 
  Replaces: Dogs of War 
  When you attack with your entourage, your base damage is d12. 
   
  Versatile Companions 
  Requires: Prestigious Companions 
  Choose a move from another class or specialty. You may use this 
  move as long as you are accompanied by your entourage. 
   
  
   
  Adventurers 
  73 
   
  
  74 
  Adventurers 
   
  Luminary Alignments 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Chaotic 
  Run rampant over the plans of someone in a position of authority. 
   
  Evil 
  Take someone else’s possessions or position for your own. 
   
  Good 
  Provide a good example of leadership for someone else to follow. 
   
  Luminary Bonds 
  
  __________ is great to have around, but I wouldn’t trust them with 
  my life. 
  
  My entourage is suspicious of __________, but not suspicious enough! 
   
  Luminary Gear 
  You have enough clothing to always look like the most impressive 
  person amongst your entourage, in addition to whatever your other 
  specialties give you. 
   
  
   
  Adventurers 
  75 
   
  Luminary Races 
  You may choose one of these instead of an adventurer race 
  option: 
   
  Dwarf 
  Your entourage is composed of hardy dwarves, add +1 fighting. 
   
  Elf 
  Your entourage is composed of wise elves, add +1 learning. 
   
  Halfling 
  Your entourage is composed of proud halflings, and halflings stick 
  together. You entourage’s dissent is one lower (but you cannot 
  choose obedient servants). 
   
  Human 
  Your entourage is silver-tongued and skilled in rhetoric and the 
  laws of mankind, add +1 eloquence. 
   
  
  76 
  Adventurers 
   
  Merchant 
   
  Money makes the world go ’round. 
   
  Compendium Class 
  Once you acquire a stable supply of goods and a customer base you 
  can sell them to, you may consider the merchant specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  
   
  Adventurers 
  77 
   
  Starting Moves 
  You start with this move: 
   
  Entrepreneur 
  You have two or three business ventures: 
  ○ 
  Apothecary or barber shop (medicine / malpractice). 
  ○ 
  Brothel (influence or secrets / disease or scandal). 
  ○ 
  Contracting service (influence / betrayal or scandal). 
  ○ 
  Extortion racket (influence / turf war). 
  ○ 
  Grain mill (influence / fire). 
  ○ 
  Inn (secrets / scandal). 
  ○ 
  Silver mine (silver / flood or strike). 
  ○ 
  Smithy (arms and armour / strike or theft). 
  ○ 
  Trade ships (exotic spices / a ship sinks). 
  ○ 
  Transportation service (secrets / lost goods). 
  When you set up a new venture, add it to this list, along with 
  what it produces and possible disasters it could experience. If a 
  venture goes under, remove it from your list. 
  When you have downtime or at the beginning of a session, 
  choose up to three of your ventures to tend to and roll+CHA. On a 
  10+, each venture you chose produces either its surplus or money 
  for you and you take +1 forward to making requests of your 
  domain. On a 7-9, only one of your ventures produces surplus or 
  money for you, and one venture experiences disaster, such as 
  bankruptcy, legal problems, or the disaster listed. On a miss, all the 
  ventures you chose experience disasters. Ventures you choose not 
  to tend to do not produce for you and do not suffer disasters, but 
  may still experience changes. If a venture produces money, your 
  take is 1d6×100 coins. 
   
  
  78 
  Adventurers 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Eye for Loot 
  When you see or come to know about a thing you want, 
  roll+INT. On a 10+, ask the GM three questions about it. On a 7-9, 
  ask two. On a miss, ask one anyway, but your desire is betrayed to 
  everyone who cares (and some who don’t): 
  
  What happened to it recently? 
  
  What is it really worth, all things considered? 
  
  What protects it and keeps it where it is? 
  
  Who will try to keep it from me? 
  
  Who will want it once it is mine? 
   
  I Know People Who Know People 
  When you put the word out that you need someone with 
  certain skills or experience, roll+CHA. On a 10+, you find 
  someone suitable or a hireling with +2 skill points. On a 7-9, you 
  find someone with similar experience or a hireling with +1 skill 
  points. 
   
  Trade Networks 
  When you consult your contacts before undertaking a journey 
  to another settlement, the GM will tell you about a person there 
  who can help you. 
   
  We All Want Things 
  When you parley with someone or discern realities connected 
  to them, on a hit you can also ask the GM one of these question: 
  
  What does this person really want from me? 
  
  What does this person value most? 
  
  What is the most valuable thing here? 
   
  
   
  Adventurers 
  79 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Back-Up Plan 
  When you meet with someone on business, you may ask the GM 
  two questions from the list below: 
  
  Is there an ambush waiting for me? 
  
  What are they really feeling? 
  
  What is my best way out of this? 
  
  Who is watching? 
   
  I Must Have It! 
  Requires: Eye for Loot 
  When you use your eye for loot, on a 12+, ask the GM an 
  additional question, any question, about the thing you want. 
   
  Influencer 
  When you parley with someone, on a 12+, not only do they do 
  what you want, they change their mind about you and become your 
  ally. They will no longer advance the GM’s dangers and will instead 
  support your plans. 
   
  Wealthy Entrepreneur 
  Requires: Entrepreneur 
  When a venture produces money for you, you may take 1 income 
  instead of cashing out. Spend 1 income to get the 10+ result from 
  your domain without rolling. Any income left over at the end of a 
  session is converted into coins as normal. You can spend income 
  from profitable estates in the same way. 
   
  
  80 
  Adventurers 
   
  
   
  Adventurers 
  81 
   
  Merchant Alignments 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Good 
  Use your wealth to directly benefit the least fortunate. 
   
  Neutral 
  Acquire something amazing or unique. 
   
  Merchant Bonds 
  
  __________ has a great nose for bargains. 
  
  __________ is too irresponsible to manage money. 
   
  Merchant Gear 
  You get 100 coins and whatever you want to buy with it, in addition 
  to whatever your other specialties give you. 
   
  Merchant Races 
  You may choose this instead of an adventurer race option: 
   
  Human 
  Your race are conquerors. When you see or come to know of a 
  thing you want, ask an extra question from the eye for loot list, 
  even if you haven’t taken the move. 
   
  
  82 
  Adventurers 
   
  Monstrous Heritage 
   
  You can choose your friends, but you can’t choose your family. 
   
  Compendium Class 
  Once you find out your ancestry includes people you think are 
  monsters, you may consider the monstrous heritage specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with these two move: 
   
  Ancestral Heritage 
  You have a mixed heritage. Decide on your species, ethnicity, and 
  cultural heritage, choosing anything or any combination of things 
  that sounds interesting to you. Then choose up to three heritage 
  moves to start with, from the monster moves that best match your 
  heritage. How do you honour your people and invoke your rights 
  of blood and tradition? Choose one: 
  ○ 
  Building things for your people. 
  ○ 
  Charity. 
  ○ 
  Enforcing your peoples’ code of honour. 
  ○ 
  Fighting for your people. 
  ○ 
  Obeying your elders. 
  ○ 
  Sacrifice. 
   
  Blood and Tradition 
  At the beginning of a session, or when you invoke your rights 
  of blood and tradition, roll+WIS. On a 10+, hold 3. On a 7-9,  
  hold 2. On a miss, you still hold 1. Spend a hold to make a heritage 
  move, just like that. 
  
   
  Adventurers 
  83 
   
  
  84 
  Adventurers 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Honouring Tradition 
  Requires: Ancestral Heritage 
  When you gain a new appreciation for your heritage, add a new 
  heritage move or change an existing one. 
   
  Interpreting Tradition 
  Requires: Ancestral Heritage 
  Choose a second way you can honour your people. 
   
  Passing 
  Requires: Ancestral Heritage 
  You are able to hide your heritage, and pass as a member of another 
  race, as long as you don’t use your heritage moves. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Awakening Blood 
  Requires: Ancestral Heritage 
  Choose another type of creature that has contributed to your 
  heritage. Gain one of their moves, in addition to your other 
  heritage moves, and you may change any other heritage moves to 
  moves from this new heritage, if you wish. 
   
  Flexible Traditions 
  Requires: Interpreting Tradition 
  Choose a third way you can honour your people. 
   
  Monster Blood 
  Requires: Blood and Tradition 
  When you roll for blood and tradition, on a hit, you get +1 hold. 
  
   
  Adventurers 
  85 
   
  Monstrous Heritage Alignments 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Evil 
  Attack your ancestral foes. 
   
  Good 
  Deliver aid to your ancestral allies. 
   
  Neutral 
  Prove your worth to someone else. 
   
  Monstrous Heritage Bonds 
  
  __________ doesn’t judge me for who my parents were. 
  
  __________ thinks I am a monster, I will prove them wrong. 
   
  Monstrous Heritage Gear 
  You get adventuring gear (5 uses, 1 weight) and an item that 
  symbolizes your heritage (describe it), in addition to whatever your 
  other specialties give you. 
   
  
  86 
  Adventurers 
   
  
   
  Adventurers 
  87 
   
  Sage 
   
  A scholar of infinite knowledge, who plunders the pages of lost 
  tomes, and finds forgotten treasures in the scripts of ancient 
  peoples, now lost in the mists of time—that’s you! 
   
  Compendium Class 
  Once you have mastered the works of the eight immortals, you may 
  consider the sage specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Consult Sage 
  When another PC comes to you for advice about something 
  important and you tell them what you honestly think is best, 
  they get +1 forward when following your advice. At the end of a 
  session, if any other PCs benefited from following your advice, you 
  can mark XP. 
   
  
  88 
  Adventurers 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Buddy Movie 
  You have a trusty sidekick or partner, who supports you in all that 
  you do. Describe them and give them a name (Adam, Monkey 
  King, or Sarah, for example). They count as a hireling with  
  loyalty +2 and skill points equal to your level+1, with your choice of 
  skills, plus one of the following abilities: 
  
  When they help you defend, you get +1 hold. 
  
  When they help you defy danger, take +1. 
  
  When they help you fight, you deal +1d4 damage. 
  
  When they help you parley, take +1. 
  They do not have their own HP. When they take damage, lower 
  your own HP. If you die or refuse Death’s bargain, your buddy can 
  sacrifice their own life so that you may live. 
   
  Fount of Knowledge 
  When you spout lore about something no one else has any clue 
  about, take +1. 
   
  I Know This Work 
  When you encounter an interesting artifact, construction, or 
  device (your call), roll+WIS. On a hit, you can ask the GM 
  questions. On a 10+, ask three. On a 7-9, ask two: 
  
  How could I make this thing do ________? 
  
  How is it weak or vulnerable? 
  
  What’s happened to it recently? 
  
  What’s it for? 
  
  What’s it made of? 
  
  Who made it? 
  On a miss, it is something beyond your knowledge and 
  understanding. 
   
  
   
  Adventurers 
  89 
   
  Quick Study 
  When you see the effects of an arcane spell, ask the GM the 
  name of the spell and its effects. You take +1 when acting on the 
  answers. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Book of Names 
  When you meet someone important (your call), say what you’ve 
  heard about them and roll+WIS. On a hit, the GM will tell you 
  more details. On a 10+, the GM’s details will complement yours. 
  On a 7-9, the GM’s details may contradict your own information, 
  and how you discover the truth is your own affair. On a miss, you 
  are wrong about something important. 
   
  Evidence of Faith 
  When you see divine magic as it happens, you can ask the GM 
  which deity granted the spell and its effects. Take +1 when acting 
  on the answers. 
   
  Superfriends 
  Requires: Buddy Movie 
  Give your trusty sidekick or partner a second ability from the list. 
   
  A Wealth of Knowledge 
  When you spout lore, on a 12+, you ask the GM a question, but 
  the GM will also ask you a question about the subject. Whatever 
  you answer, it is the truth. 
   
  
  90 
  Adventurers 
   
  Sage Alignments 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Chaotic 
  Give someone the advice they need to change their life. 
   
  Lawful 
  Support the lawful order with your wisdom. 
   
  Sage Bonds 
  
  __________ is always making fun of me, but they still know who the 
  real boss is around here. 
  
  __________ never takes my advice. 
   
  Sage Gear 
  You get sagacious robes and choose one: 
  ○ 
  Antitoxin and bandages (3 uses, slow). 
  ○ 
  Bag of books (5 uses, 2 weight). 
  ○ 
  Staff (reach, 2 weight). 
   
  
   
  Adventurers 
  91 
   
  Sage Races 
  You may choose one of these instead of an adventurer race 
  option: 
   
  Dwarf 
  When you ask the stones of a mountain for advice, they will tell 
  you what they want. If you try to give it to them, take +1 forward, 
  and mark XP if you succeed. 
   
  Elf 
  You have lived a long, long life. When you spout lore about 
  historical events, you may roll with WIS instead of INT. 
   
  Human 
  When another PC comes to you for advice about something 
  important and you tell them what you honestly think is best, 
  they also deal +1d6 damage forward if they follow that advice. 
   
  
  92 
  Adventurers 
   
  
   
  Adventurers 
  93 
   
  Shopkeeper 
   
  Sometimes, running a business is an adventure in and of itself. 
   
  Compendium Class 
  Once you have a shop and some employees to work in it, you may 
  consider the shopkeeper specialty an available compendium class. 
  The next time you level up, you may add this specialty to your 
  character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Inventory 
  When you check your shop for something you should have, 
  roll+WIS. On a 10+, it’s in stock. On a 7-9, you’re out, but 
  somebody owes you some. On a miss, you had it, but somebody 
  stole it or broke it, or stole it and broke it, the scumbag. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Bustling Storefront 
  When you have time to advertise your services and tend your 
  storefront, the GM will tell you who has come to spend money at 
  your store. Other players may tell you that their characters have 
  been customers as well. Say which ones you gave special treatment 
  and roll+CHA. On a 10+, they were all satisfied. On a 7-9, one of 
  them wasn’t happy but the rest were. On a miss, none of them are 
  happy. 
   
  
  94 
  Adventurers 
   
  Hired Help 
  When you recruit from your shop, you attract twice as many 
  prospective recruits. 
   
  Idle Gossip 
  When you ask your staff or regulars about someone important 
  (your call), roll+CHA. On a 10+, you can ask the GM three 
  questions from the list below. On a 7-9, only two: 
  
  How could I get to them, physically or financially? 
  
  What’s their deal and how’s it working out? 
  
  When should I expect to see them next? 
  
  Who do they associate with? 
  
  Who or what do they cherish most? 
  On a miss, ask one anyway, but your questions stir up trouble. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Bazaar of Curios 
  Requires: Inventory 
  When you check your shop for something you really shouldn’t 
  have, roll+WIS. On a 10+, you have it, or something close, 
  although it might cause problems down the line. On a 7-9, you can 
  get it, or something close, but it will come with strings attached. On 
  a miss, you have it, alright, and a world of problems along with it! 
   
  High Class 
  Your shop deals in higher-end, more expensive goods. At the 
  beginning of a session, or when there’s downtime, roll+CHA. On 
  a 10+, both. On a 7-9, choose one: 
  
  You gain a useful contact from amongst your customers. 
  
  You make 1d6×100 coins in profit. 
   
  
   
  Adventurers 
  95 
   
  Make This Go Away 
  When you give something to one of your underlings and tell 
  them to get rid of it, roll+CHA. On a 10+, it’s gone and only the 
  two of you know it was ever there to begin with. On a 7-9, it’s 
  common knowledge in and around the shop, but no further. On a 
  miss, the thing pops up again at the worst possible time. 
   
  Shopkeeper Alignments 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Evil 
  Swindle a customer. 
   
  Lawful 
  Win a legal dispute. 
   
  Shopkeeper Bonds 
  
  __________ should be able to get me some more customers. 
  
  __________ used to work for me, until I fired them. 
   
  Shopkeeper Gear 
  You get your shop’s inventory in addition to whatever your other 
  specialties give you. 
   
  Shopkeeper Races 
  You may choose this instead of an adventurer race option: 
   
  Human 
  When you first arrive at a civilized settlement, the GM will tell you 
  what goods are in abundance and what goods the settlement is in 
  need of. 
   
  
  96 
  Adventurers 
   
  Wayfarer 
   
  A vagabond, a wanderer, a rolling stone is what they call you and it 
  is true. You cannot stay long in one place, or at least you have yet to 
  find the place that would have you, and you it. 
   
  Compendium Class 
  Once you have visited seven different lands, and in each land 
  visited seven different settlements, you may consider the wayfarer 
  specialty an available compendium class. The next time you level 
  up, you may add this specialty to your character instead of choosing 
  a move from your class. 
   
  Stats 
  If you choose the wayfarer specialty, you get +2 load. 
   
  Starting Moves 
  You start with one of the following two moves: 
   
  A Port in the Storm 
  When you return to a civilized settlement you’ve visited 
  before, tell the GM when you were last here. They’ll tell you how 
  it’s changed since then. Additionally, at your option, name a 
  person you met here or something you left behind. 
   
  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. 
   
  
   
  Adventurers 
  97 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Hobo Signs 
  When you discern realities in the wilderness or when you enter 
  a settlement for the first time, also ask one of these questions: 
  
  How could I be accepted by the people here? 
  
  How could I best attract attention here? 
  
  How could I gain access to what is secret here? 
  
  What here is a source of evil? 
  
  Where could I best hide around here? 
  If you discern realities about a location, you may ask one of these 
  questions instead of one from the normal list. 
   
  Local Contacts 
  When you arrive at a new settlement, roll+CHA. On a hit, you 
  know someone here who can help you. They count as a hireling 
  with points according to the settlement size and will accept 
  friendship as payment. Additionally, on a 10+, they will rescue you 
  from danger once while you are here. On a miss, instead you bring 
  your enemies with you and find no friends here. 
   
  Secret Paths and Ways 
  You know places in the wilderness where secret paths lie unseen. 
  When you travel by a way that is beyond the mortal world, 
  roll+WIS. On a 10+, it leads where you want it to. On a 7-9, you or 
  the GM must choose a difficulty: 
  
  Others find the way who did not know it before. 
  
  The journey takes much longer than it seemed to. 
  
  The way is long and hard. Each person who takes it must 
  consume a ration or mark the debility weak. 
  
  You encounter some danger upon the road. 
   
  
  98 
  Adventurers 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Around the World 
  Requires: A Port in the Storm or Wide-Wanderer 
  You now have both A Port in the Storm and Wide-Wanderer. 
  When you return to a civilized settlement you’ve visited 
  before, you may name both someone you met and something you 
  left behind. 
   
  Reputation 
  When you first meet someone who’s heard songs about you, 
  roll+CHA. On a 10+, tell the GM two things they’ve heard about 
  you. On a 7-9, tell the GM one thing they’ve heard, and the GM 
  tells you one thing. 
   
  Unforgettable Face 
  When you meet someone you’ve met before (your call) after 
  some time apart, you take +1 forward against them. 
   
  Wayfarer Alignment 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Good 
  Leave a place in a better condition than it was in when you arrived. 
   
  Neutral 
  Leave a place in a better condition that you were in when you 
  arrived. 
   
  
   
  Adventurers 
  99 
   
  Wayfarer Bonds 
  
  __________ brings trouble with them wherever they go. 
  
  __________ is great to have around, but I wouldn’t trust them with 
  my life. 
   
  Wayfarer Gear 
  You get a bag and a walking stick, if you want one, in addition to 
  whatever your other specialties give you. 
   
  Wayfarer Races 
  You may choose one of these instead of an adventurer race 
  option: 
   
  Dwarf 
  When you wake from at least a few uninterrupted hours of 
  sleep, you regain all your HP. 
   
  Elf 
  When you take watch, don’t roll. If something approaches, you’re 
  able to wake the camp and prepare a response of your choice. 
  Everyone in the camp takes +1 forward, provided they participate in 
  your choice of response. 
   
  
  100 
  Adventurers 
   
  
   
  Adventurers 
  101 
   
  Wraithlander 
   
  Death is a guard at the gates, a keen eye and a black hand on the 
  latch. Some folk find their way through the hollow kingdoms and 
  out the other side. Shame they’ll never fit in again—nobody comes 
  back without a mark to show for it. 
   
  Compendium Class 
  Once you have returned from the wraithlands with your life, you 
  may consider the wraithlander specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  From the Forbidden Land Returned 
  You bear a mark of your time in the wraith lands. Choose a part of 
  your body that takes on the visible aspects of death while 
  remaining fully functional: 
  ○ 
  Arm: Any weapon you grasp flows into the other world. It 
  gains +2 piercing against living creatures. 
  ○ 
  Eye: When you touch a corpse you see what it saw in its last 
  moments. The GM will describe it. 
  ○ 
  Legs: Your passing leaves no mark or scent as a living person 
  would. 
  ○ 
  Tongue: You may lace any oath, prayer, or spell, prayer with a 
  link to the forbidden land. Its effects on the dying or dead will 
  be amplified, as described by the GM. 
  Dead spirits see your mark and know you as their own. Any dead 
  spirit that still clings to the mortal plane will speak with you, 
  sharing openly. The living, especially the devout, see your mark as 
  a sign of sin. You take -1 ongoing to CHA rolls with the devout who 
  see your mark. 
  
  102 
  Adventurers 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Branded 
  Requires: From the Forbidden Land Returned 
  Choose another body part to take on the visible aspects of death. 
   
  Death’s Friend 
  When another player character meets death you may immediately 
  resolve a bond you have with them, marking XP and writing a new 
  bond as usual. 
   
  Indelible 
  Requires: From the Forbidden Land Returned 
  The mark of the wraith lands grows such that it may not be 
  concealed. Describe it. The dead will seek you out, giving you what 
  aid they can. The undead will not harm you. The devout will treat 
  you as a heretic. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Blemished 
  Requires: Branded 
  Choose a third body part to take on the visible aspects of deaths. 
   
  Final Tether 
  When you speak to a dead spirit, you take +1 forward with all 
  who knew that spirit in life. 
   
  
   
  Adventurers 
  103 
   
  Wraithlander Alignment 
  You may choose one of these instead of an adventurer 
  alignment: 
   
  Evil 
  Increase the influence of the wraithlands over the living world. 
   
  Good 
  Bring peace to a restless spirit. 
   
  Neutral 
  Discover more about the wraithlands or your connection to them. 
   
  Wraithlander Bonds 
  
  __________ has seen much of Death, almost as much as I. 
  
  __________ is too full of secrets for my liking. 
   
  Wraithlander Gear 
  You get a token of your time in the wraithlands, in addition to 
  whatever your other specialties give you. Describe it. 
   
  Wraithlander Races 
  You may choose one of these instead of an adventurer race 
  option: 
   
  Elf 
  You are immune to all types of paralysis—from enchantment to 
  hypnosis, from poisons to the influence of gods. 
   
  Human 
  Take +1 ongoing to your last breath roll. Death is no stranger to 
  you. 
   
  
   
   
   
   
  
   
   
  Disciples 
   
  
  106 
  Disciples 
   
  Strength of Will 
   
  The disciple follows the narrow path of devotion. Whether to a 
  code of honour or a sentient deity, the disciple’s faith is a beacon in 
  the darkness, a strength that moves mountains—an inspiration. 
   
  Stats 
  The specialties you choose may modify these scores: 
  Your base damage is d6. 
  Your load is 9+STR. 
  Your maximum HP is 8+Constitution. 
   
  Starting Moves 
  Choose three disciple specialties. You get all the starting moves 
  from each. Make a note of any stat modifiers from your specialties. 
  Each time you level up, choose one advanced move from those 
  offered by your three specialties. 
   
  You may instead choose only two disciple specialties instead of 
  three. Take a level 2-5 move from either one of them right away, 
  but no other bonuses. 
   
  You may instead choose two disciple specialties and one 
  specialty from another archetype, but: 
  
  If you choose a magician specialty, reduce both your base 
  damage by one die size (from d6 to d4) and your maximum hit 
  points by 2. 
  
  If you choose a rogue or adventurer specialty, reduce your 
  maximum hit points by 2. 
  
  If you choose a warrior specialty, your stats do not change. 
   
  
   
  Disciples 
  107 
   
  Disciples also start with this move in addition to starting moves 
  from specialties: 
   
  Devotion 
  You are devoted to something larger than yourself: a calling, a 
  deity, a mission, or a philosophy. Whatever it is, it fills your life 
  with purpose, your soul with enthusiasm, and your limbs with 
  strength. Choose up to three spheres of influence (but always at 
  least one) that your devotion gives you special insight into: 
  ○ 
  Animals. 
  ○ 
  Battle (or any specific aspect of it). 
  ○ 
  Death (or any specific aspect of it). 
  ○ 
  The Earth (or the chthonic goddesses, or nature). 
  ○ 
  Healing (or fertility, medicine, or renewal). 
  ○ 
  Judgment (or conquest, law, or social order). 
  ○ 
  Plants (or agriculture, or the natural world). 
  ○ 
  Protection (or mercy). 
  ○ 
  Revelation (or knowledge, learning, or truth). 
  ○ 
  The Sky (or weather). 
  ○ 
  Wisdom. 
  Also, choose a set of codes, strictures or tenets that you live by—
  some things you are supposed to do, some things you are forbidden 
  to do. You can also flesh out your lifestyle during play. 
   
  Advanced Moves 
  Each time you level up, choose an advanced move from one of 
  your specialties. Or choose one of the following options: 
  
  At any level, instead of a move from one of your specialties, 
  you may choose a move from one of the other disciple 
  specialties. You may do this twice only. 
  
  Twice between levels 6-10, instead of a move from one of your 
  specialties, you may choose a move from any other archetype.  
   
  
  108 
  Disciples 
   
  Disciple Alignments 
  Choose one of these alignments, or one from those offered by 
  your specialties: 
   
  Evil 
  Harm another to prove the superiority of your devotion. 
   
  Good 
  Give someone aid according to the spheres you have insight into. 
   
  Lawful 
  Endanger yourself in order to follow the precepts you are devoted 
  to. 
   
  Neutral 
  Avoid trouble or loss by following your ideals. 
   
  Disciple Bonds 
  As a disciple, you may have up to four bonds at a time. Choose 
  from the following, and from those offered by your specialties: 
  
  __________ does not understand my faith and devotion. I will help 
  them understand, no matter how long it takes. 
  
  __________ has been through hardships that would break me. They 
  can stand against the darkness I see looming over the world. 
  
  __________ has insulted my devotion. I do not trust them. 
  
  __________ is a good and faithful person. I trust them implicitly. 
  
  __________ showed me true insights into the path I must follow. 
  
  I am working on getting __________ to share my ideals. 
  
  I have heard of __________’s exploits and am suitably impressed. 
  
  I have shared the secrets of my devotion with __________. 
   
  
   
  Disciples 
  109 
   
  Disciple Gear 
  You have clothes appropriate to your calling and present situation, 
  dungeon rations (5 uses, 1 weight), an item that symbolizes your 
  devotion, and choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Bandages (3 uses, slow) and a healing potion. 
  ○ 
  Chainmail (1 armour, 1 weight). 
  ○ 
  Shield (+1 armour, 2 weight). 
  ○ 
  Staff (close, two-handed, 1 weight). 
   
  Disciple Races 
  You may choose one of these races or one of the race options 
  provided by your specialties. Once you have chosen your race, 
  gain the corresponding move: 
   
  Dwarf 
  When you swear an oath according to the precepts of your 
  faith, take +1 forward to accomplish it. If you fail to do so, or you 
  turn away from your oath (to swear another one, for example), take 
  -1 forward. 
   
  Elf 
  When you spend a day in contemplation, gain 1 preparation if 
  you take action the next day. 
   
  Halfling 
  You sing the healing songs of spring and brook. When you make 
  camp, you and your allies heal +1d6. 
   
  Human 
  When you pray for guidance, even for a moment, if you ask 
  “What here is evil?” the GM will tell you, honestly. 
   
  
  110 
  Disciples 
   
  Avatar 
   
  You have been chosen to bear the blessings of your god to the 
  world. 
   
  Compendium Class 
  Once you have been chosen by a deity to carry a piece of its essence 
  within you, you may consider the avatar specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Stats 
  If you choose the avatar specialty, lower your maximum HP by 2, 
  but not lower than 4+Constitution. 
   
  Starting Moves 
  You start with these two moves: 
   
  Blessed 
  When you roll for another move while asking for the blessings 
  of your deity, you may choose options equal to your WIS or less 
  (but not fewer than none), and then tell the other players: 
  
  …how your deity’s domain manifests itself on earth. 
  
  …what your deity asks for in return. 
  
  …which one of your deity’s boons is granted to you now. 
  
  …why your deity has taken an interest in this affair. 
  On a 10+, all that you say is true. On a 7-9, the GM chooses one 
  statement to be false, the others are true. On a miss, you have 
  angered the gods. 
  
   
  Disciples 
  111 
   
  Personal Deity 
  You serve and worship some deity or power which speaks to you 
  and through you. Give your god a name. You may also choose an 
  additional domain for your deity, in addition to the sphere(s) you 
  have insight into: 
  ○ 
  Bloody conquest. 
  ○ 
  Civilization. 
  ○ 
  Knowledge and hidden things. 
  ○ 
  Mercy for the downtrodden. 
  ○ 
  Those lost and forgotten. 
  ○ 
  Time and the passing seasons. 
  ○ 
  What lies beneath. 
   
  Choose one precept of your god: 
  ○ 
  Your god believes in trial by combat, and is petitioned through 
  personal victory. 
  ○ 
  Your god desires sacrificial rites, and is petitioned through 
  offerings of such. 
  ○ 
  Your god is secretive and insular, and is petitioned through the 
  gaining of secrets. 
  ○ 
  Your god preaches the sanctity of suffering, and is petitioned 
  by such. 
   
  Choose one or two personal features for your deity: 
  ○ 
  A handful of other deities are closely connected to yours. 
  ○ 
  Many festivals are held in honour of your deity. 
  ○ 
  Numerous other deities are loosely connected to yours. 
  ○ 
  One or more regions have outlawed your deity. 
  ○ 
  Your deity desires more worldly worship. 
  ○ 
  Your deity has a favoured social group, a chosen people. 
  ○ 
  Your deity has divine rivals. 
  ○ 
  Your deity has multiple personas, that manifest in different 
  situations. 
  ○ 
  Your deity has worshippers all over the world. 
  ○ 
  Your deity is vengeful and has many worldly enemies. 
   
  
  112 
  Disciples 
   
  
   
  Disciples 
  113 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Divine Guidance 
  Requires: Personal Deity 
  When you petition your deity according to the precepts of your 
  religion, you are granted some useful knowledge or boon related to 
  your deity’s domain. The GM will tell you what. 
   
  Driven by the Divine 
  When your actions are controlled by supernatural or outside 
  forces, you may instead surrender control of your body to your 
  deity. If you do so, roll+CHA. On a 10+, choose two. On a 7-9, 
  choose one: 
  
  You are possessed for a short time only. 
  
  Your deity is not interrupted by demonic forces. 
  
  Your deity is not single-minded in pursuit of its agenda. 
  Either way, your deity is not controlled by outside forces, and the 
  GM will tell you how its will is done through your body. 
   
  Orison for Guidance 
  Requires: Personal Deity 
  When you sacrifice something of value to your deity and pray 
  for guidance, your deity tells you what it would have you do. If 
  you do it, mark experience. 
   
  
  114 
  Disciples 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  The Face of God 
  Requires: Blessed 
  When you choose blessed options, you may also choose to take 
  on the likeness of your deity. Anyone witnessing your acts will 
  react accordingly. This manifestation lasts until you rest or dispel 
  it. 
   
  Haruspex 
  Requires: Personal Deity 
  When you petition your deity according to the precepts of your 
  religion, you may also ask the GM any one question. The GM will 
  answer truthfully. You or your allies take +1 forward when acting 
  on the answer. 
   
  Petitioning the Empty Sky 
  Requires: Personal Deity 
  When you undertake a petition to your deity, dedicating such 
  actions to them beforehand, take +1 forward. 
   
  Avatar Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Chaotic 
  Disrupt a power structure that is not aligned with your god. 
   
  Lawful 
  Assist a local power structure that agrees with your god. 
   
  Avatar Bonds 
  
  __________ is ignorant of the evil that we face. 
  
  My god has a special task for __________. 
  
   
  Disciples 
  115 
   
  Avatar Gear 
  You get a symbol of your god, in addition to whatever your other 
  specialties give you. Describe it. 
   
  Avatar Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  When you choose blessed options, your deity will also show you 
  one of the following (your choice: 
  
  A way out from underground. 
  
  A way to get underground. 
  
  If there is treasure nearby. 
   
  Elf 
  When you choose blessed options, you may also make plants 
  grow in your presence, in addition to any other effects. 
   
  Halfling 
  When you choose blessed options, your deity will also reveal an 
  escape route from your current situation, if any exist. 
   
  Human 
  When you choose blessed options, your deity will also reveal to 
  you who or what is the greatest threat to you, personally, at that 
  moment, and why. 
   
  
  116 
  Disciples 
   
  Crusader 
   
  You have a crusade to lead and you will not stop fighting for it! 
   
  Compendium Class 
  Once you have been accepted into a holy order of knights after 
  passing their initiation tests, you may consider the crusader 
  specialty an available compendium class. The next time you level 
  up, you may add this specialty to your character instead of choosing 
  a move from your class. 
   
  Stats 
  If you choose the crusader specialty, increase your damage die by 
  one size (from d6 to d8), and you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Lay on Hands 
  When you touch someone, skin to skin, and pray for their well-
  being, roll+CHA. On a 10+, you heal 1d8 damage or remove one 
  disease. On a 7-9, they are healed, but the damage or disease is 
  transferred to you. 
   
  
   
  Disciples 
  117 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Charge! 
  When you lead the charge into combat, those you lead take  
  +1 forward. 
   
  First Aid 
  Requires: Cast a Spell 
  Cure Light Wounds is a rote for you, and therefore doesn’t count 
  against your limit of granted spells. 
   
  Hospitaller 
  When you heal an ally, you heal +1d8 damage. 
   
  Invigorate 
  When you heal someone, they take +2 forward to their damage. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Ever Onward 
  Replaces: Charge! 
  When you lead the charge into combat, those you lead take  
  +1 forward and +2 armour forward. 
   
  Greater First Aid 
  Requires: First Aid 
  Cure Moderate Wounds is a rote for you, and therefore doesn’t 
  count against your limit of granted spells. 
   
  Perfect Hospitaller 
  Replaces: Hospitaller 
  When you heal an ally, you heal +2d8 damage. 
  
  118 
  Disciples 
   
  Crusader Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Chaotic 
  Deny the authorities power over your actions. 
   
  Good 
  Endanger yourself to protect someone weaker than you. 
   
  Lawful 
  Deny mercy to a criminal or unbeliever. 
   
  Crusader Bonds 
  
  __________ is a brave soul, I have much to learn from them. 
  
  __________ is in constant danger, but I will keep them safe. 
  
  __________ has stood by me in battle and can be trusted completely. 
   
  Crusader Gear 
  Choose two: 
  ○ 
  Adventuring gear (5 uses, 1 weight) and a backpack. 
  ○ 
  Chainmail (1 armour, 1 weight). 
  ○ 
  Dungeon rations (5 uses, 1 weight) and a healing potion. 
  ○ 
  Halberd (Reach, +1 damage, two-handed, 2 weight). 
  ○ 
  Longsword (close, +1 damage, 2 weight). 
   
  
   
  Disciples 
  119 
   
  Crusader Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  While you attend to healing a comrade, you have +2 armour. 
   
  Elf 
  Lay on hands may be used on anyone who can see you or hear your 
  voice, not just people you touch. 
   
  Human 
  When you heal someone, on a 10+, you may also ask a question 
  about them from the discern realities list, as if you had made the 
  move and rolled 7-9. 
   
  
  120 
  Disciples 
   
  Devoted 
   
  More than a mere philosophy, you have devoted yourself to a god. 
   
  Compendium Class 
  Once you devote yourself to a specific, personified deity and that 
  deity contacts you personally to accept your devotion, you may 
  consider the devoted specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Stats 
  If you choose the devoted specialty, you get +1 load. It is a heavy 
  burden you bear, but you have grown used to it. 
   
  Starting Moves 
  You start with these two moves: 
   
  Divine Guidance 
  When you petition your deity according to the precepts of your 
  religion, you are granted some useful knowledge or boon related to 
  your deity’s domain. The GM will tell you what. 
   
  
   
  Disciples 
  121 
   
  Personal Deity 
  You serve and worship some deity or power which speaks to you 
  and through you. Give your god a name. You may also choose an 
  additional domain for your deity, in addition to the sphere(s) you 
  have insight into: 
  ○ 
  Bloody conquest. 
  ○ 
  Civilization. 
  ○ 
  Knowledge and hidden things. 
  ○ 
  Mercy for the downtrodden. 
  ○ 
  Those lost and forgotten. 
  ○ 
  Time and the passing seasons. 
  ○ 
  What lies beneath. 
   
  Choose one precept of your god: 
  ○ 
  Your god believes in trial by combat, and is petitioned through 
  personal victory. 
  ○ 
  Your god desires sacrificial rites, and is petitioned through 
  offerings of such. 
  ○ 
  Your god is secretive and insular, and is petitioned through the 
  gaining of secrets. 
  ○ 
  Your god preaches the sanctity of suffering, and is petitioned 
  by such. 
   
  Choose one or two personal features for your deity: 
  ○ 
  A handful of other deities are closely connected to yours. 
  ○ 
  Many festivals are held in honour of your deity. 
  ○ 
  Numerous other deities are loosely connected to yours. 
  ○ 
  One of more regions have outlawed your deity. 
  ○ 
  Your deity desires more worldly worship. 
  ○ 
  Your deity has a favoured social group, a chosen people. 
  ○ 
  Your deity has divine rivals. 
  ○ 
  Your deity has multiple personas, that manifest in different 
  situations. 
  ○ 
  Your deity has worshippers all over the world. 
  ○ 
  Your deity is vengeful and has many worldly enemies. 
   
  
  122 
  Disciples 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Divine Intervention 
  Requires: Commune or Divine Guidance 
  When you commune with or petition your deity, you get one 
  hold and lose any hold you already had from this move. Spend that 
  hold when you or an ally take damage to call on your deity, who 
  intervenes with an appropriate manifestation and negates the 
  damage. 
   
  Heaven’s Weaving 
  When you parley with someone, your faith grants you insight 
  into them. Ask their player two questions from the discern realities 
  list. 
   
  Orison for Guidance 
  Requires: Personal Deity 
  When you sacrifice something of value to your deity and pray 
  for guidance, your deity tells you what it would have you do. If 
  you do it, mark experience. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Apotheosis 
  Requires: Personal Deity 
  The first time you spend time in prayer as appropriate to your god 
  after taking this move, choose a feature associated with your deity 
  (rending claws, wings of sapphire feathers, an all-seeing third eye, 
  etc). When you emerge from prayer, you permanently gain that 
  physical feature. 
   
  
   
  Disciples 
  123 
   
  Divine Invincibility 
  Replaces: Divine Intervention 
  When you commune with or petition your deity, you gain  
  2 hold and lose any hold you already had. Spend one hold when 
  you or an ally takes damage to call on your deity, who intervenes 
  with an appropriate manifestation and negates the damage. 
   
  Evidence of Faith 
  When you see divine magic as it happens, you can ask the GM 
  which deity granted the spell and its effects. Take +1 when acting 
  on the answers. 
   
  Devoted Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Chaotic 
  Disrupt the workings of authorities who do not share your faith. 
   
  Evil 
  Gain an advantage for your deity at the expense of someone else. 
   
  Good 
  Bring the benefits of your deity to people of a different faith. 
   
  Lawful 
  Defend others who share your faith. 
   
  Devoted Bonds 
  
  __________’s misguided behaviour endangers their very soul! 
  
  I have interceded with others of my faith on behalf of __________ 
  before. 
  
  I respect the beliefs of __________ but hope they will someday see the 
  true way. 
   
  
  124 
  Disciples 
   
   
  
   
  Disciples 
  125 
   
  Devoted Gear 
  Choose one: 
  ○ 
  An additional symbol of your devotion. 
  ○ 
  Adventuring gear (5 uses, 1 weight) and a backpack. 
  ○ 
  Bag of book (5 uses, 2 weight). 
  ○ 
  Mace or warhammer (close, 1 weight). 
   
  Devoted Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  You may also petition your deity by crafting items made of gems, 
  metal, and stone to honour your devotion. 
   
  Elf 
  You may also petition your deity by tending to the health of the 
  natural world around you. 
   
  Halfling 
  Choose one of your deity’s spheres (or your deity’s additional 
  domain, if you chose one). When you spout lore concerning that 
  sphere or domain, take +1. 
   
  Human 
  When you petition your deity, you are also told who poses the 
  greatest threat to you or your faith, and why. 
   
  
  126 
  Disciples 
   
  Elementalist 
   
  Let the sun fall into the ocean, let the earth erupt in flames. 
   
  Compendium Class 
  Once you sacrifice your most prized possession to the spirits of the 
  elements, you may consider the elementalist specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Starting Moves 
  You start with this move: 
   
  Elemental Mastery 
  When you call on the primal spirits of air, earth, fire or water to 
  perform a task for you, roll+CON. On a 10+, choose two from the 
  list below. On a 7-9, choose one: 
  
  The effect you desire comes to pass. 
  
  You avoid paying nature’s price. 
  
  You retain control. 
  On a miss, some catastrophe occurs as a result of your calling. 
   
  
   
  Disciples 
  127 
   
  
  128 
  Disciples 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Born of Fire 
  You are no longer harmed by the touch of fire, nor are you 
  vulnerable to heat. 
   
  Eye of the Storm 
  When you exert your will in a circle around yourself, roll+CON. 
  On a hit, the world calms around you (the earth below your feet 
  stops breaking apart, fires you touch go out, storms break around 
  you, etc), but on a 7-9, this calmness affects only what you touch, 
  and only as long as you are touching it. 
   
  Friend of the Sea 
  You can live, breathe, and move underwater with ease. 
   
  Heart of Ice 
  You can walk easily on ice and are no longer vulnerable to freezing. 
  No matter how cold or slippery it gets, you function fine. 
   
  Nature’s Fury 
  When you use the natural elements to deal damage, your 
  damage die is d10 instead of d4. 
   
  Touching the Firmament 
  If you have a few hours or so to meditate amongst the raw 
  elements, or to perform rituals before them, they will purify you. 
  This counts as making camp and sleeping, but you do not need to 
  consume a ration. If you spend days amongst the elements, it 
  counts as recovering under the care of a healer. 
   
  
   
  Disciples 
  129 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Elemental Form 
  You can transmute your own body into a form made from the raw 
  elements. When you assume an elemental form, roll+CON. On a 
  10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 in addition to 
  whatever the GM says. 
  Your new form can move much like your old form, but has the 
  innate abilities of the elements it is made of: fire burns, stone is 
  hard, water runs and flows, and a body made of light, shadow, or 
  wind is intangible. You still use your normal stats but some moves 
  may be harder to trigger. The GM will also tell you one or more 
  moves associated with your new form. Spend a hold to make that 
  move. Once you’re out of hold, you return to your natural form. At 
  any time, you may spend all your hold and revert to your natural 
  form. 
   
  
  130 
  Disciples 
   
  Physical Purity 
  Requires: Touching the Firmament 
  When you purify yourself amongst the elements, you may also 
  remove a debility or be cured of a disease or poison, so long as the 
  cause of your ailment is not more powerful than the elements 
  themselves. 
   
  To Speak With the World Itself 
  When you examine something made from the raw elements of 
  nature, roll+CON. On a 10+, you learn something interesting and 
  useful. On a 7-9, you learn something interesting, but it’s on you to 
  make it useful. On a miss, you have disturbed the elements with 
  your meddling. Whatever the result, the GM may also tell you 
  something this element wants. If you give it what it wants, it will 
  answer one question you ask of it, to the best of its abilities. 
   
  Weather Weaver 
  When you are under open skies when the sun rises, the GM will 
  ask you what the weather will be that day. tell them whatever you 
  like, it comes to pass. 
   
  Elementalist Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Chaotic 
  Permanently change the way someone else interacts with their 
  environment. 
   
  Evil 
  Prove yourself superior to someone in a position of authority. 
   
  Good 
  Use your powers over the elements to better someone else’s lot in 
  life. 
   
  
   
  Disciples 
  131 
   
  Elementalist Bonds 
  
  __________ and I have braved the elements together. 
  
  __________ has been touched by the primal elements and I will find 
  out why. 
   
  Elementalist Gear 
  Choose one: 
  ○ 
  A large item made of, or for, a particular element, with one tag 
  of your choice. 
  ○ 
  Many small items made of, or for, a particular element, with 
  one tag of your choice. 
   
  Elementalist Races 
  You may choose one of these instead of a magician race option: 
   
  Dwarf 
  When you call on the primal spirits of earth, on a hit, choose 
  one extra option. 
   
  Elf 
  When you call on the primal spirits of air, on a hit, choose one 
  extra option. 
   
  Halfling 
  You can interact (and parley) with elemental spirits as if they were 
  people. 
   
  Human 
  When you call on the primal spirits of water, on a hit, choose 
  one extra option. 
   
  
  132 
  Disciples 
   
  Embodiment 
   
  Your embody one particular domain, one aspect of the cosmos. 
  This is what you live and breathe. In this domain, you work 
  miracles. 
   
  Compendium Class 
  Once you have devoted yourself to a single sphere of divine 
  influence and completed one task of legend to prove it, you may 
  consider the embodiment specialty an available compendium class. 
  The next time you level up, you may add this specialty to your 
  character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with these two move: 
   
  Cast a Holy Spell 
  When you cast a spell from your sphere of influence, roll+WIS. 
  On a 10+, you cast the spell, but choose one consequence from the 
  list below. On a 7-9, you cast the spell, but choose two: 
  
  The spell has other effects as well. 
  
  You may not cast this spell again until after you get a full 
  night’s sleep. 
  
  Your spellcasting is obvious and you draw attention to 
  yourself. 
   
  Sphere of Influence 
  Choose one sphere of holy spells. Your faith and discipline allows 
  you to cast any spell from that list of your level or lower. 
   
  
   
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  133 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Learned and Wise 
  Requires: Sphere of Influence 
  When you spout lore about your sphere of influence, take +1. 
   
  Ostentation 
  Requires: Cast a Holy Spell 
  When you cast a spell, on a hit, you may also choose one of these 
  options: 
  
  The spell’s effect is doubled. 
  
  The spell’s targets are doubled. 
   
  Worldly Wisdom 
  Requires: Cast a Holy Spell 
  Choose a spell from another spell list. You can cast that spell as if it 
  were one of your own. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Exacting Discipline 
  Requires: Cast a Holy Spell 
  When you cast a spell, on a 12+, choose no consequences. 
   
  Genius Savant 
  Replaces: Learned and Wise 
  When you spout lore about your sphere of influence, take +1. 
  On a 12+, the GM will also ask you a question about the topic. 
  Whatever you answer, it is the truth. 
   
  
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  Disciples 
   
  Syncretic Faith 
  Requires: Worldly Wisdom 
  Choose another spell from another spell list. You can cast that spell 
  as if it were one of your own. 
   
  Embodiment Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Chaotic 
  Defeat someone who opposes your sphere of influence. 
   
  Good 
  Discredit a dangerous misconception about your sphere of 
  influence. 
   
  Lawful 
  Sacrifice something to your sphere of influence instead of 
  accepting personal gain. 
   
  Embodiment Bonds 
  
  __________ could also become the embodiment of my faith’s sphere 
  of influence. 
  
  I will teach __________ all about my faith’s sphere of influence. 
   
  Embodiment Gear 
  Choose one: 
  ○ 
  An additional symbol of your faith, exhibiting your sphere of 
  influence. 
  ○ 
  Adventuring gear (5 uses, 1 weight) and a backpack. 
  ○ 
  Axe or sword (close, 1 weight). 
  ○ 
  Bandages (3 uses, slow) and dungeon rations (5 uses, 1 weight). 
  ○ 
  Dagger (hand, 1 weight). 
   
  
   
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  Embodiment Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  After you cast a spell underground, take +1 forward. 
   
  Elf 
  After you cast a spell in a forest, take +1 forward. 
   
  Human 
  Your faith is diverse. Choose a spell from any spell list: you can cast 
  this spell as if it were part of your sphere of influence. 
   
  
  136 
  Disciples 
   
  Empath 
   
  “Captain, I sense hostility." 
   
  Compendium Class 
  Once you have thrice bared your emotional soul to another person 
  and had them reciprocated, you may consider the empath specialty 
  an available compendium class. The next time you level up, you 
  may add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Empathy 
  When you study someone, you can also ask their player “What is 
  your character feeling?” in addition to anything else that happens. 
  Also, add these to the list of discern realities questions: 
  
  How could I make your character feel __________? 
  
  What is making your character feel this way? 
   
  
   
  Disciples 
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  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Comfortably Numb 
  When you touch someone, you may deaden their emotions and 
  sense of pain. This stops them from feeling extremes of anger, joy, 
  or sadness. It lasts for several hours or until the target suffers any 
  kind of emotional trigger or trauma. 
   
  Emotional Transference 
  When you touch someone, you may allow them to feel all the 
  emotions you are feeling, even if emotions are something strange 
  for them to feel. If you can use this as leverage, you may parley with 
  WIS instead of CHA. 
   
  Mindmeld 
  When you touch a willing or sleeping subject, your senses are 
  tuned to their thoughts. The GM will give you an impression of 
  what’s going on inside their head. 
   
  
  138 
  Disciples 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Crowd Control 
  When you catch the attention of a crowd and fix your will 
  upon their emotions, roll+WIS. On a hit, you may instil one 
  emotion of your choice into every member of that crowd. On a 10+, 
  you may also command the crowd to take one concrete action—the 
  majority will obey. On a miss, the crowd turns on you. 
   
  Emotional Manipulation 
  Requires: Emotional Transference 
  When you touch someone, you may force them to feel any 
  emotion you want. If you can use this as leverage, you may parley 
  with WIS instead of CHA. 
   
  Pain to Pleasure 
  When you take damage, take +1 forward. 
   
  Empath Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Good 
  Turn someone’s foul mood around by doing something significant 
  for them. 
   
  Neutral 
  Use someone else’s mood for your own profit. 
   
  Empath Bonds 
  
  __________ needs to respect me more than they do right now. 
  
  I keep telling __________, but they won’t listen. 
  
  I suspect __________ of some kind of betrayal. 
   
  
   
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  Empath Gear 
  Choose one: 
  ○ 
  Antitoxin and bandages (3 uses, slow). 
  ○ 
  Dungeon rations (5 uses, 1 weight). 
  ○ 
  Healing potion. 
  ○ 
  Poultices and herbs (2 uses, slow, 1 weight). 
  ○ 
  Shield (+1 armour, 2 weight). 
   
  Empath Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  When you study someone, the GM will also tell you if they intend 
  to break or keep any oaths they have made, or if they are the kind 
  of person who keeps the oaths they make. 
   
  Halfling 
  When you parley with someone, you may ask their player “What 
  is your character feeling?” in addition to anything else that 
  happens. 
   
  Human 
  When you study someone, you may ask their player “What do I 
  have that your character wants?” instead of “What is your 
  character feeling?” 
   
  
  140 
  Disciples 
   
  Exorcist 
   
  Who you gonna call? 
   
  Compendium Class 
  Once you have successfully banished a demon, ghost, or other 
  extraplanar monster, you may consider the exorcist specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with these two moves: 
   
  Circle of Protection 
  When you draw a magical circle on the floor or ground, 
  roll+WIS. On a 10+, it will keep spirits, ghosts, or extra-planar 
  entities in or out until someone else breaks it. On a 7-9, it will keep 
  them in or out momentarily, but not for long. 
   
  Ghost Seer 
  When you invoke your faith by prayer, you can interact with 
  ghostly, insubstantial, or extra-planar entities, including dealing 
  damage to them if your faith opposes them. If they are possessing 
  someone, though, you can’t necessarily deal with them separately. 
   
  
   
  Disciples 
  141 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Abjuration 
  When you banish a creature from another plane of existence, 
  roll+INT. On a 10+, it may not approach you further and if it lacks 
  an anchor in this world, it must return to whence it came. On a 7-9, 
  it may not approach you further unless you allow it to (or you let 
  your guard down). On a miss, you cannot banish it. 
   
  Ghost Killer 
  When you attack a spirit, ghost, or extra-planar entity, your 
  damage die is a d10. 
   
  Spiritual Connection 
  If you have a piece of someone’s body, or a possession they 
  hold very dear, you can interact with them as if they were a spirit, 
  ghost, or extra-planar entity, and use moves against them as such. 
   
  To Know the Unknowable 
  When you encounter a creature, manifestation, or power from 
  another plane of existence, you can ask the GM from whence it 
  came and what its properties are. Take +1 when acting on the 
  answers. 
   
  
  142 
  Disciples 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Ars Goetia 
  When you first encounter an extra-planar entity, you may ask 
  the GM any one question about it. The GM will answer truthfully. 
   
  Closing the Gateway 
  When you attack a spirit, ghost, or extra-planar entity, you deal 
  +1d6 damage, and your foe can choose to return from whence it 
  came instead of taking damage. When you reduce a spirit, ghost, 
  or extra-planar creature to zero HP, its soul is henceforth barred 
  from appearing on the material plane in any form. It can still be 
  encountered in astral visions and on other planes, just not your 
  world. 
   
  Command of Injunction 
  When you command someone in your presence to cease from a 
  specific activity, roll+WIS. On a 10+, they must comply to the best 
  of their ability. On a 7-9, they must comply until they leave your 
  presence. Only one injunction you issue can stand at any one time, 
  though you may command any and all person in your presence. 
  Those under an indefinite injunction are not notified when it is 
  lifted. Only activities consciously undertaken can be subject to 
  injunction. 
   
  Exorcist Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Good 
  Free someone from a troublesome spirit. 
   
  Lawful 
  Punish a necromancer or summoner of spirits for their misdeeds. 
   
  
   
  Disciples 
  143 
   
  Exorcist Bonds 
  
  __________ helped me banish a great evil from the world, but not 
  without cost. 
  
  __________ is in constant danger, but I will keep them safe. 
   
  Exorcist Gear 
  Choose one: 
  ○ 
  Bag of books (5 uses, 2 weight). 
  ○ 
  Bandages (3 uses, slow). 
  ○ 
  Fifty feet of rope (1 weight). 
  ○ 
  Lead-lined gloves (hand, +1 damage, 1 weight). 
  ○ 
  A special uniform. 
   
  Exorcist Races 
  You may choose one of these instead of a disciple race option: 
   
  Elf 
  When you discern realities, on a hit, your keen senses also tell 
  you if there are any spirits, ghost, or extra-planar entities around. 
   
  Human 
  When you touch someone, you can always tell if they are 
  possessed, and if so, by what. 
  
  144 
  Disciples 
   
  Impervious 
   
  Your path in life is to face danger head on, and defy it. 
   
  Compendium Class 
  Once you have stood up to defend those less fortunate than you, 
  been met with violence, and responded in a non-violent manner, 
  you may consider the impervious specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Starting Moves 
  You start with this move: 
   
  Unbowed, Unbent, Unbroken 
  When you prepare yourself to endure some hardship without 
  fighting back, roll+CON. On a hit, you can either take half damage 
  or you can completely ignore one other ill effect. On a 10+, you can 
  also defeat, expose, or frustrate your oppressor with your 
  stubbornness. 
   
  
   
  Disciples 
  145 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Bloody Aegis 
  When you take damage, you can grit your teeth and accept the 
  blow. If you do, you take no damage but instead suffer a debility of 
  your choice. If you already have all six debilities you can’t use this 
  move. 
   
  By Nature Sustained 
  You don’t need to eat or drink. If a move tells you to mark off a 
  ration just ignore it. 
   
  Divine Protection 
  When you wear no armour or shield, you have 2 armour. 
   
  Iron Will 
  When you are subject to mind control or magic that influences 
  your feelings, you may choose to take 1d4 damage (ignores 
  armour) and ignore the influence. 
   
  Staunch Defender 
  When you defend, you always get +1 hold, even on a miss. 
   
  
  146 
  Disciples 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Divine Armour 
  Replaces: Divine Protection 
  When you wear no armour or shield, you have 3 armour. 
   
  Healthy Distrust 
  Whenever the unclean magic wielded by mortal men causes 
  you to defy danger, treat a miss as a 7-9 instead. 
   
  Impervious Defender 
  Replaces: Staunch Defender 
  When you defend, you always get +1 hold, even on a miss. On a 
  12+, instead of getting hold the nearest attacking creature is 
  stymied giving you a clear advantage, the GM will describe it.  
   
  Indomitable 
  When you suffer a debility (even through Bloody Aegis), take  
  +1 forward against whatever caused it. 
   
  Impervious Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Good 
  Endanger yourself to protect someone weaker than you. 
   
  Lawful 
  Stand up to an illegitimate authority figure. 
   
  
   
  Disciples 
  147 
   
  Impervious Bonds 
  
  __________ is a brave soul, I have much to learn from them. 
  
  __________ is hiding something, but that is okay. We’ve all got scars 
  we’re not willing to share. 
  
  __________ is tougher than they think. I will prove it to them. 
   
  Impervious Gear 
  You don’t need any more gear, you’re impervious! 
   
  Impervious Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  When you defend, you cannot be moved if your feet are planted 
  firmly upon the ground. 
   
  Elf 
  You know what patience is. For you, non-violent protest counts as 
  making camp and recovering, even under harsh conditions. 
   
  Halfling 
  It takes only two days of recovery for you to remove a debility, or 
  one if you are tended by a healer. 
   
  Human 
  When you suffer a debility, take +1 forward to do anything other 
  than fight back. 
   
  
  148 
  Disciples 
   
  Martial Hero 
   
  You are a fighter, for sure. But you fight with honour! 
   
  Compendium Class 
  Once you have finished training under a master of the martial arts, 
  whether as part of their school or as their only student, you may 
  consider the martial hero specialty an available compendium class. 
  The next time you level up, you may add this specialty to your 
  character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with these two move: 
   
  Fight with Honour 
  When you enter a fight, roll+CON. On a 10+, hold 3 chi. On a 7-9, 
  hold 2 chi. On a miss, hold 1 chi anyway, but your enemies already 
  have the drop on you. Spend a chi during the fight to achieve one 
  of the following effects: 
  
  Block a blow meant for you or someone else (you take half 
  damage). 
  
  Break free from bonds or other confinement. 
  
  Cross the distance between yourself and a foe, bypassing all 
  obstacles. 
  
  Deal your damage to a foe within reach. 
  
  Leap over or across a physical obstacle. 
  You lose any remaining chi once the fight is over. 
   
  Fists of Fury 
  You are never unarmed—your body, and each of your limbs, is a 
  weapon (hand, 0 weight), just as good as any other. 
   
  
   
  Disciples 
  149 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Arrows in Hand 
  Requires: Fists of Fury 
  When you block or dodge a missile attack, roll+DEX. On a 10+, 
  you snatch the missile out of the air and it deals no damage. On a 
  7-9, choose one: 
  
  You avoid the attack completely. 
  
  You snatch the missile out of the air and take half damage. 
   
  Fuelled by Honour 
  Requires: Fight with Honour 
  If you accomplish your alignment condition during a fight, gain 
  one chi, up to a maximum of three total. 
   
  Hand of Monkey 
  Requires: Fists of Fury 
  If you are unarmoured and carry no shield, you have 2 armour 
  against hand-held weapons. If this reduces the damage you take to 
  zero, you may also disarm your foe. 
   
  Honourable Society 
  You are a respected member of an honourable fighting society. 
  When you send word to them for aid, you may recruit as if you 
  have a useful reputation and are paying generously, even though 
  you are not paying at all. Any hirelings they send you have at least 
  loyalty +1 and warrior +1. 
   
  Light as a Feather 
  When you run across a surface that cannot hold your weight, 
  roll+DEX. On a 10+, you actually do it, gracefully and without 
  trouble. On a 7-9, you make it across, but with consequences. The 
  GM will tell you what. 
  
  150 
  Disciples 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Glorious Honour 
  Requires: Fight with Honour 
  When you fight with honour, hold an extra chi, even on a miss. 
   
  Hands of the Monkey King 
  Replaces: Hand of Monkey 
  If you are unarmoured and carry no shield, you have 4 armour 
  against hand-held weapons. If this reduces the damage you take to 
  zero, you may also disarm your foe. 
   
  Superior Technique 
  Requires: Fight with Honour 
  Add these to the list of deeds you can spend a chi to perform: 
  
  Break through a physical obstacle. 
  
  Deal your damage to a foe within sight. 
  
  Grab an item within reach. Now it is yours. 
   
  Martial Hero Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Chaotic 
  Fight agents of the oppressive status quo. 
   
  Good 
  Fight honourably on behalf of someone who does not deserve the 
  misfortunes they have suffered. 
   
  Lawful 
  Expose corruption amongst the authorities. 
   
  Neutral 
  Bring fame and renown to your honourable fighting society. 
  
   
  Disciples 
  151 
   
  Martial Hero Bonds 
  
  __________ has stood by me in battle and can be trusted completely. 
  
  __________ is in constant danger, but I will keep them safe. 
  
  __________ would benefit greatly from following my path. 
   
  Martial Hero Gear 
  If you belong to an honourable fighting society, you have a token 
  of your membership, such as a robe, sash, or scroll. Describe it. 
   
  Martial Hero Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  As long as you have chi left, you cannot be pushed, thrown, 
  tripped, or knocked over. 
   
  Elf 
  As long as you have chi left, you may defend with DEX instead of 
  CON, and hack and slash with DEX instead of STR. 
   
  Halfling 
  When you fight with honour, add this to the list of deeds you can 
  spend a chi to perform: 
  
  Dodge a blow meant for you. 
   
  Human 
  When you arrive at a new settlement, an honourable fighting 
  society will accept you as their guest and provide you with 
  friendship, hospitality, and advice. If you also agree to help them 
  solve a problem they have, take +1 forward. 
   
  
  152 
  Disciples 
   
  Miracle Worker 
   
  You have been imbued with divine abilities as a reward for your 
  faith in a higher power. These abilities take the form of spells. 
   
  Compendium Class 
  Once you have been infused with divine power as a result of your 
  faith and devotion, you may consider the miracle worker specialty 
  an available compendium class. The next time you level up, you 
  may add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with these two moves: 
   
  Cast a Miraculous Spell 
  When you unleash a spell granted to you by your devotion, 
  roll+WIS. On a 10+, the spell is successfully cast and your devotion 
  does not revoke the spell, so you may cast it again. On a 7-9, the 
  spell is cast, but choose one: 
  
  After you cast it, the spell is revoked. You cannot cast the spell 
  again until you commune and have it granted to you. 
  
  You draw unwelcome attention or put yourself in a spot. The 
  GM will tell you how. 
  
  Your casting strains your devotion—take -1 ongoing to cast a 
  spell until the next time you commune. 
  Note that maintaining spells with ongoing effects will sometimes 
  cause a penalty to your roll to cast a spell. 
   
  
   
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  153 
   
  Commune 
  When you spend uninterrupted time (an hour or so) in quiet 
  contemplation of your devotion, you: 
  
  Lose any spells already granted to you. 
  
  Are granted new spells of your choice, whose total levels don’t 
  exceed your own level+1, and none of which is a higher level 
  than your own level. 
  
  Prepare all of your rotes, which never count against your limit. 
  Your spheres of insight determine which spells you can cast—you 
  cannot be granted spells from other spheres, or from other classes. 
   
  
  154 
  Disciples 
   
  Advanced Moves 
  When you gain a level between 2-5, you may choose from these 
  moves: 
   
  Chosen One 
  Requires: Cast a Spell 
  Choose one spell. You are granted that spell as if it was one level 
  lower. 
   
  Empower 
  Requires: Cast a Spell 
  When you cast a spell, on a 10+, you have the option of choosing 
  from the 7-9 list. If you do, you may choose one of these effects as 
  well: 
  
  The spell’s effects are doubled. 
  
  The spell’s targets are doubled. 
   
  Serenity 
  Requires: Cast a Spell 
  When you cast a spell, you ignore the first -1 penalty from 
  ongoing spells. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Anointed 
  Requires: Chosen One 
  Choose one spell in addition to the one you picked for chosen one. 
  You are granted that spell as if it was one level lower. 
   
  Evidence of Faith 
  When you see divine magic as it happens, you can ask the GM 
  which deity granted the spell and its effects. Take +1 when acting 
  on the answers. 
   
  
   
  Disciples 
  155 
   
  Greater Empower 
  Replaces: Empower 
  When you cast a spell, on a 10-11, you have the option of choosing 
  from the 7-9 list. If you do, you may choose one of these effects as 
  well. On a 12+, you get to choose one of these effects for free. 
  
  The spell’s effects are doubled. 
  
  The spell’s targets are doubled. 
   
  Providence 
  Replaces: Serenity 
  You ignore the -1 penalty from two spells you maintain. 
   
  Miracle Worker Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Chaotic 
  Disrupt the natural order with the power of your miracles. 
   
  Evil 
  Use your miraculous powers to harm or endanger another. 
   
  Good 
  Assist someone whose cause you believe in. 
   
  Miracle Worker Bonds 
  
  __________ has stood by me in battle and can be trusted completely. 
  
  __________ helped my complete an important task. 
  
  __________ is in constant danger, but I will keep them safe. 
  
  __________ would benefit greatly from following my path. 
   
  
  156 
  Disciples 
   
  
   
  Disciples 
  157 
   
  Miracle Worker Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight) and a backpack. 
  ○ 
  Antitoxin and 12 coins. 
  ○ 
  Healing potion. 
  ○ 
  Keg of Dwarven stout (4 weight). 
   
  Miracle Worker Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  You are one with stone. When you commune, you are also 
  granted a special version of Words of the Unspeaking as a rote 
  which only works on stone. 
   
  Human 
  Your faith is diverse. Choose one spell from another sphere or 
  class. You can cast and be granted that spell as if it belonged to your 
  own spheres of influence. 
   
  
  158 
  Disciples 
   
  Oracle 
   
  To know the future absolutely is to be trapped inside the future 
  absolutely. Time collapses, the present swallows everything. You 
  have more freedom than that, though: the freedom to choose your 
  own future. 
   
  Compendium Class 
  Once you have drunk the water of life and successfully filtered out 
  the poisons while experienced the intoxicating visions, thus 
  surviving the spice agony, you may consider the oracle specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Truth and Consequences 
  When you examine the strands of possible futures, describe an 
  event that is yet to occur and roll+WIS. On a 10+, name three 
  people, groups, or social institutions. On a 7-9, only two. On a 
  miss, name one anyway, in addition to whatever else the GM tells 
  you. For each subject you name, the GM will tell you what sort of 
  consequences this future event will have for them. You may only 
  examine each event once. 
   
  
   
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  159 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Foreshadowing 
  When you look into the future for possible dangers, name a 
  person, place, or thing and roll+WIS. On a 10+, the GM will tell 
  you two things from the list below. On a 7-9, only one. On a miss, 
  the GM will tell you one anyway, but also something else that is not 
  true. Which one is which you will have to divine for yourself. 
  
  The nature of a danger (its type and impulse) that threatens the 
  subject or that the subject is part of. 
  
  One grim portent, related to the subject, that is yet to occur. 
  
  One stakes question related to the subject. 
  
  What kind of threat the subject is. 
   
  Prophetic Lineage 
  Requires: Truth or Consequences 
  When you use truth or consequences, on a 12+, name three 
  people, groups, or social institutions and you may use this move 
  again to examine the same event. 
   
  Weakness Prophesied 
  When you fight someone whose futures you have prophesied, 
  choose one stat. Until you take damage, you may roll with WIS 
  instead of this stat. Choose again each time you enter a fight. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Accurate Prediction 
  When you parley with someone whose futures you have 
  prophesied, on a 10-11, the GM will tell you how your deal will 
  affect them in the future. On a 12+, you say how your deal will 
  affect them in the future. 
   
  
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  Martial Oracle 
  Replaces: Weakness Prophesied 
  When you fight someone whose futures you have prophesied, 
  choose one stat. Until the fight is over, you may roll with WIS 
  instead of this stat. Choose again each time you enter a fight. 
   
  Parting Shadows 
  Requires: Foreshadowing 
  When you look into the future for possible dangers, on a 12+, 
  choose three options from the list. 
   
  Oracle Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Evil 
  Oppose someone who will cause trouble in the future. 
   
  Good 
  Use your prophecy to help someone else avoid tragedy. 
   
  Neutral 
  Profit financially from your prophetic powers. 
   
  Oracle Bonds 
  
  __________ will play a part in important future events. I have seen it! 
  
  I keep telling __________, but they won’t listen. 
  
  I must protect __________ from the doom that is coming for them. 
   
  
   
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  Oracle Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Antitoxin and bandages (3 uses, slow). 
  ○ 
  Bag of books (5 uses, 2 weight). 
  ○ 
  Halfling pipeleaf (6 uses). 
   
  Oracle Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  Your mind can see into the earth. When you handle metal or 
  stone, you may ask one question from the discern realities list 
  about it. The GM will answer from the earth’s perspective. 
   
  Elf 
  You have great insights into the natural world. When you handle 
  plants, you may ask one question from the discern realities list 
  about it. The GM will answer from the plant’s perspective. 
   
  Human 
  When you discern realities, the GM will always tell you what is 
  about to happen, in addition to the move’s other results. 
   
  
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  Pilgrim 
   
  What better way could there be to show your piety than to make a 
  pilgrimage to the homes of the gods? Even dead saints will do! 
   
  Compendium Class 
  Once you have made a pilgrimage to the five most holy sites in the 
  known world, you may consider the pilgrim specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Stats 
  If you choose the pilgrim specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Pilgrimage 
  When you arrive at a well-respected place after a dangerous 
  journey, hold 2 blessings. You can spend a blessing at any time to: 
  
  Create a rumour in a well-travelled location. 
  
  Restore yourself to max HP. 
  
  Use a move that another PC has but you don’t. 
   
  
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  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Follow Me 
  When you undertake a perilous journey, you can take two jobs. 
  You make a separate roll for each. 
   
  Pilgrim’s Progress 
  Requires: Pilgrimage 
  Choose a school of magic or a sphere of influence. You may spend 
  a blessing to cast a spell from that school or sphere, of your level or 
  lower. When you cast a spell, roll+WIS. On a 10+, the spell takes 
  effect as normal. On a 7-9, choose one: 
  
  The spell has only half its normal effect. 
  
  You are exhausted and suffer a debility. 
  
  You attract unwanted attention or produce additional effects. 
   
  Uncanny Senses 
  Requires: Pilgrimage 
  Choose a type of energy: divine influence, emotional residues, 
  infernal taint, or magic, for example. While you hold blessings, 
  you can sense this type of energy as if it were tangible and visible. 
  You can only sense one type of energy at a time, but you can switch 
  the type whenever you have spent all your blessings. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  The Power of Pilgrimage 
  Requires: Pilgrim’s Progress 
  When you cast a spell, on a miss, the spell takes effect as normal, 
  in addition to what the GM tells you. On a 12+, also choose one: 
  
  The spell’s effects are doubled. 
  
  The spell’s targets are doubled. 
  
   
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  Shrinewalker 
  Requires: Pilgrimage 
  The first time you pray at a shrine or temple, hold 2 blessings. 
   
  Strider 
  Replaces: Follow Me 
  When you undertake a perilous journey you can take two jobs. Roll 
  twice and use the better result for both jobs. 
   
  Pilgrim Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Evil 
  Prevent someone else from making the same pilgrimage as you. 
   
  Good 
  Defend a travel route or the people on it from threats. 
   
  Pilgrim Bonds 
  
  __________ is a lovely travelling companion, and very devout. 
  
  __________ is not mature enough to undertake this journey. 
   
  Pilgrim Gear 
  You get adventuring gear (5 uses, 1 weight), dungeon rations (5 uses, 
  1 weight), and a holy symbol of some kind, in addition to whatever 
  your other specialties give you. 
   
  Pilgrim Races 
  You may choose this instead of a disciple race option: 
   
  Human 
  You may spend a blessing to negate the effects of one attack against 
  you. 
  
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  Psychopomp 
   
  Your work is done on the borderlands between life and death. 
   
  Compendium Class 
  Once you have been to Death’s black gate and been allowed to 
  return to the world of the living, you may consider the 
  psychopomp specialty an available compendium class. The next 
  time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Turn Undead 
  When you hold your holy symbol aloft and call on your 
  devotion for protection, roll+WIS. On a hit, so long as you 
  continue to pray and brandish your holy symbol, no undead may 
  come within reach of you. On a 10+, you also momentarily daze 
  intelligent undead and cause mindless undead to flee. Aggression 
  breaks the effects and they are able to act as normal. Intelligent 
  undead may still find ways to harry you from afar. They’re clever 
  like that. 
   
  
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  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Ashes to Ashes 
  Requires: Turn Undead 
  The first time you brandish your holy symbol at an undead 
  creature, deal your damage to it (ignores armour). 
   
  Ghost Talker 
  You can see and interact with all ghosts and spirits of the dead, and 
  peer into the spiritual workings of the undead, even if they are 
  mindless. When you study an undead creature, ask whatever 
  questions you like, from the discern realities list or not. 
   
  Necromancy 
  Requires: Cast a Spell 
  When you cast a spell from the sphere of death, take +1. 
   
  The Scales of Life and Death 
  When someone takes their last breath in your presence, they 
  take +1 to their roll. 
   
  
   
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  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Armour of Faith 
  Requires: Turn Undead 
  While you are turning the undead, you and any allies you are 
  protecting get +2 armour. This bonus lasts only as long as there are 
  undead present. 
   
  Cheat Death Again 
  When you have zero HP, instead of taking your last breath, 
  roll+WIS. On a 10+, you live and choose one: 
  
  You discover one of Death’s dark secrets. 
  
  You have a moment with a soul that has already passed on. 
  
  You manage to stay beneath Death’s notice. 
  On a 7-9, you live but Death takes notice and you discover 
  something terrible. On a miss, you can cheat death no longer and 
  you must pass through the Black Gate forever. 
   
  Dust to Dust 
  Requires: Ashes to Ashes 
  When you reduce a creature to zero HP, its soul is put to rest and 
  it cannot be raised again as any kind of undead creature. If the 
  creature is already undead, its evil influence is also defeated, at least 
  in part. 
   
  Reaper 
  When you take time after a conflict to dedicate your victory to 
  your ideals and deal with the dead, take +1 forward. 
   
  
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  Psychopomp Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Evil 
  use your knowledge of death to frighten or intimidate someone. 
   
  Good 
  Save someone from a premature death. 
   
  Lawful 
  Put the undead to their rightful rest. 
   
  Psychopomp Bonds 
  
  __________’s misguided behaviour endangers their very soul! 
  
  I have shown __________ a glimpse of what lies beyond. 
   
  Psychopomp Gear 
  You have a symbol of your understanding of death: a shirt made of 
  bones, a drinking cup made from a skull, or a map of the 
  shadowlands, for instance. Describe it. 
   
  
   
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  Psychopomp Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  When you deal damage to the undead, deal +1d4 damage. 
   
  Elf 
  When you discern realities, on a hit, your keen senses also tell 
  you what here is dead or undead. 
   
  Human 
  When you turn the undead, you may also ask one question about 
  them, as if you had discerned realities and got a 7-9. 
   
  
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  Sacred Lamb 
   
  Your suffering is a sacrifice, to save others from pain. It is your gift. 
   
  Compendium Class 
  Once you have sacrificed your life for the life of another and been 
  returned to life, you may consider the sacred lamb specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Sacrifice 
  When you touch someone and make a demand of them, if they 
  do what you ask, take the debility of your choice and choose one: 
  
  They are healed for half your current HP. 
  
  They are healed of a debility. 
  
  They are healed of one injury (like a broken arm). 
  
  They gain 1d8 temporary HP. Damage must reduce these before 
  affecting the character’s normal HP, but they cannot be healed. 
  You must ask for something immediate, not long-term, and if you 
  already have all six debilities you cannot heal them. 
   
  
   
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  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Devoted Healer 
  When you heal someone else of damage, add your level to the 
  amount of damage healed. 
   
  Divine Protection 
  When you wear no armour or shield, you get 2 armour. 
   
  First Aid 
  Requires: Cast a Spell 
  Cure Light Wounds is a rote for you, and therefore doesn’t count 
  against your limit of granted spells. 
   
  Penitent 
  When you take damage and embrace the pain, you may take 
  +1d4 damage (ignores armour). If you do, take +1 forward. 
   
  Stigmata 
  When you display your bleeding, take 1d4 damage (ignores 
  armour) and choose one person who can see. They heal  
  2d8 damage. Your wounds leave bloody stains that do not come out 
  until the damage caused by their infliction is repaired. 
   
  
   
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  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Caretaker’s Insight 
  When you discern realities, if you study someone who is afflicted, 
  injured, or in pain, you may ask questions from this list instead: 
  
  What do you hope for the future? 
  
  What do you intend to do now? 
  
  What do you want from me? 
  
  What makes you feel beautiful or loved? 
  
  What’s wrong with you and how could I help you? 
  When you heal someone, also ask one of these questions. 
   
  Divine Armour 
  Replaces: Divine Protection 
  When you wear no armour or shield, you get 3 armour. 
   
  Greater First Aid 
  Requires: First Aid 
  Cure Moderate Wounds is a rote for you, and therefore doesn’t 
  count against your limit of granted spells. 
   
  Greater Stigmata 
  Replaces: Stigmata 
  When you display your bleeding, take 1d4 damage (ignores 
  armour) and choose one person who can see. They heal  
  2d8 damage, and all your other allies who can see you heal  
  1d8 damage each. Your wounds leave bloody stains that do not 
  come out until the damage caused by their infliction is repaired. 
   
  Martyr 
  Replaces: Penitent 
  When you take damage and embrace the pain, you may take 
  +1d4 damage (ignoring armour). If you do, take +1 forward and add 
  your level to any damage done or healed by your next action. 
   
  
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  Sacrificial Bounty 
  Requires: Sacrifice 
  When you use sacrifice, choose two options, instead of one. 
   
  Sacred Lamb Alignment 
  You may choose one of these instead of a disciple alignment: 
   
  Chaotic 
  Help someone take impulsive, even reckless action. 
   
  Good 
  Endanger yourself to heal another. 
   
  Sacred Lamb Bonds 
  
  __________ has hurt me before, but I forgave them. 
  
  __________ is not worth suffering for, not yet. 
  
  I respect the beliefs of __________ but hope they will someday see the 
  true way. 
  
  I would die for __________. 
   
  Sacred Lamb Gear 
  You get bandages (3 uses, slow) and a backpack or shoulderbag, 
  which is empty, in addition to whatever your other specialties give 
  you. 
   
  
   
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  Sacred Lamb Races 
  You may choose one of these instead of a disciple race option: 
   
  Dwarf 
  When you are wounded or suffer a debility, you may choose to 
  take an additional 1d4 damage (ignores armour) and +1 forward. 
   
  Elf 
  You are always graceful, even in suffering. When you take the 
  debility shaky, also take +1 forward. While you have the shaky 
  debility, you suffer a -1 penalty to another stat of your choice, but 
  never to DEX. 
   
  Halfling 
  When you are wounded and bleeding, you get +DEX armour. 
   
  Human 
  You can have two debilities affecting your WIS score. Each gives 
  you a -1 penalty, and having both gives you a -2 penalty. This brings 
  your maximum number of debilities up to seven. 
   
  
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  Venerator 
   
  You worship the ancestors, venerate them, and for your dutiful 
  attention, they reward you. 
   
  Compendium Class 
  Once you have paid homage to your ancestors of at least seven 
  generations back, either by building shrines to them or praying for 
  them at three sacred sites, you may consider the venerator specialty 
  an available compendium class. The next time you level up, you 
  may add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with these two moves: 
   
  Prayers to the Dead 
  You are able to converse with spirits of the dead as if they were 
  living. They can sense this, and will be more inclined to appear 
  before you. 
   
  Words from Beyond 
  When you venerate your ancestors and ask for advice, roll+WIS. 
  On a hit, a spirit gives you advice about your situation, but on a  
  7-9, it comes with strings attached. They want something from you 
  as well—a favour, a sacrifice, or just an ear that will listen, perhaps. 
  The GM will tell you what. If you act on the advice the spirit 
  gives you, take +1 forward. 
   
  
   
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  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Ancestor Song 
  When you perform an ancestor veneration ceremony for a 
  community, roll+WIS. On a 10+, they are impressed and feel the 
  need to reciprocate. On a 7-9, they are merely impressed and treat 
  you with respect. Not everyone in the community may feel this 
  way, but the majority do. 
   
  Medium 
  When you allow a spirit to inhabit your body, roll+WIS. On a 
  10+, it may use your body to converse with the living until you 
  banish it or move to a new location. On a 7-9, it may use your body 
  only as long as you are unconscious—choose how much time you 
  will allow it beforehand. 
   
  Spirits of Knowledge 
  Requires: Prayers to the Dead 
  When you arrive at a new settlement, the spirits of the dead will 
  tell you a fact from the history of that location or something that 
  has changed since you were there last. 
   
  
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  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Curse of Ghosts 
  When you pronounce a curse upon someone, name one 
  condition that will lift the curse and roll+WIS. On a 10+, ghosts 
  will haunt this person until they fulfill the condition or until one 
  week after you curse another person. On a 7-9, ghosts will pursue 
  them for a few weeks, until they fulfil the condition, or until you 
  curse another person. On a miss, the ghosts rebel against you, and 
  it is you who suffers a curse. 
   
  Grave Digger 
  When you first encounter a ghost, you may ask its player one of 
  the following questions: 
  
  How could I put this ghost to rest? 
  
  What caused this ghost’s death? 
  
  Where is this ghost’s grave? 
  
  Whom does this ghost haunt? 
  Add all of these questions to the discern realities list when you 
  closely study a ghost. 
   
  Spirit of Warning 
  Requires: Spirits of Knowledge 
  When you consult the spirits of those who died at your 
  location, roll+CHA. On a 10+, a spirit will guide you past danger, 
  keep you from becoming lost, or show you something hidden. On a 
  7-9, a spirit will show you a danger, but no more than that. 
   
  
   
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  Venerator Alignments 
  You may choose one of these instead of a disciple alignment: 
   
  Evil 
  Take revenge on someone who acted against your ancestors. 
   
  Good 
  Use the advice of your ancestors to bring useful knowledge to 
  someone else. 
   
  Venerator Bonds 
  
  __________ also respects the ancestors, so I will respect them. 
  
  __________ helped my complete an important task. 
  
  __________’s misguided behaviour endangers their very soul! 
   
  Venerator Gear 
  You have an item that connects you to your ancestors. Describe it. 
   
  Venerator Races 
  You may choose one of these instead of a disciple race option: 
   
  Elf 
  You have many ancestors and their lives stretch back for many 
  ages. When you ask them for advice, they will also tell you 
  something about your location and its past. You take +1 forward 
  when acting on this information, too. 
   
  Human 
  When acting on the advice a spirit gives you, you may ignore the 
  presence of all other spirits of the dead. They may not appear 
  before you are speak to you while you ignore them. 
  
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  Holy Spells 
   
  Some disciple specialties grant you the ability to prepare and cast 
  spells. If you choose the embodiment specialty, you may cast spells 
  related to one of your three spheres of influence, as determined by 
  your devotion move. If you choose the miracle worker specialty, 
  you may cast spells related to all three of your spheres of influence. 
   
  There are eleven spheres of influence: 
  
  Animals 
  
  Battle 
  
  Death 
  
  The Earth 
  
  Healing 
  
  Judgment 
  
  Plants 
  
  Protection 
  
  Revelation 
  
  The Sky 
  
  Wisdom 
   
  Each sphere includes a list of eight or more spells. If you have 
  command over a sphere of influence, you may prepare any of the 
  spells included in it whose level is equal to, or exceeded by, your 
  own level, plus the rotes, which you always prepare when you 
  prepare spells. 
   
  
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  Animals 
   
  In the great chain of being, the gods set the four mortal races upon 
  the earth to rule it and to worship the heavens. As long as mortals 
  maintain their fealty to the gods, they shall have dominion over all 
  else that is of the earth, over both the rocks and trees, and so too 
  the beasts that crawl and the birds that fly. 
   
  Rote 
  Find the Beast 
  ROTE 
  ONGOING 
  You can sense the presence of a type of animal you name, or a 
  particular animal you have met before. You know what direction to 
  look in, and vaguely how far away they are. 
   
  First Level 
  Charm Animal 
  LEVEL 1 
  One animal in your presence regards you as a friend and will 
  perform a single favour for you, such as tracking someone’s 
  passage, showing you something hidden, or allowing you to pass by 
  safely. 
   
  Repel Creature 
  LEVEL 1 
  ONGOING 
  Name a type of beast or animal (but not a person or a monster). 
  While this spell is ongoing, creatures of that type cannot approach 
  or attack you, and you take -1 to cast a spell. 
   
  
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  Third Level 
  Animal Summons 
  LEVEL 3 
  Name a species or type of animal. One specimen of that type is 
  summoned to your presence. It must make its way to you of its own 
  power, but unless its kind are all extinct, one will come. 
   
  The Speech of Beasts 
  LEVEL 3 
  ONGOING 
  This spell allows you to communicate with one type of animal, 
  which you choose when it is cast. You may use basic moves like 
  parley and discern realities while doing so. While this spell is 
  ongoing, you take -1 to cast a spell. 
   
  Fifth Level 
  Conjure Beast 
  LEVEL 5 
  ONGOING 
  An animal appears and aids you as best it can. Treat it as your 
  character, but with access to only the basic moves (though it can’t 
  speak to people). It has a +1 modifier for all stats, 1 HP, and uses 
  your damage dice. The animal also gets your choice of 1d6 of these 
  traits: 
  
  It does 1d8 damage. 
  
  It has +2 instead of +1 for one stat. 
  
  It has some useful adaptation. 
  
  It’s clever. 
  
  It’s tough: +2 HP for each level you have. 
  The GM will tell you they type of animal you conjure based on the 
  traits you select. The animal remains until it dies or you dismiss it. 
  While this spell is ongoing, you take -1 to cast a spell. 
   
  Spirits of the Wild 
  LEVEL 5 
  ONGOING 
  You call upon the power of an animal spirit to aid you. Name the 
  animal. While this spell is ongoing, you gain the use of one of that 
  animal’s abilities and take -1 to cast a spell. Unless this spell is 
  revoked, you may use it to call upon another animal spirit. 
   
  
   
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  Seventh Level 
  Summon Swarm 
  LEVEL 7 
  ONGOING 
  Name a location you can see. An immense swarm of small animals 
  (your choice what kind) descends upon this location immediately. 
  While this spell is ongoing, these animals do not cease to infest this 
  location, and you take -1 to cast a spell. 
   
  Ninth Level 
  Altered Beast 
  LEVEL 9 
  You permanently alter the form of an animal you touch. You can 
  give it the traits of another animal you are touching, grant the 
  animal traits that describe you, or remove unwanted traits. The 
  only limit is that you cannot give an animal the intelligence of a 
  person. 
   
  
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  Battle 
   
  We are as pawns upon a chess board, fighting on the gaming board 
  that is our world, for the victory of those heavenly forces we pray 
  to, lest the darkness of evil devour us. 
   
  Rote 
  The Wisdom of War 
  ROTE 
  When cast during a battle, or on the spot of a historical battle, the 
  GM will tell you something interesting and useful about that battle, 
  as if you were spouting lore and you rolled a 10+. 
   
  First Level 
  Bless 
  LEVEL 1 
  ONGOING 
  Your deity smiles upon a combatant of your choice. They take  
  +1 ongoing so long as battle continues and they stand and fight. 
  While this spell is ongoing you take -1 to cast a spell. 
   
  Magic Weapon 
  LEVEL 1 
  ONGOING 
  The weapon you hold while casting does +1d4 damage until you 
  dismiss this spell. While this spell is ongoing you take -1 to cast a 
  spell. 
   
  Third Level 
  Fireball 
  LEVEL 3 
  You evoke a mighty ball of flame that envelops your target and 
  everyone nearby, inflicting 2d6 damage which ignores armour. 
   
  Immunity 
  LEVEL 3 
  ONGOING 
  Name one specific source of harm, such as burning, cutting, 
  lightning, or poisonous gas, for example. While this spell is 
  ongoing, you are immune to harm from that source, and you take  
  
   
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  -1 to cast a spell. You may still be subject to secondary effects—fire 
  that does not burn you produces smoke that can still choke you, 
  and drowning is still uncomfortable, to say the least. 
   
  Fifth Level 
  Summon Monster 
  LEVEL 5 
  ONGOING 
  A monster appears and aids you as best it can. Treat it as your 
  character, but with access to only the basic moves. It has  
  +1 modifier for all stats, 1 HP, and uses your damage dice. The 
  monster also gets your choice of 1d6 of these traits:  
  
  It does 1d8 damage. 
  
  It has +2 instead of +1 to one stat. 
  
  It has some useful adaptation. 
  
  It’s not reckless. 
  
  Its bond to your plane is strong: +2 HP for each level you have. 
  The GM will tell you the type of monster you get based on the 
  traits you select. The creature remains on this plane until it dies or 
  you dismiss it. While the spell is ongoing you take -1 to cast a spell. 
   
  Seventh Level 
  Sever 
  LEVEL 7 
  ONGOING 
  Choose an appendage on the target such as an arm, tentacle, or 
  wing. The appendage is magically severed from their body, causing 
  no damage but considerable pain. Missing an appendage may, for 
  example, keep a winged creature from flying, or a bull from goring 
  you on its horns. While this spell is ongoing you take -1 to cast a 
  spell. 
   
  Ninth Level 
  Rain of Fire 
  LEVEL 9 
  You call down fire from the sky. Choose a specific area: everyone 
  in that area takes 2d8 damage, which ignore armour. 
   
  
  190 
  Disciples 
   
  
   
  Disciples 
  191 
   
  Death 
   
  She is not the first of all foes faced by the living, but she is the 
  strongest and the easiest to fear. Such power demands reverence—
  for understanding comes only with the proper humility. 
   
  Rote 
  Corpse Whispers 
  ROTE 
  Cast this spell when you touch a corpse. You experience that 
  person’s last moments of life through one of their senses—you see 
  what they saw or hear what they heard, for example. 
   
  First Level 
  Ghost Sight 
  LEVEL 1 
  ONGOING 
  By peering into the shadowlands, you are able to see or sense the 
  presence of any ghost, restless spirit, or other undead. While this 
  spell is ongoing, you take -1 to cast a spell. 
   
  Mask of Death 
  LEVEL 1 
  ONGOING 
  You can assume the visage of death, and use it to attract insects, 
  pass as a corpse, or to become invisible to the undead. While this 
  spell is ongoing, you take -1 to cast a spell. 
   
  Speak With Dead 
  LEVEL 1 
  A corpse converses with you briefly. It will answer any three 
  questions you pose to it to the best of the knowledge it had in life 
  and the knowledge it gained in death. 
   
  
  192 
  Disciples 
   
  Third Level 
  Animate Dead 
  LEVEL 3 
  ONGOING 
  You invoke a hungry spirit to possess a recently-dead body and 
  serve you. This creates a zombie that follows your orders to the best 
  of its limited abilities. Treat the zombie as a character, but with 
  access to only the basic moves. It has a +1 modifier for all stats and 1 
  HP. The zombie also gets your choice of 1d4 of these traits: 
  
  It does not appear obviously dead, at least for a day or two. 
  
  It has a functioning brain and can complete complex tasks. 
  
  It’s durable. It has +2 HP for each level you have. 
  
  It’s talented. Give one stat a +2 modifier. 
  The zombie lasts until it is destroyed by taking damage in excess of 
  its HP, or until you end the spell. While this spell is ongoing you 
  take -1 to cast a spell. 
   
  Resurrection 
  LEVEL 3 
  Tell the GM you would like to resurrect a corpse whose soul has 
  not yet fully departed this world. Resurrection is always possible, 
  but the GM will give you one or more (possibly all) of these 
  conditions to fulfill: 
  
  It will require a lot of money. 
  
  It’s going to take days/weeks/months. 
  
  You must get help from __________. 
  
  You must sacrifice __________ to do it. 
  The GM may, depending on the circumstances, allow you to 
  resurrect the corpse now, with the understanding that the 
  conditions must be met before it’s permanent, or require you to 
  meet the conditions before the corpse is resurrected. 
   
  
   
  Disciples 
  193 
   
  Fifth Level 
  Trap Soul 
  LEVEL 5 
  You trap the soul of a dying creature within a gem. The trapped 
  creature is aware of its imprisonment but can still be manipulated 
  through spells, parley, and other effects. All moves against the 
  trapped creature are at +1. You can free the soul at any time but it 
  can never be recaptured once freed. 
   
  Seventh Level 
  Mark of Death 
  LEVEL 7 
  Choose a creature whose true name you know. This spell creates 
  permanent runes on a target surface that will kill that creature, 
  should they read them. 
   
  Ninth Level 
  Consume Unlife 
  LEVEL 9 
  The mindless undead creature you touch is destroyed and you steal 
  its death energy to heal yourself or the next ally you touch. The 
  amount of damage healed is equal to the HP that the creature had 
  remaining before you destroyed it. 
   
  
  194 
  Disciples 
   
  The Earth 
   
  The oldest faith is the covenant mortals have with the earth, and 
  the chthonic goddesses that dwell there, giving life to the living 
  until the living are done with it. 
   
  Rote 
  Pass Without Trace 
  ROTE 
  ONGOING 
  You or an ally you touch may pass over natural terrain without 
  leaving footprints, a scent, or any other trail. 
   
  First Level 
  The Fog 
  LEVEL 1 
  ONGOING 
  Name a location you can see. It is completely blanketed in thick fog 
  that prevents anyone from seeing further than a foot in front of 
  them. While this spell is ongoing, the fog will not dissipate and 
  cannot be blown away by wind, and you take -1 to cast a spell. 
   
  Stonespeak 
  LEVEL 1 
  With a touch you speak to the spirits within the earth. A piece of 
  stone you touch answers one question you pose, as best it can. 
   
  Third Level 
  Find the Way 
  LEVEL 5 
  The earth shows you or an ally you touch the quickest and shortest 
  path, either to a desired destination, or out of the present location. 
  If used during a perilous journey, this counts as being the trailblazer 
  and rolling a 10+. 
   
  
   
  Disciples 
  195 
   
  
  196 
  Disciples 
   
  Fifth Level 
  Cold Snap 
  LEVEL 5 
  With a snap of your fingers, the temperature in a location you can 
  see plummets below freezing. Crops die, animals flee, and people 
  who aren’t protected may suffer frostbite if they remain in the cold. 
  The temperature and weather does not return to normal for the 
  remainder of the day, unless you wish it to. 
   
  Seventh Level 
  Part the Seas 
  LEVEL 7 
  ONGOING 
  You cause a body of water to part before you, revealing a pathway 
  across its floor. It can be wide enough for you and twice your level 
  in companions to walk abreast, if you like. While this spell is 
  ongoing, you take -1 to cast a spell. 
   
  Servant of the Earth 
  LEVEL 7 
  ONGOING 
  You summon an elemental being from the earth itself. It is made of 
  one type of chthonic substance (dust, plants, soil, stone, wood, etc). 
  The GM will give the elemental one or two special abilities based 
  on its composition. Treat it as your character, but with access to 
  only the basic moves. It has +1 modifier for all stats, 6 HP, and uses 
  your damage dice. The elemental also gets your choice of two of the 
  following traits: 
  
  It deals +1d6 damage. 
  
  It has +2 for two stats instead of +1. 
  
  It has 16 HP instead of 6. 
  
  It has protection worth 3 armour. 
  The elemental remains until it is destroyed or you dismiss it. While 
  this spell is ongoing, you take -1 to cast a spell. 
   
  
   
  Disciples 
  197 
   
  Ninth Level 
  Commune with Nature 
  LEVEL 9 
  You attune yourself to a location and the earth answers you. Spirits 
  of this location will answer any three questions you pose to them. 
  Anything the land can know, it will tell you. 
   
  Earthquake 
  LEVEL 9 
  ONGOING 
  A location you can see begins to shake violently. The earth heaves 
  and shudders, tearing itself asunder for miles around. While this 
  spell is ongoing, you take -1 to cast a spell. 
   
  
  198 
  Disciples 
   
  Healing 
   
  Why do we put up with these clerics, with their lectures and their 
  superior attitudes? Because their hands close up wounds and 
  restore health out of a state of abject ruination. Perhaps they really 
  are superior after all. 
   
  Rote 
  Sanctify 
  ROTE 
  Food or water you hold in your hands while you cast this spell is 
  consecrated by your deity. In addition to now being holy or unholy, 
  the affected substance is purified of any mundane spoilage. 
   
  First Level 
  Cure Light Wounds 
  LEVEL 1 
  At your touch wounds scab and bones cease to ache. Heal an ally 
  you touch of 1d8 damage. 
   
  Invigorate 
  LEVEL 1 
  One ally you touch is cured of fainting, lethargy, paralysis, or 
  unconsciousness, and are instantly able to move again. 
   
  Third Level 
  Analgesia 
  LEVEL 3 
  ONGOING 
  You touch an ally for a second and they are cured of all fear, 
  nausea, and pain, be it mundane or magical. While this spell is 
  ongoing, you take -1 to cast a spell. 
   
  Cure Moderate Wounds 
  LEVEL 3 
  You staunch bleeding and set bones through magic. Heal an ally 
  you touch of 2d8 damage. 
   
  
   
  Disciples 
  199 
   
  Fifth Level 
  Cure Critical Wounds 
  LEVEL 5 
  Heal an ally you touch of 3d8 damage. 
   
  Reverse Poison 
  LEVEL 5 
  With a touch, you cure an ally of any ill effects caused by a 
  poisonous substance, short of death itself. Damage caused by the 
  poison itself is healed, but damage caused by other sources that was 
  enhanced by the poison remains. 
   
  Seventh Level 
  Heal 
  LEVEL 7 
  Touch an ally and you may heal them of damage by a number of 
  points equal to your own maximum HP. 
   
  Ninth Level 
  Repair 
  LEVEL 9 
  Choose one event in the target’s past. All effects of that event, 
  including damage, poison, disease, and magical effects, are ended 
  and repaired. HP and diseases are healed, poisons are neutralized, 
  magical effects are ended. 
   
  
  200 
  Disciples 
   
  Judgment 
   
  Perhaps the most important responsibility, the heaviest duty, that 
  the gods bear upon their shoulders is that of judgment. 
   
  Rote 
  Contract 
  ROTE 
  When you sign a contract you have cast this spell upon, you are 
  mystically notified if the other party breaks it. 
   
  First Level 
  Casting Stones 
  LEVEL 1 
  ONGOING 
  As long as you concentrate on judgment, any stone you pick up 
  becomes a powerful weapon (thrown, near, 1 piercing). While this 
  spell is ongoing you take -1 to cast a spell. 
   
  Cause Fear 
  LEVEL 1 
  ONGOING 
  Choose a target you can see and a nearby object. The target is 
  afraid of the object so long as you maintain the spell. Their reaction 
  is up to them: flee, panic, beg, fight. While this spell is ongoing you 
  take -1 to cast a spell. You cannot target entities with less than 
  animal intelligence (magical constructs, undead, automatons, and 
  the like). 
   
  Third Level 
  Dispel Magic 
  LEVEL 3 
  Choose a spell or magic effect in your presence: this spell rips it 
  apart. Lesser spells are ended, powerful magic is just reduced or 
  dampened so long as you are nearby. 
   
  
   
  Disciples 
  201 
   
  Hold Person 
  LEVEL 3 
  ONGOING 
  Choose a person you can see. Until you cast a spell or leave their 
  presence they cannot act except to speak. This effect ends 
  immediately if the target takes damage from any source. 
   
  Fifth Level 
  Contagion 
  LEVEL 5 
  ONGOING 
  Choose a creature you can see. Until you end this spell, the target 
  suffers from a disease of your choice. While this spell is ongoing 
  you take -1 to cast a spell. 
   
  Seventh Level 
  Harm 
  LEVEL 7 
  Touch an enemy and strike them with divine wrath—deal  
  2d8 damage to them and 1d6 damage to yourself. This damage 
  ignores armour. 
   
  Ninth Level 
  False World 
  LEVEL 9 
  ONGOING 
  With a touch, you can put someone’s body into an enchanted sleep 
  and their mind into a false world that they believe is real. Until the 
  spell is ended, they continue to live on in a world entirely of your 
  creation, never knowing it is a lie and that their body lies sleeping 
  somewhere else. 
   
  Plague 
  LEVEL 9 
  ONGOING 
  Name a city, town, encampment, or other place where people live. 
  As long as this spell is active that place is beset by a plague 
  appropriate to your deity’s domains (locusts, death of the first born, 
  etc). While this spell is ongoing you take -1 to cast a spell. 
   
  
  202 
  Disciples 
   
  Plants 
   
  What heavenly power could be more vital to civilization than that 
  behind the world of plants? Without them, mortal life is doomed. 
   
  Rote 
  Grass Eater 
  ROTE 
  This spell allows you to eat any vegetable matter, even poisonous 
  vegetation, and derive nutrition from it. You may eat as many 
  rations as you like, as long as there are enough plants available. 
   
  First Level 
  Entangle 
  LEVEL 1 
  You cause your target to become entangled in any nearby 
  vegetation, which moves to accomplish this goal. These plants are 
  not strengthened by this spell, and the target can break free as if 
  they had become entangled normally. 
   
  Wood Bender 
  LEVEL 1 
  A piece of wood, either alive or dead, or a structure made of wood, 
  warps at your touch into a new shape of your choosing. 
   
  Third Level 
  Plant Whispers 
  LEVEL 3 
  You speak with the spirits of the green world. One living plant you 
  touch will answer three questions you pose, as best it can. 
   
  
   
  Disciples 
  203 
   
  Fifth Level 
  Summon Nature Elemental 
  LEVEL 5 
  ONGOING 
  An elemental creature made of plant matter appears and aids you as 
  best it can. Treat the elemental as a character, but with access to 
  only the basic moves. It has a +1 modifier for all stats, 1 HP, and uses 
  your damage die. The elemental also gets your choice of 1d6 of 
  these traits: 
  
  It does 1d8 damage. 
  
  It has a functioning mind and can complete complex tasks. 
  
  It has some useful adaptation. 
  
  It’s durable. It has +2 HP for each level you have. 
  
  It’s talented. Give one stat a +2 modifier. 
  The elemental exists on this plane until it is destroyed by taking 
  damage in excess of its HP, or until you end the spell. While this 
  spell is ongoing, you take -1 to cast a spell. 
   
  Seventh Level 
  Wall of Thorns 
  LEVEL 7 
  You call up thorny vines and brambles from the earth. They can 
  loosely cover any location within sight, or form a thick wall in the 
  middle of it. These plants are hard to get rid of, resistant to fire, and 
  their thorns cause deep gashes. 
   
  Ninth Level 
  Cornucopia 
  LEVEL 9 
  With a word, the entire region you are in bursts into harvest. In a 
  matter of moments, plants grow until they are ripe and farms 
  produce their full crop. This spell only affects plants and seeds that 
  are present—it does not cause seeds to be sown. 
   
  
  204 
  Disciples 
   
  Protection 
   
  If the work of the gods is to be done here, on this plane, their 
  servants must survive to do it. 
   
  Rote 
  Endure 
  ROTE 
  ONGOING 
  As long as this spell is ongoing, you or an ally you touch can endure 
  extremes of heat or cold that would normally cause harm, like 
  walking across burning sands or swimming through arctic waters. 
   
  First Level 
  Sanctuary 
  LEVEL 1 
  As you cast this spell, you walk the perimeter of an area, 
  consecrating it to your deity. As long as you stay within that area 
  you are alerted whenever someone acts with malice within the 
  sanctuary (including entering with harmful intent). Anyone who 
  receives healing within a sanctuary heals +1d4 HP. 
   
  Ward of Protection 
  LEVEL 1 
  By drawing a simple glyph on one of your possessions, you will 
  always know if and when it is taken from you, and generally where 
  it is located if that should happen. You may only have one Ward 
  active at a time. 
   
  Third Level 
  Immunity 
  LEVEL 3 
  ONGOING 
  Name one specific source of harm, such as burning, cutting, 
  lightning, or poisonous gas, for example. While this spell is 
  ongoing, you are immune to harm from that source, and you take  
  -1 to cast a spell. You may still be subject to secondary effects—fire 
  that does not burn you produces smoke that can still choke you, 
  and drowning is still uncomfortable, to say the least. 
  
   
  Disciples 
  205 
   
  Silence 
  LEVEL 3 
  ONGOING 
  Name a location you can see. While this spell is ongoing, no sound 
  can be made in that place, and you take -1 to cast a spell (assuming 
  the silence does not prevent spellcasting outright). 
   
  Fifth Level 
  Circle of Protection 
  LEVEL 5 
  ONGOING 
  Draw a circle upon the ground around you or someone else. Until 
  that person leaves the confines of the circle, no extraplanar entity 
  can cross it or extend their influence beyond it. While this spell is 
  ongoing, take -1 to cast a spell. 
   
  Seventh Level 
  Word of Recall 
  LEVEL 7 
  Choose a word. The first time after casting this spell that you speak 
  the chosen word, you and any allies touching you when you cast 
  the spell are immediately returned to the exact spot where you cast 
  the spell. You can only maintain a single location; casting Word of 
  Recall again before speaking the word replaces the earlier spell. 
   
  Ninth Level 
  Divine Presence 
  LEVEL 9 
  ONGOING 
  Every creature must ask your leave to enter your presence, and you 
  must give permission aloud for them to enter. Any creature 
  without your leave takes an extra 1d10 damage whenever they take 
  damage in your presence. While this spell is ongoing you take -1 to 
  cast a spell. 
   
  
  206 
  Disciples 
   
  Revelation 
   
  The divine power can push back even the darkest curtains of 
  ignorance, and show the devoted the truth of things. 
   
  Rote 
  Light 
  ROTE 
  An item you touch glows with divine light, about as bright as a 
  torch. It gives off no heat or sound and requires no fuel but is 
  otherwise like a mundane torch. You have complete control of the 
  colour of the flame. The spell lasts as long as it is in your presence. 
   
  First Level 
  Detect Magic 
  LEVEL 1 
  One of your senses is briefly attuned to magic. The GM will tell 
  you what here is magical. 
   
  Faerie Fire 
  LEVEL 1 
  ONGOING 
  One target you can see is outlined in pale, glowing light that 
  produces no heat but makes the target highly visible, especially in 
  darkness. While this spell is ongoing, the target also leaves a faint 
  trail of fading light and you take -1 to cast a spell. 
   
  Third Level 
  Locate Object 
  LEVEL 3 
  ONGOING 
  Name a specific object or a type of object. While you concentrate, 
  this spell will indicate which direction it is in, and where it is 
  exactly if it is within a short walking distance. If you name a type of 
  object, the spell points you toward the nearest one. While this spell 
  is ongoing, take -1 to cast a spell. 
   
  
   
  Disciples 
  207 
   
  Fifth Level 
  Divination 
  LEVEL 5 
  Name a person, place, or thing you want to learn about. Your 
  devotion grants you visions of the target, as clear as if you were 
  there. 
   
  Revelation 
  LEVEL 5 
  Your devotion is answered with a moment of perfect 
  understanding. The GM will shed light on the current situation. 
  When acting on the information, you take +1 forward. 
   
  Seventh Level 
  Prophecy 
  LEVEL 7 
  Name someone who poses a threat to you. The GM will reveal one 
  aspect of a danger they are involved with. It could be a grim 
  portent, the impending doom, someone else connected to that 
  danger, a custom move or some other detail that gives you insight 
  into how to stop it from achieving its goal. 
   
  Ninth Level 
  Alert 
  LEVEL 9 
  Describe an event. The GM will tell you when that event occurs, no 
  matter where you are or how far away the event is. If you choose, 
  you can view the location of the event as though you were there in 
  person. You can only have one Alert active at a time. 
   
  
  208 
  Disciples 
   
  The Sky 
   
  The mightiest of all the gods, the conquerors of heaven, who lay 
  waste to their enemies upon the earth, are the gods of the sky. 
   
  Rote 
  Gust of Wind 
  ROTE 
  You summon a gust of wind to blow in the direction of your 
  choosing, scattering light objects before it. 
   
  First Level 
  Perfume 
  LEVEL 1 
  Name a location you can see. The aroma of your choice, pleasant or 
  putrid, descends from the air above and saturates the area. This 
  smell can be dispersed as all scents can, once the spell has been cast. 
   
  Skysight 
  LEVEL 1 
  For a moment, you see things from the sky’s perspective, looking 
  down at yourself and your surroundings with the eyes of an eagle. 
   
  Sunbeam 
  LEVEL 1 
  An object you hold glows or projects a warm yellow light that 
  functions as sunlight does—illuminating the darkness, nourishing 
  plants, and burning vampires. While this spell is ongoing, you take 
  -1 to cast a spell. 
   
  Third Level 
  Lightning 
  LEVEL 3 
  A bolt of lightning strikes down from the sky, the clouds, or from 
  out of your own body, striking the target and everyone nearby, 
  inflicting 2d6 damage which ignores armour. 
   
  
   
  Disciples 
  209 
   
  Fifth Level 
  Fly 
  LEVEL 5 
  ONGOING 
  You take to the air, soaring on a gust of wind or floating on a puffy 
  cloud. While this spell is ongoing, you take -1 to cast a spell. 
   
  Starlight 
  LEVEL 5 
  You commune with the stars above and name a location. Whether 
  you can see them or not, the stars tell you where you are now and 
  which way you need to go to get to the stated location. 
   
  Seventh Level 
  Control Weather 
  LEVEL 7 
  Pray for rain—or sun, wind, or snow. Within a day or so, the sky 
  will answer. The weather will change according to your will and 
  last a handful of days. 
   
  Rainbow Bridge 
  LEVEL 9 
  Name a location, describing it with a number of words up to your 
  level. A bridge made of rainbows bursts forth from the ground in 
  front of you—walking across it leads you and any allies present to 
  the location you described. The bridge may only be used once by 
  each person. 
   
  Ninth Level 
  Storm of Vengeance 
  LEVEL 9 
  The sky brings the unnatural weather of your choice to pass. Rain 
  of blood or acid, clouds of souls, wind that can carry away 
  buildings, or any other weather you can imagine: ask and it shall 
  come. 
   
  
  210 
  Disciples 
   
  Wisdom 
   
  Without the wisdom to know Truth from Folly, one cannot choose 
  the right path over the others. 
   
  Rote 
  Guidance 
  ROTE 
  The symbol of your deity appears before you and gestures towards 
  the direction or course of action your deity would have you take 
  then disappears. The message is through gesture only; your 
  communication through this spell is severely limited. 
   
  First Level 
  Detect Alignment 
  LEVEL 1 
  When you cast this spell choose an alignment: Good, Evil, Lawful, 
  or Chaotic. One of your senses is briefly able to detect that 
  alignment. The GM will tell you what here is of that alignment. 
   
  Mending 
  LEVEL 1 
  Your devotion allows you to fix some mundane object, without 
  needing tools or expertise. 
   
  Planning 
  LEVEL 1 
  ONGOING 
  Cast this spell when you devise a plan to better your understanding 
  of the situation. When you carry out that plan, take +1 forward. 
  You can only have a heightened understanding of one plan at a 
  time. 
   
  
   
  Disciples 
  211 
   
  
  212 
  Disciples 
   
  Third Level 
  Inquiry 
  LEVEL 3 
  Cast this spell on a person you can see and ask one question about 
  them from the list below: 
  
  What does this person intend to do? 
  
  What does this person need or desire? 
  
  What is false about this person? 
  
  Who does this person associate with? 
  Take +1 forward when you act on the answer. 
   
  Local Customs 
  LEVEL 3 
  ONGOING 
  The customs of the people you observe are revealed to you. While 
  this spell is ongoing, you take -1 to cast a spell and you are able to 
  determine and mimic local customs, wherever you are. You can tell 
  if someone’s behaviour is routine or unexpected by observers, and 
  you can predict what kind of behaviour is expected of you, but you 
  do not gain any additional language skills. 
   
  Fifth Level 
  True Seeing 
  LEVEL 5 
  ONGOING 
  Your vision is opened to the true nature of everything you lay your 
  eyes on. You pierce illusions and see things that have been hidden. 
  The GM will describe the area before you ignoring any illusions 
  and falsehoods, magical or otherwise. While this spell is ongoing 
  you take -1 to cast a spell. 
   
  Words of the Unspeaking 
  LEVEL 5 
  With a touch you speak to the spirits within things. The non-living 
  object you touch answers three questions you pose, as best it can. 
   
  
   
  Disciples 
  213 
   
  Seventh Level 
  True Discernment 
  LEVEL 7 
  When you cast this spell on the evidence left by some creature or 
  event, or something removed from a faraway location, you may 
  study that creature, event, or location as if you had discerned 
  realities and rolled 10+. 
   
  Ninth Level 
  Questing 
  LEVEL 9 
  Describe an objective, however complicated. The GM will tell you 
  what it would take to accomplish normally. You can choose one of 
  those requirements, and the GM will tell you an easier—and 
  possible—way to achieve it. 
   
  
   
   
   
   
  
   
   
  Magicians 
   
  
  216 
  Magicians 
   
  The Colour of Magic 
   
  Magicians handle sources of power that no one else would dream of 
  getting mixed up with. 
   
  Stats 
  The specialties you choose may modify these scores: 
  Your base damage is d4. 
  Your load is 6+STR. 
  Your maximum HP is 6+Constitution. 
   
  Starting Moves 
  Choose two magician specialties and one of the following: 
  
  A level 2-5 move from either magician specialty. 
  
  A specialty from another archetype. 
  
  A third magician specialty. 
   
  You get all the starting moves from each specialty. Make a note of 
  any stat modifiers from your specialties. Each time you level up, 
  choose one advanced move from those offered by your specialties. 
   
  Advanced Moves 
  Each time you level up, choose an advanced move from one of 
  your specialties. Or choose one of the following options: 
  
  At any level, instead of a move from one of your specialties, 
  you may choose a move from one of the other magician 
  specialties. You may do this twice only. 
  
  Once between levels 2-5, instead of a move from one of your 
  specialties, you may choose a move from any other archetype. 
  
  Once between levels 6-10, instead of a move from one of your 
  specialties, you may choose a move from any other archetype.  
   
  
   
   
  Magicians 
  217 
   
  Magician Alignments 
  Choose one of these alignments, or one from those offered by 
  your specialties: 
   
  Chaotic 
  Add more magic to the civilized world. 
   
  Evil 
  Use magic to cause terror and fear. 
   
  Good 
  Use magic to directly aid another. 
   
  Neutral 
  Discover something about a magical mystery. 
   
  Magician Bonds 
  As a magician, you may have up to three bonds at a time. 
  Choose from the following, and from those offered by your 
  specialties: 
  
  __________ does not trust me, and for good reason. 
  
  __________ has supplied me with forbidden tomes. 
  
  __________ seems suitably impressed by my powers and I just can’t 
  help showing off in front of them. 
  
  __________ will play an important role in the events to come. I have 
  foreseen it! 
  
  I have used my magic on behalf of __________ before. 
  
  This is not my first adventure with __________. 
   
  
  218 
  Magicians 
   
  
   
   
  Magicians 
  219 
   
  Magician Gear 
  You start with your clothes, a backpack or shoulder bag, dungeon 
  rations (5 uses, 1 weight), and choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Bag of books (5 uses, 2 weight). 
  ○ 
  Dagger (hand, 1 weight). 
  ○ 
  Staff (close, two-handed, 1 weight). 
  ○ 
  Three healing potions. 
   
  Magician Races 
  Choose a race and gain the corresponding move: 
   
  Dwarf 
  Your race is hardy, even in the face of sorcery. When you are the 
  target of a magical effect or spell, you get +1 armour forward or  
  +1 armour ongoing until the spell wears off if the effect is ongoing. 
   
  Elf 
  Magic is as natural as breath to you. When you discern realities, 
  on a hit, the GM will also tell you if anything you are studying is 
  magical. 
   
  Halfling 
  You sing the healing songs of spring and brook. When you make 
  camp, you and your allies heal +1d6. 
   
  Human 
  Battle magic is like food and drink to you. When you cause harm 
  with magic, deal +2 damage. 
   
  
  220 
  Magicians 
   
  Arcane Ritualist 
   
  Not all magic is flashy, not all magic is rolled off the cuffs of 
  fluttering mage-hands in the heat of the moment. Indeed, the 
  greatest of all magic takes time, sustained effort, and deep 
  concentration. When you have time to change your mind and 
  don’t, you know the result is worth the toil. 
   
  Compendium Class 
  Once you have successfully completed a complex, week-long 
  magical ritual, you may consider the arcane ritualist specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with this move: 
   
  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: 
  
  First you must __________. 
  
  It will require a lot of money. 
  
  It will take days/weeks/months. 
  
  The best you can do is a lesser version, unreliable and limited. 
  
  You and your allies will risk danger from ________. 
  
  You’ll have to disenchant ________ to do it. 
  
  You’ll need help from ________. 
   
  
   
   
  Magicians 
  221 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Arcane Library 
  When you spout lore about magical writings, on a 10+, the GM 
  will also ask you a question. Whatever you answer, it is the truth. 
   
  Logical 
  When you use strict deduction or logic to analyze your 
  surroundings, you can discern realities with INT instead of WIS. 
   
  Scrying Pool 
  When you perform a ritual to investigate the doings of 
  someone, and you have a piece of their body or an item that is 
  important to them, roll+INT. On a 10+, ask the GM two questions 
  from the list. On a 7-9, ask one. On a miss, they get to ask two 
  questions about you: 
  
  How could I get to them, physically or emotionally? 
  
  What are they really up to? 
  
  What is their weakness? 
  
  Who are their allies? 
  
  Who are their enemies? 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Astral Scryer 
  Requires: Scrying Pool 
  When you use your scrying pool, you can ask an extra question, 
  even on a miss. 
   
  
  222 
  Magicians 
   
  Ethereal Tether 
  When you have time with a willing or helpless subject, you can 
  craft an ethereal tether with them. You perceive what they perceive 
  and can discern realities about someone tethered to you or their 
  surroundings no matter the distance. Someone willingly tethered 
  to you can communicate with you over the tether as if you were in 
  the room with them. 
   
  Highly Logical 
  Replaces: Logical 
  When you use strict deduction to analyze your surroundings, 
  you can discern realities with INT instead of WIS. On a 12+, you get 
  to ask the GM any three questions, not limited by the list. 
   
  Self-Powered 
  Requires: Ritual 
  When you have time, arcane materials, and a safe space, 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, the GM will tell 
  you one kind of creature that will have an interest in your 
  workings. 
   
  Arcane Ritualist Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Lawful 
  Exploit the letter of the law (or an agreement) for your own benefit. 
   
  Neutral 
  Make an ally of someone powerful. 
   
  
   
   
  Magicians 
  223 
   
  Arcane Ritualist Bonds 
  
  __________ and I shared a mystical vision, after performing a ritual 
  together. 
  
  I need __________’s help to perform a particularly important ritual. 
  
  I went to school with __________. 
   
  Arcane Ritualist Gear 
  Choose one: 
  ○ 
  Bag of books (5 uses, 2 weight). 
  ○ 
  Ritual carpet (2 weight). 
  ○ 
  Ritual dagger (hand, 1 weight). 
  ○ 
  Small mirror. 
  ○ 
  Staff (close, two-handed, 1 weight). 
  ○ 
  Sword (close, 1 weight). 
  ○ 
  Small pet animal. 
   
  Arcane Ritualist Races 
  You may choose one of these instead of a magician race option: 
   
  Dwarf 
  While you are working magic, you have +1 armour. 
   
  Elf 
  You may consider any forested area to be a place of power. 
   
  Halfling 
  You never need a lot of money to successfully perform a ritual. 
   
  Human 
  You may consider any site a place of power after you perform a 
  human sacrifice on it. 
   
  
  224 
  Magicians 
   
  Awakened Mind 
   
  It is the noblest endeavour, to find enlightenment even here, in a 
  world of flame and steel and coin. There are those among us who 
  walk a secret path, the eye of their mind open in darkness. 
   
  Compendium Class 
  Once you have discovered the latent abilities that lie within your 
  mind, you may consider the awakened mind specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Starting Moves 
  You start with this move: 
   
  Expanded Consciousness 
  When you project your mind from your body, choose two to 
  describe your mind’s form (it’s always insubstantial): 
  
  It is invisible. 
  
  It moves quickly. 
  
  Its senses are not clouded. 
  Your mental form can roam the physical world for as long as you 
  like. While it does, your body lies comatose. While in your mental 
  form you have no access to your body’s senses. 
   
  
   
   
  Magicians 
  225 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Mindmeld 
  When you touch a willing or sleeping subject, your senses are 
  tuned to their thoughts. The GM will give you an impression of 
  what’s going on inside their head. 
   
  Sleep Walk With Me 
  Requires: Expanded Consciousness 
  When your mental form passes through the body of a sleeping 
  person, you may choose to inhabit their body. Your control is 
  limited as if they were sleepwalking: movement, maybe even simple 
  conversations at most. The eyes of the body you inhabit never 
  open; if they do open, you are immediately expelled. 
   
  Talisman 
  Choose an item of importance to you. From now on you can hear 
  the thoughts of whomever holds that item. 
   
  Thoughts Beyond 
  Requires: Expanded Consciousness 
  When you project your mind from your body, you can also 
  choose one of these options: 
  
  You can communicate with the minds of people you are near. 
  
  You can move small physical objects that have recently been 
  touched by someone. 
  
  You hear nearby thoughts instead of sounds. 
   
  
  226 
  Magicians 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  From Beyond 
  You can see spirits and other invisible or insubstantial beings 
  whenever you concentrate. While you can see them, you can also 
  interact with them as if they were solid. 
   
  Sleep Walk Inside Me 
  Replaces: Sleep Walk With Me 
  When your mental form passes through the body of a sleeping 
  person, you may choose to inhabit their body. You can use their 
  body as if it were your own until they would have awoken had you 
  not possessed them. At that moment, they awaken and you are 
  immediately expelled. 
   
  Thoughts Beyond Thought 
  Replaces: Thoughts Beyond 
  When you project your mind from your body, you can also 
  choose two of these options: 
  
  You can become visible, if only as a ghostly figure. 
  
  You can communicate with the minds of people you are near. 
  
  You can move small physical objects that have recently been 
  touched by someone. 
  
  You hear nearby thoughts instead of sounds. 
   
  Awakened Mind Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Chaotic 
  Reveal a hidden truth about someone of importance. 
   
  Neutral 
  Discover a useful secret. 
   
  
   
   
  Magicians 
  227 
   
  Awakened Mind Bonds 
  
  __________ does not use the full potential of their mind, and is worse 
  off for it. 
  
  __________ has some strange insight into my powers. 
  
  I watch out for __________ sometimes, when they need it. 
   
  Awakened Mind Gear 
  Choose one: 
  ○ 
  Bag of books (5 uses, 2 weight). 
  ○ 
  Healing potion. 
  ○ 
  Leather armour (1 armour, 1 weight). 
  ○ 
  Personal feast (1 use, 1 weight). 
   
  Awakened Mind Races 
  You may choose one of these instead of a magician race option: 
   
  Dwarf 
  When you project your mind from your body, add this to your 
  list of options: 
  
  Your physical body turns to stone until your mind returns. 
   
  Elf 
  When someone touches your sleeping or comatose body, you 
  may immediately return to it and awaken. 
   
  Halfling 
  When you consume a ration right before projecting your mind 
  from your body, it counts as making camp if you roam the world in 
  spirit form for more than a few hours. 
   
  Human 
  When you project your mind from your body, you can choose all 
  three options if you take either 1d8 damage or a debility. 
   
  
  228 
  Magicians 
   
  Blue Mage 
   
  You live in a world full of magic. Why create your own style when 
  you can just copy what others do? What really matters is whether it 
  works or not—and your magic works, all right. 
   
  Compendium Class 
  Once you have absorbed a slain enemy’s essence—by consuming 
  their body, or shattering a crystal made of air that you have 
  imprisoned them inside of, for example—you may consider the 
  blue mage specialty an available compendium class. The next time 
  you level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Starting Moves 
  You get these two moves, though you may replace Cast a 
  Mimicked Spell with another spellcasting move if you also take 
  a specialty that gives you one: 
   
  Cast a Mimicked Spell 
  When you cast a spell you have mimicked, roll+INT. On a 10+, 
  the spell is successfully cast and you may cast it again. On a 7-9, the 
  spell is successfully cast, but choose one: 
  
  The spell is forgotten. You may not cast it again. 
  
  You cause unintended harm or damage. 
  Maintaining spells with ongoing effects imposes a -1 penalty to 
  using this move. 
   
  
   
   
  Magicians 
  229 
   
  Spell Mimicry 
  When you see or experience a magical effect and try to copy it, 
  roll+INT. On a hit, you have memorized it like a spell, but on a 7-9, 
  you must forget a spell you already have memorized. If you have no 
  spells to forget, you can memorize this new one only if you also 
  take a debility. When you forget this spell, you may not memorize it 
  again. If you memorize an offensive ability, your magic does the 
  same damage as the original. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Beyond Mimicry 
  Requirements: Spellbook 
  If you want to write a mimicked spell you successfully memorized 
  into your spellbook permanently, you can take it as your next spell 
  when you level up, or you can replace one of the spells you already 
  have in your spellbook. 
   
  Face Like a Mask 
  Requires: Spell Mimicry 
  You can mimic the appearance of another person as if it were a 
  spell, if you touch them. 
   
  Monster Mash 
  Requires: Spell Mimicry 
  You can mimic non-magical monster moves, as if they were spells. 
   
  
  230 
  Magicians 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Better Mimic 
  Requires: Cast a Mimicked Spell 
  When you cast a spell you have mimicked, on a 10-11, you may 
  choose from the 7-9 list in order to double the effects of the spell or 
  ignore the -1 penalty if it is ongoing. On a 12+, you may choose 
  either of those options with no consequences. 
   
  Face Dancer 
  Replaces: Face Like a Mask 
  You can mimic someone’s appearance and mannerisms just like a 
  spell, if you touch them. While disguised, you sound and move like 
  them, and only your lack of their memories will give you away. 
   
  Perfect Replica 
  Requires: Monster Mash 
  You can mimic the non-magical abilities of other people, as if they 
  were spells. 
   
  Blue Mage Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Chaotic 
  Risk your life to get access to a magical spell. 
   
  Neutral 
  Make a profit off of a magical spell you mimicked. 
   
  Blue Mage Bonds 
  
  __________ brings trouble with them wherever they go. 
  
  __________ is woefully misinformed about the world. I will teach 
  them what I can. 
  
   
   
  Magicians 
  231 
   
  Blue Mage Gear 
  Choose one: 
  ○ 
  Antitoxin. 
  ○ 
  Healing potion. 
  ○ 
  Keg of Dwarven stout (4 weight). 
  ○ 
  Leather armour (1 armour, 1 weight). 
  ○ 
  Shield (+1 armour, 2 weight). 
   
  Blue Mage Races 
  You may choose one of these instead of a magician race option: 
   
  Elf 
  You can mimic the abilities of forest creatures as if they were spells. 
   
  Human 
  If a harmful spell is cast on you and you successfully mimic it, 
  the damage is halved (round up). 
   
  
  232 
  Magicians 
   
  Conjurer 
   
  Parlour tricks? Pulling rabbits out of hats? I don’t think so. 
   
  Compendium Class 
  Once you have obtained a magic hat or bag and a magical box, and 
  performed onstage with them for an appreciative audience, you 
  may consider the conjurer specialty an available compendium class. 
  The next time you level up, you may add this specialty to your 
  character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Conjuration 
  When you conjure an item, hand-sized and neither unique nor 
  extremely valuable, roll+INT. On a 10+, it appears in your hand or 
  on your person somewhere. On a 7-9, it’s not quite what you had 
  in mind, but vaguely similar. On a miss, what you conjure up is the 
  opposite of useful. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Abjuration 
  When you banish a creature from another plane of existence, 
  roll+INT. On a 10+, it may not approach you further and if it lacks 
  an anchor in this world, it must return to whence it came. On a 7-9, 
  it may not approach you further unless you allow it to (or you let 
  your guard down). On a miss, you cannot banish it. 
   
  
   
   
  Magicians 
  233 
   
  From Beyond the Black Gate 
  When you summon a monster from beyond this world, say what 
  it’s for, one thing it is, and one thing it’s not. Then roll+INT, and 
  find out what comes through. On a 10+, both. On a 7-9, choose 
  one or the other: 
  
  It fulfills its purpose and leaves. 
  
  It’s perfect for the job. 
  On a miss, it isn’t what you said it is, but it is what you said it’s not. 
   
  The Summoner’s Trick 
  Choose a summoning spell of your level or lower. If you cast spells, 
  add it to your spellbook, but prepare and cast it as if it were one 
  level lower. If you don’t cast spells, you can now cast this one. 
  When you do, roll+INT. On a hit, it works, but on a 7-9, you also 
  choose one: 
  
  You can’t cast this spell again until the next dawn or dusk. 
  
  You lose control of the spell’s effects. 
  
  You take a debility of your choice. 
   
  Vanishing Act 
  When you obscure an item from sight for a moment, roll+INT. 
  On a 10+, it vanishes and reappears in the exact location of your 
  choosing (but not in the same place as something else). On a 7-9, it 
  vanishes and reappears in your life at some unpredictable point in 
  the future. 
   
  What’s Mine is Mine 
  When you give someone an item you’d rather keep, roll+INT. 
  On a hit, it returns to you in good time but on a 7-9, there are 
  strings attached. On a miss, it’s gone forever. 
   
  
  234 
  Magicians 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Arch-Summoner 
  Requires: The Summoner’s Trick 
  Choose another two summoning spells that you can either add to 
  your spellbook and cast as if they were one level lower or cast as 
  described in the summoner’s trick. 
   
  Conjuratorium 
  You can dedicate a location to be a special arcane sanctum where 
  you can summon all manner of things into existence, limited only 
  by the size of this conjuratorium. In order to summon something, 
  you need an antecedent that resonates with the summoned thing’s 
  true nature. Discuss what you can use as a proper antecedent with 
  the GM. When you use an antecedent to begin the summoning 
  process, roll+INT. On a 10+, choose two. On a 7-9, choose one: 
  
  It’s a secret. 
  
  Nothing else is summoned. 
  
  The antecedent remains in this world. 
   
  Summons 
  When you summon someone by name with magic, roll+INT. On 
  a 10+, choose two. On a 7-9, they come directly and choose one: 
  
  They arrive at exactly the location you specify. 
  
  They arrive exactly when you specify, no matter the distance. 
  
  You have some form of defence when they arrive. 
   
  
   
   
  Magicians 
  235 
   
  Conjurer Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Chaotic 
  Upset the existing social order. 
   
  Evil 
  Bring something evil into the world that other people have to deal 
  with. 
   
  Conjurer Bonds 
  
  __________ knows a secret about my powers that no one else does. 
  
  I was summoned here by __________. 
   
  Conjurer Gear 
  Choose one or two: 
  ○ 
  Fancy robes. 
  ○ 
  Painted box. 
  ○ 
  Strange hat. 
  ○ 
  Wand. 
  ○ 
  White gloves. 
   
  Conjurer Races 
  You may choose this instead of a magician race option: 
   
  Human 
  You can use DEX for your conjurer moves, instead of INT. 
   
  
  236 
  Magicians 
   
  
   
   
  Magicians 
  237 
   
  Dominator 
   
  What else is magic for, if not to control others? 
   
  Compendium Class 
  Once you have completely broken the will of another person and 
  made them your slave, you may consider the dominator specialty 
  an available compendium class. The next time you level up, you 
  may add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Hypnotist 
  When you make eye contact with someone and exert your will 
  over them, roll+INT. On a hit, they are paralysed and cannot 
  move, but on a 7-9, the effect is broken if you move. When you 
  break off eye contact, they can move again. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Control 
  When you touch someone and force your will upon them, 
  roll+INT. On a 10+, hold 2. On a 7-9, hold 1. You can spend your 
  hold to give them an order. They must obey or suffer 1d6 damage. 
  You may only have a hold over one person at a time. 
   
  
  238 
  Magicians 
   
  Dominating Power 
  Choose an enchantment spell of your level or lower. If you cast 
  spells, add it to your spellbook, but prepare and cast it as if it were 
  one level lower. If you don’t cast spells, you can now cast this one. 
  When you do, roll+INT. On a hit, it works, but on a 7-9, you also 
  choose one: 
  
  You can’t cast this spell again until the next dawn or dusk. 
  
  You lose control of the spell’s effects. 
   
  Iron Will 
  When you are subject to mind control or magic that influences 
  your feelings, you may choose to take 1d4 damage (ignores 
  armour) and ignore the influence. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Arch-Enchanter 
  Requires: Dominating Power 
  Choose another two enchantment spells that you can either add to 
  your spellbook and cast as if they were one level lower or cast as 
  described in dominating power. 
   
  Jaws Around Your Spine 
  Replaces: Control 
  When you touch someone and force your will upon them, 
  roll+INT. On a 10+, hold 2. On a 7-9, hold 1. You can spend a hold 
  to give them an order. They must obey or they suffer 1d8 damage. 
  You may have hold over a number of people equal to your INT, but 
  no more than that. 
   
  Mystical Puppet Strings 
  When you use magic to control a person’s actions, they have no 
  memory of what you had them do and bear you no ill will. 
   
  
   
   
  Magicians 
  239 
   
  Dominator Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Chaotic 
  Expose corruption and abuse of power. 
   
  Evil 
  Use your powers to make people you don’t control fear you. 
   
  Dominator Bonds 
  
  __________ has seen my bad side, and they’re still here. 
  
  I am deeply intrigued by __________. 
  
  The world has not been kind to __________, but I will be. 
   
  Dominator Gear 
  You get 30 coins, in addition to whatever your other specialties give 
  you. 
   
  Dominator Races 
  You may choose one of these instead of a magician race option: 
   
  Dwarf 
  When you use magic to control a person’s actions, take  
  +1d4 damage forward against them. 
   
  Elf 
  When you use magic to control a person’s actions, you may ask 
  one question about them, as if you had discerned realities and 
  rolled a 7-9. 
   
  Human 
  When you use magic to control a person’s actions, take  
  +1 forward to parley with them. 
  
  240 
  Magicians 
   
  Enchanter 
   
  To change the soul with but a small, simple item—all this task 
  requires is a unique and magical talent. The art of enchantment is 
  the creation of the catalyst for change, and thus the change itself. 
   
  Compendium Class 
  Once you have discovered how to extract an emotion from 
  someone, distil it into a physical form, and then transfer it to 
  someone else, you may consider the enchanter specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Wondrous Creations 
  When you create a magic item or a work of art, tell the GM what 
  effect you want it to have on people and the GM will tell you how 
  long you need to work on it and if you need any special materials. 
  The first time you use or unveil your creation, roll+INT. On a 
  hit, it has the effect you desired, but on a 7-9, it has an additional 
  effect chosen by the GM. On a miss, you have created something 
  terrible. 
   
  
   
   
  Magicians 
  241 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Enchanted 
  Requires: Cast a Spell 
  When you cast an enchantment spell, take +1. 
   
  Enchanter 
  When you have time and safety with a magic item, you may ask 
  the GM what it does. The GM will answer you truthfully. 
   
  Knack for Enchantments 
  Choose one enchantment spell of your level or lower. If you cast 
  spells, add this spell to your spellbook, but prepare and cast it as if 
  it were one level lower. If you don’t cast spells, when you use this 
  spell, roll+INT. On a hit, it works, but on a 7-9, choose one: 
  
  You can’t use it again for the rest of the day. 
  
  You take a debility of your choice. 
   
  Operator of Magical Mechanisms 
  When you use a magical item and force it to obey your will, 
  roll+INT. On a 10+, you control the degree and extent of its effects. 
  On a 7-9, you direct its effects, but choose one: 
  
  It is broken and cannot be used again until fixed. 
  
  It slips out of your control, creating additional, unwanted 
  effects. 
   
  
  242 
  Magicians 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Arch-Enchanter 
  Requires: Knack for Enchantments 
  Choose another two enchantment spells that you can either add to 
  your spellbook and cast as if they were one level lower or cast as 
  described in knack for enchantments. 
   
  Enchanter’s Soul 
  Requires: Enchanter 
  When you have time and safety with a magic item in a place of 
  power, you can empower that item so that its effects are amplified 
  the next time you use it. The GM will tell you exactly how. 
   
  Permanent Wonder 
  Requires: Wondrous Creations 
  When you create a magic item or a work of art, ask the GM what 
  component you need to make its effect permanent and the GM will 
  tell you. The more powerful the effect, the more dangerous the 
  component is to obtain and handle, but of you do just that, your 
  item or work of art will effect people even after its first use. 
   
  Transference 
  As long as you have time and space to work, you may remove the 
  magical properties of an enchanted item and transfer them to 
  another item. The recipient item may already possess magical 
  properties or it may be a mundane item. 
   
  
   
   
  Magicians 
  243 
   
  Enchanter Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Chaotic 
  Create an item that changes the balance of power. 
   
  Evil 
  Cause chaos and terror by unveiling a magic item. 
   
  Good 
  Make an item that changes someone’s life for the better. 
   
  Enchanter Bonds 
  
  __________ once saw me safely through a dangerous situation. 
  
  Ironically, __________ seems to have enchanted me. 
   
  Enchanter Gear 
  You get one mundane item that you intend (or intended) to 
  enchant, and whatever your other specialties give you. 
   
  Enchanter Races 
  You may choose one of these instead of a magician race option: 
   
  Halfling 
  When you affect someone with a magic item, take +1 forward to 
  parley with them. 
   
  Human 
  When you affect someone with a magic item, take +1d4 damage 
  forward against them. 
   
  
  244 
  Magicians 
   
  Flux 
   
  That cloak of phasing tickled that rift of chaos just right, and in the 
  moment before you rematerialized, a slice from off the foundation 
  of reality was captured within you. 
   
  Compendium Class 
  Once you have touched the mind of a god, while travelling through 
  dimensions, you may consider the flux specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Stats 
  If you choose the flux specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Bind 
  When you call upon the fundamental force within yourself, if 
  you are touching two objects no heavier than yourself, roll+CON. 
  On a hit, the objects are attracted to each other like Newton’s 
  apple to the ground. On a 10+, also choose one option from the list 
  below. On a 7-9, choose one: 
  
  There are no adverse side effects. 
  
  This bond lasts until you choose to break it. 
  
  You are able to weaken the bond without breaking it. 
   
  
   
   
  Magicians 
  245 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Due North 
  You always know where you are with respect to the northernmost 
  point of the world. You never get lost and you can always find your 
  way back to a place you have been to before. 
   
  Faraday’s Law 
  Requires: Bind 
  Magnetism pulses from your flesh stirring loose the charge that 
  lives in all metal. When you stir the charge within a weapon you 
  hold, it does +1d4 damage ongoing. Until you dismiss this effect 
  you take -1 to bind. 
   
  Subtle Sense 
  When you discern realities, add this question to the list: 
  
  What nearby is metal? 
   
  Velocitas Eradico 
  You can volley with any object up to 2 weight by repelling it from 
  yourself. Objects launched this way are far range only. When 
  volleying this way use CON instead of DEX. 
   
  
  246 
  Magicians 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Artillery 
  Replaces: Velocitas Eradico 
  You can volley with any object up to 2 weight by repelling it from 
  yourself. Objects launched this way count as weapons (near, far) 
  and your base damage with them is a d8 instead of a d4. When 
  volleying this way use CON instead of DEX. 
   
  Binding Field 
  Requires: Bind 
  You can bind any two objects you can see, not just those you touch. 
   
  Repel 
  Requires: Bind 
  When you bind two objects, you can choose to have them repel 
  each other instead of attracting each other. The force is the same. 
   
  Flux Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Chaotic 
  Stymie or frustrate someone else’s plans in an amusing manner. 
   
  Evil 
  Ruin something valuable with your powers. 
   
  Neutral 
  Impress someone important with your wondrous powers. 
   
  
   
   
  Magicians 
  247 
   
  Flux Bonds 
  
  __________ and I are friendly rivals. 
  
  __________ is a great friend to me, we are bound together like one. 
  
  __________ needs to respect me and my powers more than they do 
  right now, for serious. 
  
  I will show __________ that my abilities surpass theirs. 
   
  Flux Gear 
  You have adventuring gear (5 uses, 1 weight), in addition to 
  whatever your other specialties give you. 
   
  Flux Races 
  You may choose this instead of a magician race option: 
   
  Halfling 
  You may bind an object to yourself instead of another object, 
  treating your body as if it were one of the two bound objects. 
   
  Human 
  You can use any object you can pick up as a melee weapon. It has a 
  range tag appropriate to its size and can do +1 damage if it is 
  particularly heavy or dangerous. 
   
  
  248 
  Magicians 
   
  Golemist 
   
  Who needs spells when you can make slaves out of the very 
  elements themselves? 
   
  Compendium Class 
  Once you have built a humanoid figure out of a single element and 
  infused it with your own blood and life essence, then anointed it 
  with five different magical oils, and brought it to life, you may 
  consider the golemist specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Starting Moves 
  You start with these three moves: 
   
  Elemental Golem 
  When you summon an elemental being, choose an element at 
  hand and roll+CON. On a 10+, you create a golem under your 
  control, made out of this element, and you hold 3 control over it. 
  On a 7-9, either you create a golem made out of this element and 
  you have 1 control over it, or you have 2 control over it and choose 
  one: 
  
  The golem is hostile and will resent you later. 
  
  The golem is made out of a different element, the GM will tell 
  you which. 
  You can only control one golem at a time. As long as you have 
  control over your golem, you can use your golem moves and 
  command it to take simple actions. When you spend all your 
  control, your golem acts on its own, and has hit points equal to 
  twice your level. 
   
  
   
   
  Magicians 
  249 
   
  Golem Attack 
  When you command your golem to attack, roll+control. On a 
  hit, it does what you want, but on a 7-9, you also lose 1 control. 
  Your golem deals 1d8 damage. 
   
  Golem Protection 
  When your golem takes damage, you lose 1 control and the 
  damage is negated. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Automaton 
  Requires: Elemental Golem 
  You can make a golem out of bits and pieces of physical items, not 
  just base elements. 
   
  Banish Golem 
  Requires: Elemental Golem 
  When you banish an elemental golem, roll+CON. On a 10+, the 
  golem is removed from the world. On a 7-9, the golem is removed, 
  but choose one: 
  
  Take -1 ongoing to your golem moves until you make camp. 
  
  You take 1d6 damage (ignores armour). 
   
  Golem Puppet Strings 
  Requires: Elemental Golem 
  While you control a golem, you can use it like your own character 
  to undertake complicated actions other than fighting. You can use 
  its senses as your own, but use your own stats to make moves. 
   
  
  250 
  Magicians 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Elemental Shield 
  Requires: Elemental Golem 
  While you control an elemental golem, you are immune to 
  damage caused by whatever it is made out of. 
   
  Osmosis 
  Replaces: Banish Golem 
  When you banish an elemental golem, roll+CON. On a 10+, the 
  golem is removed from the world and you heal 1d6 damage. On a  
  7-9, the golem is removed, but choose one: 
  
  Take -1 ongoing to your golem moves until you make camp. 
  
  You take 1d6 damage (ignores armour). 
   
  Reckless Summoner 
  Requires: Elemental Golem 
  When you summon an elemental being, on a 10+, you can choose 
  an option from the 7-9 list and choose a second element that the 
  golem is made out of. 
   
  Golemist Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Evil 
  Use your golems to extort profit out of someone important. 
   
  Neutral 
  Make a golem do something important for no other reason than so 
  other people can see you. 
   
  
   
   
  Magicians 
  251 
   
  Golemist Bonds 
  
  __________ doesn’t sufficiently respect the power of the elements. 
  
  __________ earned my respect the hard way. 
  
  __________ keeps cramping my style. 
   
  Golemist Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Bag full of sand (1 weight). 
  ○ 
  Bandages (3 uses, slow). 
  ○ 
  Five torches and a tinderbox (1 weight). 
  ○ 
  Jug full of water (2 weight). 
  ○ 
  Poultices and herbs (2 uses, 1 weight). 
   
  Golemist Races 
  You may choose one of these instead of a magician race option: 
   
  Dwarf 
  When you summon an elemental golem on a mountain, hold  
  +1 control over it. 
   
  Elf 
  When you summon an elemental golem in a forest, hold  
  +1 control over it. 
   
  Human 
  When you control a golem, it deals +1d4 damage. 
   
  
  252 
  Magicians 
   
  Illusionist 
   
  One day they’ll understand. Image is everything. 
   
  Compendium Class 
  Once you have studied under the tutelage of a master illusionist 
  and managed to fool them with your magic, you may consider the 
  illusionist specialty an available compendium class. The next time 
  you level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Smoke and Mirrors 
  When you create a magical illusion, roll+INT. On a hit, you can 
  change the appearance of someone or something that you can see. 
  This illusion lasts as long as you concentrate on it. Additionally,  
  on a 10+, you may also choose an options from the list below: 
  
  Your illusion can include smells and flavours. 
  
  Your illusion can include sounds. 
  
  Your illusion can move, independent of its original 
  appearance. 
  
  You illusion lasts for a few moments after you stop 
  concentrating. 
   
  
   
   
  Magicians 
  253 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  The Image Itself 
  Requires: Smoke and Mirrors 
  You do not need to disguise someone or something when you 
  create an illusion—it can exist independent of other objects. 
   
  Just Because You Feel It 
  Requires: Smoke and Mirrors 
  You may add a tactile element to your illusions. This can change 
  the way they feel, or make something feel substantial even though 
  it is not. This can be used to cause pain, but does not deal damage, 
  and will not stand up to close scrutiny (it cannot be used to actually 
  bar passage through an open doorway, for example). 
   
  Knack for Illusions 
  Choose one illusion spell of your level or lower. If you cast spells, 
  add this spell to your spellbook, but prepare and cast it as if it were 
  one level lower. If you don’t cast spells, when you use this spell, 
  roll+INT. On a hit, it works, but on a 7-9, you can’t use it again for 
  the rest of the day. 
   
  The Next Best Thing 
  Requires: Smoke and Mirrors 
  When you create an illusion, on a hit, you may choose an 
  additional option. 
   
  
  254 
  Magicians 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Doesn’t Mean It’s There 
  When you create an illusion, it always lasts a few moments after 
  you stop concentrating; replace that option with this one: 
  
  Your illusion lasts for days after you stop concentrating. 
   
  Master of Illusions 
  Requires: Knack for Illusions 
  Choose another two illusion spells that you can either add to your 
  spellbook and cast as if they were one level lower or cast as 
  described in knack for illusions. 
   
  Phantom Pains 
  Requires: Just Because You Feel It 
  When you add a tactile element to your illusions, you may use 
  them to deal your damage. This does not cause actual wounds—the 
  effects only exist in the victim’s mind. Victims with weak hearts 
  may die if reduced to zero HP from this; others will faint. Damage 
  caused by an illusion is healed when the illusion is revealed to be 
  false. 
   
  Illusionist Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Evil 
  Use your illusions to steal something valuable. 
   
  Good 
  Use your illusions to comfort or entertain someone. 
   
  Neutral 
  Use your illusions to cover up an awful truth. 
   
  
   
   
  Magicians 
  255 
   
  Illusionist Bonds 
  
  __________ is too gullible for my liking. If we’re in this together, they 
  need to smarten up! 
  
  __________ thinks my powers are all style and no substance. I’ll show 
  them how useful I can be! 
   
  Illusionist Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Bag of wooden nickels. 
  ○ 
  Dungeon rations (5 uses, 1 weight). 
  ○ 
  Fancy clothes and fake jewels. 
   
  Illusionist Races 
  You may choose one of these instead of a magician race option: 
   
  Elf 
  When you create an illusion, you may add the smell or sound of a 
  forest to it, at your option. 
   
  Halfling 
  When you create an illusion your size or larger, you can also 
  hide behind it. Unless you reveal yourself or the illusion is 
  dispelled, you cannot be found. 
   
  Human 
  While you are concentrating on an illusion, you get +1 armour. 
   
  
  256 
  Magicians 
   
  
   
   
  Magicians 
  257 
   
  Mind-Mover 
   
  The mind is a powerful thing, more powerful than the body is, 
  certainly. You think we need a body for life? Then what of ghosts 
  and spirits? You think we need a body to move things around in the 
  physical world? I beg to differ. 
   
  Compendium Class 
  Once you have disciplined your mind, focuses it, and been able to 
  project your will upon a physical object through the strain of 
  multiple physical shocks and traumas, you may consider the mind-
  mover specialty an available compendium class. The next time you 
  level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Stats 
  If you choose the mind-mover specialty, lower your maximum HP 
  by 2, but not below 4+Constitution. 
   
  Starting Moves 
  You start with this move: 
   
  Telekinesis 
  You can use your mind to move objects smaller than yourself 
  without touching them. It is easy to move objects nearby as long as 
  they can fit in one hand. When you move an object larger than 
  that and smaller than yourself with your mind, roll+INT. On a 
  10+, you can move it wherever you want it to go, within sight. On a 
  7-9, you can move it a short distance in one direction. You must 
  concentrate while the object is moving. 
   
  
  258 
  Magicians 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Aquakinesis 
  Requires: Telekinesis 
  You can move liquids with your mind as if they were objects. 
   
  Hold Person 
  Requires: Telekinesis 
  You can move people as if they were objects, even if they are 
  larger than you. On a 10+, you may also immobilize them, as long as 
  you maintain your concentration. 
   
  Telekinetic Weapons 
  When you throw objects with your mind, they count as weapons 
  in near range, and you volley with INT instead of DEX. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Friend of the Sky 
  You can fly, whenever you want, without having to concentrate. 
   
  Mind Warrior 
  Requires: Telekinetic Weapons 
  When you attack with telekinetic weapons, your base damage is 
  d10, instead of d4. 
   
  Telekinetic Mastery 
  Requires: Telekinesis 
  You can move objects with your mind that are larger than yourself. 
   
  
   
   
  Magicians 
  259 
   
  Mind-Mover Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Evil 
  Destroy something of value with your psychic powers. 
   
  Neutral 
  Increase your personal reputation. 
   
  Mind-Mover Bonds 
  
  __________ is ignorant of the evil that we face. 
  
  __________ is too full of anger and darkness for my liking. 
  
  I have a friendly rivalry going with __________. 
   
  Mind-Mover Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Antitoxin and bandages (3 uses, slow). 
  ○ 
  Dungeon rations (5 uses, 1 weight). 
  ○ 
  Healing potion. 
  ○ 
  Staff (close, two-handed, 1 weight). 
   
  Mind-Mover Races 
  You may choose one of these instead of a magician race option: 
   
  Halfling 
  You may move objects with your mind that are smaller than a 
  house, instead of smaller than yourself. 
   
  Human 
  When you use your psychic powers, you may roll with WIS instead 
  of INT. 
   
  
  260 
  Magicians 
   
  Objectivist 
   
  You can tell so much about a person just from the things they own. 
   
  Compendium Class 
  Once you have conducted a thorough study on the inner life of 
  objects and reported your findings at great length, you may 
  consider the objectivist specialty an available compendium class. 
  The next time you level up, you may add this specialty to your 
  character instead of choosing a move from your class. 
   
  Stats 
  If you choose the object reader specialty, you get +2 load. 
   
  Starting Moves 
  You start with this move: 
   
  Psychometry 
  When you handle an interesting object, roll+INT. On a 10+, ask 
  the 
  GM 
  three 
  questions 
  from 
  the 
  list 
  below. 
  On 
  a  
  7-9, ask two. On a miss, ask one anyway, in addition to whatever 
  the GM tells you: 
  
  What are the most recent words spoken near it? 
  
  What has been done to or with it recently? 
  
  What strong emotions has it been close to? 
  
  What’s wrong with it and how could it be fixed? 
  
  Who handled it last? 
  
  Who made it? 
   
  
   
   
  Magicians 
  261 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Concealed Object 
  When you hide an object on your person, it cannot be found 
  unless you want it to. Only one object may be concealed like this at 
  a time. 
   
  Improvised Objection 
  You can use any object as an effective melee weapon. It has a 
  range—hand, close, or reach—based on it’s size. 
   
  Psychic Phrenology 
  Requires: Psychometry 
  You can use psychometry on plants and animals when you handle 
  them, as well as inanimate objects. 
   
  Wealth and Taste 
  When you make a show of flashing around your most valuable 
  possession, the GM chooses an NPC who can see you. They will 
  do anything they can to obtain your item or one like it. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Eye for Weaponry 
  When you look over an enemy’s weaponry, ask the GM how 
  much damage they do. 
   
  Forceful Objection 
  Requires: Improvised Objection 
  When you attack with an improvised weapon, your damage die 
  is a d8, not a d4. 
   
  
  262 
  Magicians 
   
  Psychic Psychology 
  Requires: Psychic Phrenology 
  You can use psychometry on humans and other sentient creatures, 
  alive or dead, when you handle them, as well as inanimate objects. 
   
  Strong Arm, True Aim 
  You can throw any melee weapon, using it to volley. A thrown 
  melee weapon is gone from your possession; you can never choose 
  to reduce ammo on a 7-9. 
   
  Objectivist Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Lawful 
  Return lost or stolen property to its rightful owner. 
   
  Neutral 
  Acquire something valuable for much less than it is worth. 
   
  Objectivist Bonds 
  
  __________ has an amazing collection of possessions. 
  
  __________ has little respect for inanimate objects. I will show them 
  how much these things matter to me. 
  
  I’d like to get my hands on __________’s stuff at some point. 
  
  I’ve seen __________ eyeing my things before. I need to keep an eye 
  out for when they decide to take a closer look. 
   
  
   
   
  Magicians 
  263 
   
  Objectivist Gear 
  Choose one or two: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Bag of books (5 uses, 2 weight). 
  ○ 
  Bag of human bones (1 weight). 
  ○ 
  Chess set (1 weight). 
  ○ 
  Key ring. 
  ○ 
  Mechanical bird that sings when wound up (1 weight). 
  ○ 
  Melee weapon of your choice. 
  ○ 
  Unopened letter from a relative. 
   
  Objectivist Races 
  You may choose one of these instead of a magician race option: 
   
  Dwarf 
  When you handle an interesting piece of stone, you need not be 
  limited by the questions on the psychometry list. Ask whatever 
  questions you like. 
   
  Elf 
  When you handle an interesting object made of wood or other 
  once-living plant material, you need not be limited by the 
  questions on the psychometry list. Ask whatever questions you 
  like. 
   
  Halfling 
  When you handle an interesting tool, you need not be limited by 
  the questions on the psychometry list. Ask whatever questions you 
  like. 
   
  Human 
  When you handle an interesting object made of precious gems 
  or metals, you need not be limited by the questions on the 
  psychometry list. Ask whatever questions you like. 
  
  264 
  Magicians 
   
  Prepared Caster 
   
  You are the kind of wizard who prepares spells and holds onto 
  them, so you can use them later. Spells are like tools for you—make 
  sure you choose which ones to pack with care and forethought, and 
  try not to wear them out. 
   
  Compendium Class 
  Once you learn to capture magic and imprison it inside your head, 
  after being instructed by a magical tome or an archmage tutor, you 
  may consider the prepared caster specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Stats 
  If you choose the prepared caster specialty, you get +1 load, and 
  lower your maximum HP by 2, but not lower than 4+Constitution. 
   
  Starting Moves 
  You start with all three of these moves: 
   
  Cast a Magic Spell 
  When you release a spell you’ve prepared, roll+INT. On a 10+, 
  the spell is successfully cast and you do not forget the spell—you 
  may cast it again later. On a 7-9, the spell is cast, but choose one: 
  
  After it is cast, the spell is forgotten. You cannot cast the spell 
  again until you prepare spells. 
  
  The spell disturbs the fabric of reality as it is cast—take  
  -1 ongoing to cast a spell until the next time you prepare spells. 
  
  You draw unwelcome attention or put yourself in a spot. The 
  GM will tell you how. 
  Note that maintaining spells with ongoing effects will sometimes 
  cause a penalty to your roll to cast a spell. 
  
   
   
  Magicians 
  265 
   
  Magic Spellbook 
  You have mastered several spells and inscribed them in your 
  spellbook. Choose three schools of magic. You start with all the 
  cantrips from each school and three first level spells chosen from 
  those offered by your three schools. When you gain a level, add a 
  new spell of your level or lower to your spellbook, chosen from 
  those offered by your three schools. Your spellbook is 1 weight. 
   
  Prepare Magic Spells 
  When you spend uninterrupted time (an hour or so) in quiet 
  contemplation of your spellbook, you: 
  
  Lose any spells you already have prepared. 
  
  Prepare new spells of your choice from your spellbook whose 
  total levels don’t exceed your own level+1. 
  
  Prepare your cantrips which never count against your limit. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Empowered Magic 
  Requires: Cast a Magic Spell 
  When you cast a spell, on a 10+, you have the option of choosing 
  from the 7-9 list. If you do, you may choose one of these as well: 
  
  The spell’s effects are maximized. 
  
  The spell’s targets are doubled. 
   
  Expanded Spellbook 
  Requires: Magic Spellbook 
  Add a new spell from the spell list of any class or archetype to your 
  spellbook. 
   
  Prodigy 
  Requires: Prepare a Magic Spell 
  Choose a spell. You prepare that spell as if it were one level lower. 
  
  266 
  Magicians 
   
  Quick Study 
  When you see the effects of an arcane spell, ask the GM the 
  name of the spell and its effects. You take +1 when acting on the 
  answers. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Greater Empowered Magic 
  Replaces: Empowered Magic 
  When you cast a spell, on a 10-11, you have the option of choosing 
  from the 7-9 list. If you do, you may choose one of the these effects 
  as well. On a 12+, you get to choose one of these effects for free: 
  
  The spell’s effects are doubled. 
  
  The spell’s targets are doubled. 
   
  Master 
  Requires: Prodigy 
  Choose one spell in addition to the one you picked for prodigy. 
  You prepare that spell as if it were one level lower. 
   
  Spell Augmentation 
  Requires: Cast a Magic Spell 
  When you deal damage to a creature, you can shunt a spell’s 
  energy into them—end one of your ongoing spells and add the 
  spell’s level to the damage dealt. 
   
  Prepared Caster Bonds 
  
  __________ is keeping an important secret from me. 
  
  __________ is woefully misinformed about the world. I will teach 
  them what I can. 
  
  __________ once saw me safely through a dangerous situation. 
   
  
   
   
  Magicians 
  267 
   
  Prepared Caster Gear 
  You get your spellbook (1 weight), and some writing implements, in 
  addition to whatever your other specialties give you. 
   
  Prepared Caster Races 
  You may choose one of these instead of a magician race option: 
   
  Elf 
  Magic is as natural as breath to you. You know Detect Magic in 
  addition to your other spells, and you cast it as if it were a cantrip. 
   
  Halfling 
  Choose one of your first level spells. When you cast this spell, one 
  aspect of its effects—area, damage, range, targets, etc—is doubled. 
   
  Human 
  Choose one spell from another archetype, or from a school of 
  magic you have not studied. You can cast it as if it were one of your 
  own spells. 
   
  
  268 
  Magicians 
   
  Psychic Healer 
   
  There are those who train their whole lives in the arts of medicine, 
  so they can heal others. There are those who cry out to their gods 
  to give them the power to heal. You have no need for either 
  training or the gods, you can heal with nothing but your mind. 
   
  Compendium Class 
  Once you have experienced a vision of the internal structure of the 
  body—either your own or someone else’s—and found that 
  structure imprinted upon your mind, you may consider the psychic 
  healer specialty an available compendium class. The next time you 
  level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Psychic Surgery 
  When you touch someone, skin to skin, and concentrate on 
  healing them, roll+INT. On a 10+, you heal 1d8 damage or remove 
  one disease. On a 7-9, they are healed, but the damage or disease is 
  transferred to you. 
   
  
   
   
  Magicians 
  269 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Hospitaller 
  When you heal an ally, you heal +1d8 damage. 
   
  Martyr’s Touch 
  Requires: Psychic Surgery or The Cure 
  When you heal someone, you can swap any one debility, disease, 
  impairment, injury, or wound they have with another person, 
  including yourself, who is either willing or unconscious. 
   
  The Sick Will See 
  Requires: Psychic Surgery or The Cure 
  You can heal a mental illness or insanity as if it were damage or a 
  disease—removing it on a 10+, transferring it to yourself on a 7-9. 
   
  
  270 
  Magicians 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  The Cure 
  Replaces: Psychic Surgery 
  When you touch someone, skin to skin, and concentrate on 
  healing them, roll+INT. On a 10+, you heal 1d8 damage and 
  remove one disease, if one is present. On a 7-9, they heal  
  1d8 damage and you may remove a disease if you take 1d8 damage 
  yourself. 
   
  Mad Scientist 
  Replaces: Martyr’s Touch 
  When you heal someone, you can swap any one physical feature 
  they display or possess with the same feature of another person, 
  including yourself, who is either willing or unconscious. 
   
  Perfect Hospitaller 
  Replaces: Hospitaller 
  When you heal an ally, you heal +2d8 damage. 
   
  Psychic Healer Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Good 
  Heal someone in spite of their animosity toward you. 
   
  Neutral 
  Heal someone in exchange for an appropriate favour. 
   
  
   
   
  Magicians 
  271 
   
  Psychic Healer Bonds 
  
  __________ needs someone to look out for them. 
  
  I keep telling __________, but they won’t listen. 
  
  This isn’t the first time __________ and I have been in a mess 
  together. 
   
  Psychic Healer Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Antitoxin and bandages (3 uses, slow). 
  ○ 
  Bag of books (5 uses, 1 weight). 
  ○ 
  Dungeon rations (5 uses, 1 weight). 
  ○ 
  Healing potion. 
  ○ 
  Personal feast (1 use, 1 weight). 
  ○ 
  Poultices and herbs (2 uses, slow, 1 weight). 
   
  Psychic Healer Races 
  You may choose one of these instead of a magician race option: 
   
  Dwarf 
  When you heal someone, you can heal an additional 1d6 damage 
  if you take 1d4 damage (ignores armour) yourself. 
   
  Elf 
  While you are healing others or tending to their welfare, as long 
  as you take no aggressive actions, you get +1 armour. 
   
  Halfling 
  When you heal someone, you can heal an extra 1d6 damage if you 
  consume a ration. 
   
  Human 
  When you heal someone, they take +2 damage forward. 
  
  272 
  Magicians 
   
  Shadowmancer 
   
  If all our lives are nothing more than shadows and dust, then the 
  master of shadows becomes the master of life. 
   
  Compendium Class 
  Once you have travelled to the astral plane of shadows and 
  darkness, and been infused with its essence, you may consider the 
  shadowmancer specialty an available compendium class. The next 
  time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Gather Darkness 
  You can gather shadows and darkness around you, as long as you 
  are not in direct sunlight, making light sources less effective and 
  you harder to notice. You can also snuff out small flames or other 
  light sources within your presence, or cause large fires to dim, by 
  concentrating on them. 
   
  And either one of these two: 
   
  Dark, Dark Hands 
  When you call forth a piece of the shadows, roll+INT. On a hit, 
  a solid limb of any kind emerges, under your command. It uses your 
  INT in place of all stats if you need to roll for anything. As long as 
  you command it, take -1 ongoing to do anything else. You may 
  banish it at any time. On a 10+, it has HP equal to 5+your level and 
  deals d8 damage. On a 7-9, it has HP equal to 2+your level and 
  deals d6 damage. 
   
  
   
   
  Magicians 
  273 
   
  Walking Through Darkness 
  When you step into a dark patch of shadow, you can step out of 
  another one less than a hundred yards away. The whole of you 
  must step through, with all that you carry. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Artifacts of Darkness 
  When you reach into shadows or darkness in search of an 
  object, roll+INT. On a 10+, you draw forth just such an object, only 
  made of shadows and darkness. It has no other magical properties, 
  but behaves just like the object it mimics. If you desire a unique 
  object and you know what it looks like—a particular key, 
  perhaps—this object will work in its stead. On a 7-9, you draw 
  forth an object that is similar, but the GM will add a tag to it. The 
  object lasts as long as you are using it, no longer. 
   
  The Darkening Path 
  You can travel through the plane of shadows, from one patch of 
  darkness to another. When you travel through darkness, name 
  your destination and roll+CON. On a 10+, you emerge as close to 
  your intended destination as possible. On a 7-9, the way is long 
  and hard. Choose one: 
  
  You bail out early, some distance from your intended 
  destination. 
  
  You bring something else out with you when you emerge into 
  the light. 
  
  You stick it out and emerge with a debility, the GM will tell 
  you which. 
   
  Fixation on the Darkness 
  Requires: Dark, Dark Hands or Walking Through Darkness 
  You had only one before, now you have both Dark, Dark Hands 
  and Walking Through Darkness. 
  
  274 
  Magicians 
   
  My Shadow and Me 
  When your shadow attacks the same target you do, instead of 
  their shadow, deal +1d4 damage. 
   
  Shadow Thief 
  When you take someone’s shadow, roll+DEX. On a 10+, you can 
  use it for two purposes from the list below. On a 7-9, only one: 
  
  You can command it to accompany you. 
  
  You can command it to perform one task, which can be 
  continuous. 
  
  You can wear it over your face to disguise yourself as it’s caster. 
  While you have someone’s shadow, they cast none and you take  
  -1 ongoing to use your shadow-related moves unless you seal it in a 
  bottle or other container. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Faces in the Dark 
  As long as you concentrate and do little else, you may cause 
  illusions to emerge from the shadows that can move and talk but 
  are otherwise insubstantial. 
   
  Gate of Darkness 
  Requires: The Darkening Path 
  When you open a gate between dark places far apart, others can 
  travel through. They must each use the shadow travel move 
  individually and you choose the destination. A gate lasts as long as 
  it is dark or until you cancel it. 
   
  Murder in the Shadows 
  Replaces: My Shadow and Me 
  When your shadow attacks the same target you do, instead of 
  their shadow, deal +1d8 damage. 
   
  
   
   
  Magicians 
  275 
   
  Reaching Through Darkness 
  Requires: Walking Through Darkness 
  When you reach into a dark patch of shadow, you can reach out 
  of another one less than a hundred yards away. Only part of you 
  need reach through and you may push others through before you. 
   
  Shadow Master 
  Requires: Shadow Thief 
  When you command someone’s shadow to accompany you or 
  to perform a set task, you do not take -1 ongoing to use your 
  shadow-related moves, and the shadow counts as a hireling with 
  points equal to your level. 
   
  Shadowmancer Alignments 
  You may choose this instead of a magician alignment: 
   
  Neutral 
  Avoid detection or infiltrate a secure location. 
   
  Shadowmancer Bonds 
  
  __________ is keeping an important secret from me. 
   
  Shadowmancer Gear 
  Choose one: 
  ○ 
  Extra set of black clothes. 
  ○ 
  Five torches and a tinderbox (1 weight). 
  ○ 
  Leather armour (1 armour, 1 weight). 
  ○ 
  Small mirror. 
  ○ 
  Two antitoxins. 
   
  
  276 
  Magicians 
   
  Shield Arcanus 
   
  You are a master of the Omnipotent Sphere. 
   
  Compendium Class 
  Once you have built an observatory keyed to the stars of the Shield 
  Nebula and used their light to form the Omnipotent Sphere, you 
  may consider the shield arcanus specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Stats 
  If you choose the shield arcanus specialty, reduce your damage die 
  by one size, but not below a d4. 
   
  Starting Moves 
  You start with this move: 
   
  Spell Defence 
  You may end any ongoing magical effect immediately and use the 
  energy of its dissipation to deflect an oncoming attack. The effect 
  ends and you subtract its level from the damage done to you, if it is 
  a spell, or your level if not. 
   
  
   
   
  Magicians 
  277 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Arcane Shield 
  By using arcane words and gestures, you can defend with INT 
  instead of CON. 
   
  Arcane Ward 
  Requires: Prepare Spells 
  As long as you have at least one prepared spell of first level or 
  higher, you have +2 armour. 
   
  Counterspell 
  Requires: Prepare Spells 
  When you attempt to counter an arcane spell that will 
  otherwise affect you, stake one of your prepared spells on the 
  defence and roll+INT. On a 10+, the spell is countered and has no 
  effect on you. On a 7-9, the spell is countered and you forget/lose 
  the spell you staked. Your counterspell protects only you; if the 
  countered spell has other targets they get its effects. 
   
  Magical Sphere 
  When you make camp, you can create a magical sphere around 
  you. If something approaches, this sphere warns you as if it had 
  kept watch and rolled a 10+. 
   
  
  278 
  Magicians 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Arcane Armour 
  Replaces: Arcane Ward 
  As long as you have at least one prepared spell of first level or 
  higher, you have +4 armour. 
   
  Dangerous Dreams 
  When you demand prophetic truth from your dreams, roll+INT. 
  On a hit, the GM will describe a vision of an immanent grim 
  portent. On a 10+, you also take +1 forward against it if you 
  encounter it. On a miss, take -1 forward due to unpleasant visions. 
   
  Omnipotent Sphere 
  Requires: Magical Sphere 
  In addition to keeping watch for you, your magical sphere can also 
  protect you from poison gas and drowning while you keep it 
  around yourself and up to a small handful of others. 
   
  Protective Counter 
  Requires: Counterspell 
  When an ally within sight of you is affected by an arcane spell, 
  you can counter it as if it affected you. If the spell affects multiple 
  allies you must counter each ally separately. 
   
  Shield Arcanus Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Good 
  Defend those weaker than you. 
   
  Lawful 
  Fulfill a promise to protect someone during a dangerous journey or 
  situation. 
  
   
   
  Magicians 
  279 
   
  Shield Arcanus Bonds 
  
  __________ has a great destiny to fulfill—if I can keep them from 
  getting killed, that is! 
  
  __________ is woefully misinformed about the world. I will teach 
  them what I can. 
  
  I have sworn to guide and protect __________, because of what they 
  have done. 
   
  Shield Arcanus Gear 
  Choose one: 
  ○ 
  Healing potion. 
  ○ 
  Leather armour (1 armour, 1 weight). 
  ○ 
  Longsword (close, +1 damage, 1 weight). 
  ○ 
  Three antitoxins. 
   
  Shield Arcanus Races 
  You may choose one of these instead of a magician race option: 
   
  Dwarf 
  When you defend or protect someone else with your magic, 
  take +1 armour forward. 
   
  Elf 
  When you discern realities while protecting someone, on a hit, 
  you can also ask this question: 
  
  How can I get my ward out of here? 
   
  
  280 
  Magicians 
   
  Soothsayer 
   
  Knowing is half the battle, but so many others ignore it. Then they 
  wonder how they lost the war. Not you, no, you know all to well 
  what the future holds. 
   
  Compendium Class 
  Once you have fasted for weeks, consumed the milk of the 
  dreaming plant, and completed a vision quest that led you through 
  seven realms of heaven, you may consider the soothsayer specialty 
  an available compendium class. The next time you level up, you 
  may add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Forebodings of Doom 
  When you warn an NPC off a future course of action, roll+INT. 
  On a 10+, they decide not to do it. If someone forces them, things 
  go badly. On a 7-9, they do it anyway, if they want to, and of 
  course it goes badly. On a miss, whatever they choose it ends up 
  going badly for you, as well. 
   
  
   
   
  Magicians 
  281 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Foreshadowing 
  When you look into the future for possible dangers, name a 
  person, place, or thing and roll+INT. On a 10+, the GM will tell you 
  two things from the list below. On a 7-9, only one. On a miss, the 
  GM will tell you one anyway, but also something else that is not 
  true. Which one is which you will have to divine for yourself. 
  
  The nature of a danger (its type and impulse) that threatens the 
  subject or that the subject is part of. 
  
  One grim portent, related to the subject, that is yet to occur. 
  
  One stakes question related to the subject. 
  
  What kind of threat the subject is. 
   
  Magical Senses 
  When you discern realities with the aid of magic, or with magic 
  present, you may use INT instead of WIS. 
   
  Omens of the Future 
  When you spend a few hours interpreting omens, say what you 
  desire most, and the omens will show you a way it can be achieved. 
  Take +1 forward if you act on this information, until you consult 
  the omens again. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  The Golden Path 
  Replaces: Omens of the Future 
  When you spend a few hours interpreting omens, describe an 
  event or state of things that has not yet come to pass, and the 
  omens will show you a way this event or state can be achieved, if it 
  is possible. Take +1 forward if you act on this information, even if 
  you are thwarting the event, until you consult the omens again. 
  
  282 
  Magicians 
   
  Parting Shadows 
  Requires: Foreshadowing 
  When you look into the future for possible dangers, on a 12+, 
  choose three options from the list. 
   
  Scrying Power 
  When you have something closely connected with another 
  person (one of their possessions, a piece of their body, etc), you 
  may aid, interfere, or study them closely, wherever they might 
  actually be at the time. 
   
  Truth and Consequences 
  When you examine the strands of possible futures, describe an 
  event that is yet to occur and roll+INT. On a 10+, name three 
  people, groups, or social institutions. On a 7-9, only two. On a 
  miss, name one anyway, in addition to whatever else the GM tells 
  you. For each subject you name, the GM will tell you what sort of 
  consequences this future event will have for them. You may only 
  examine each event once. 
   
  Soothsayer Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Evil 
  Harm someone whose plans will cause you trouble in the future. 
   
  Good 
  Use your prophecy to help someone else avoid tragedy. 
   
  Neutral 
  Profit financially from your prophetic powers. 
   
  
   
   
  Magicians 
  283 
   
  Soothsayer Bonds 
  
  __________ and I share a common purpose. 
  
  __________ doesn’t trust my powers, but I won’t let them stop me. 
   
  Soothsayer Gear 
  Choose one: 
  ○ 
  Golden water bowl. 
  ○ 
  Knucklebones in a cloth bag. 
  ○ 
  Pair of dice. 
  ○ 
  Silvered mirror. 
   
  Soothsayer Races 
  You may choose one of these instead of a magician alignment: 
   
  Dwarf 
  When you fight someone whose futures you have prophesied, 
  you may hack and slash with INT instead of STR. 
   
  Elf 
  When you discern realities with the aid of magic, the GM will 
  also tell you what else is magic nearby, in addition to your other 
  questions. 
   
  
  284 
  Magicians 
   
  Spellsinger 
   
  Magic and music are intimately linked inside your soul. 
   
  Compendium Class 
  Once you have learned to perform the six great classics of song and 
  how to weave magic into the space between your breaths, you may 
  consider the spellsinger specialty an available compendium class. 
  The next time you level up, you may add this specialty to your 
  character instead of choosing a move from your class. 
   
  Stats 
  If you choose the spellsinger specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Vox Arcanus 
  When you perform a magnificent song, choose an ally and one 
  effect: 
  
  Their mind is shaken clear of one enchantment. 
  
  They get +1d4 forward to damage. 
  
  They get +2 instead of +1 the next time they receive aid. 
  
  They heal 1d8 damage. 
  Then roll+CHA. On a hit, your ally gets the selected effect, but on 
  a 7-9, you also draw unwanted attention or your magic reverberates 
  to other targets, affecting them as well, GM’s choice. 
   
  
   
   
  Magicians 
  285 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Eldritch Tones 
  Requires: Vox Arcanus 
  Your arcane art is strong, allowing you to choose two effects 
  instead of one. 
   
  Healing Song 
  Requires: Vox Arcanus 
  When you heal with vox arcanus, you heal +1d8 damage. 
   
  Metal Hurlant 
  When you shout with great force or play a shattering note, 
  choose a target and roll+CON. On a 10+, the target takes 1d10 
  damage and is deafened for a few minutes. On a 7-9, you still 
  damage your target, but they’re out of control: the GM will choose 
  an additional target nearby. 
   
  Vicious Cacophony 
  Requires: Vox Arcanus 
  When you grant bonus damage with vox arcanus, you grant an 
  extra +1d4 damage. 
   
  
  286 
  Magicians 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  An Ear for Magic 
  When you hear an enemy cast a spell, the GM will tell you the 
  name of the spell and its effects. Take +1 forward when acting on 
  the answers. 
   
  Eldritch Chord 
  Replaces: Eldritch Tones 
  When you use vox arcanus, you choose two effects. You also get 
  to choose one of those effects to double. 
   
  Healing Chorus 
  Replaces: Healing Song 
  When you heal with vox arcanus, you heal +2d8 damage. 
   
  Vicious Blast 
  Replaces: Vicious Cacophony 
  When you grant bonus damage with vox arcanus, you grant an 
  extra +2d4 damage. 
   
  Spellsinger Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Chaotic 
  Spur others to significant and unplanned decisive action. 
   
  Good 
  Provide a positive role model for someone in trouble. 
   
  Neutral 
  Avoid a conflict or defuse a tense situation. 
   
  
   
   
  Magicians 
  287 
   
  Spellsinger Bonds 
  
  __________ is woefully misinformed about the world. I will teach 
  them what I can. 
  
  I sang stories of __________ long before I ever met them in person. 
   
  Spellsinger Gear 
  You get a change of clothes, a musical instrument (1+ weight), and 
  choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Halfling pipeleaf (6 uses). 
  ○ 
  Rapier (close, precise, 1 weight). 
   
  Spellsinger Races 
  You may choose one of these instead of a magician race option: 
   
  Elf 
  When you give aid to someone while performing a magnificent 
  song, also add your CHA to your roll. 
   
  Human 
  When you first enter a civilized settlement, someone who 
  respects the custom of hospitality to minstrels will take you in as 
  their guest. 
   
  
  288 
  Magicians 
   
  Telepath 
   
  How much closer could you get to another person than to “see” 
  into their mind, to think their thoughts, to experience the world as 
  they experience it? There is nothing else like it. 
   
  Compendium Class 
  Once you have experienced someone else’s thoughts as if they were 
  your own, either through mental trauma or some kind of magical 
  influence, and decided to pursue this experience further, you may 
  consider the telepath specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Stats 
  If you choose the telepath specialty, lower your maximum HP by 2, 
  but not lower than 4+Constitution. 
   
  Starting Moves 
  You get this move: 
   
  Brainworm 
  When you have a few moments of physical contact with someone, 
  you can read their mind. When you do so, roll+INT. On a 10+, ask 
  their player three questions from the list below. On a 7-9, ask two. 
  On a miss, ask one anyway, but they also get to ask two of you, in 
  addition to whatever the GM tells you. 
  
  How is your character’s mind and psyche vulnerable? 
  
  What does your character want most? 
  
  What is your character trying to hide? 
  
  What pain does your character carry around with them? 
  
  Who or what does your character value most? 
   
  
   
   
  Magicians 
  289 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Far Speaking 
  You can send a telepathic message to someone you know, or 
  someone you have met before. If they are willing, you can carry on 
  a psychic conversation. 
   
  Fast Read 
  Requires: Brainworm 
  You only need to touch someone, skin to skin, to read their mind. 
   
  Mind Sense 
  When you discern realities, you can also sense the presence of 
  any mental activity within bowshot. 
   
  Mindmeld 
  When you touch a willing or sleeping subject, your senses are 
  tuned to their thoughts. The GM will give you an impression of 
  what’s going on inside their head. 
   
  Wild Empathy 
  You can speak with and understand animals. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Erasure 
  Requires: Brainworm 
  Instead of asking a question, you may erase a short memory, or 
  temporarily obscure their memory of an answer they gave you. 
   
  
  290 
  Magicians 
   
  Far Read 
  Requires: Brainworm 
  You can read the mind of anyone you can see—physical contact is 
  not required. It still takes time and concentration. 
   
  Great Wyrm 
  Requires: Brainworm 
  When you read someone’s mind, ask an extra question, even on a 
  miss. 
   
  Inquisitor 
  Requires: Brainworm 
  When you read someone’s mind, on a 12+, ask whatever 
  questions you want, from the list or not. 
   
  Wild Speech 
  Requires: Wild Empathy 
  You can speak with and understand any non-magical, non-planar 
  creature. 
   
  Telepath Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Chaotic 
  Publicly reveal information about someone in power. 
   
  Evil 
  Use someone else’s secrets to hurt them. 
   
  Good 
  Separate truth from lies and reveal it to others. 
   
  
   
   
  Magicians 
  291 
   
  Telepath Bonds 
  
  __________ thinks my powers are hideous, and I must find out why. 
  
  I have been inside __________’s mind before. 
  
  What an intriguing mind __________ has! 
   
  Telepath Gear 
  You have an item that reminds you of how you gained or honed 
  your psychic powers. Describe it. 
   
  Telepath Races 
  You may choose one of these instead of a magician race option: 
   
  Dwarf 
  Your mind can see into the earth. When you handle metal or 
  stone, you may ask one question from the discern realities list 
  about it. The GM will answer from the earth’s perspective. 
   
  Elf 
  You have great insights into the natural world. When you handle 
  plants, you may ask one question from the discern realities list 
  about it. The GM will answer from the plant’s perspective. 
   
  Halfling 
  When you read someone’s mind, you may also heal them of  
  1d6 damage. 
   
  Human 
  When you read someone’s mind, you may also deal your damage 
  to them. 
   
  
  292 
  Magicians 
   
  Vancian Caster 
   
  Spells are creatures you hold inside your memory, that flee when 
  cast into the world. 
   
  Compendium Class 
  Once you have stolen one of the last remaining books of 
  Phandaal’s magical spells and memorized its contents, you may 
  consider the Vancian caster specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Stats 
  If you choose the Vancian caster specialty, you get +1 load, and 
  lower your maximum HP by 2, but not lower than 4+Constitution. 
   
  Starting Moves 
  You start with all three of these moves: 
   
  Cast a Vancian Spell 
  When you release a spell you’ve memorized, it is cast 
  successfully (as if you had rolled 12+, if it matters), but you forget it 
  and cannot cast this spell again until your re-memorize it. If a spell 
  would give you a -1 ongoing penalty to cast a spell, ignore it and 
  take -1 forward instead. 
   
  
   
   
  Magicians 
  293 
   
  Prepare Vancian Spells 
  When you spend uninterrupted time (an hour or so) in quiet 
  contemplation of your spellbook, you: 
  
  Forget any spells you already memorized. 
  
  Memorize new spells whose number does not exceed your 
  level+2, and whose total magnitude does not exceed your 
  level+1. You cannot memorize the same spell more than once. 
  For you, the magnitude of a spell is equal to half its level rounded 
  up. Cantrips are magnitude zero. 
   
  Vancian Spellbook 
  You have mastered several spells and inscribed them in your 
  spellbook. Choose three schools of magic. You start with all the 
  cantrips from each school and three first level spells chosen from 
  those offered by your three schools. When you gain a level, add to 
  your spellbook a new spell whose magnitude is equal to your level 
  or lower, chosen from those offered by your three schools. For you, 
  the magnitude of a spell is equal to half its level rounded up. Your 
  spellbook is 1 weight. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Expanded Spellbook 
  Requires: Vancian Spellbook 
  Add a new spell from the spell list of any class or archetype to your 
  spellbook. 
   
  Prodigy 
  Requires: Prepare Vancian Spells 
  Choose a spell. You prepare that spell as if it were one level lower. 
   
  
  294 
  Magicians 
   
  Quick Study 
  When you see the effects of an arcane spell, ask the GM the 
  name of the spell and its effects. You take +1 when acting on the 
  answers. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Master 
  Requires: Prodigy 
  Choose one spell in addition to the one you picked for prodigy. 
  You prepare that spell as if it were one level lower. 
   
  Risky Magic 
  Requires: Cast a Vancian Spell 
  When you cast a spell, you can choose to double the spell’s effects 
  or double the number of targets affected, but you must also choose 
  one: 
  
  Mark a debility of your choice. 
  
  The spell has additional, unwanted effects. The GM will tell 
  you what. 
  
  You draw unwanted attention or put yourself in a spot. The 
  GM will tell you how. 
   
  Spell Augmentation 
  When you deal damage to a creature, you can shunt a spell’s 
  energy into them—end one of your ongoing spells and add the 
  spell’s level to the damage dealt. 
   
  
   
   
  Magicians 
  295 
   
  Vancian Caster Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Evil 
  Deal out gruesome, terrible vengeance to someone who has crossed 
  you. 
   
  Neutral 
  Get the better of someone in a duel of wits. 
   
  Vancian Caster Bonds 
  
  __________ and I have been to another world together. 
  
  I have travelled long and hard through dangerous lands with 
  __________ at my side. 
   
  Vancian Caster Gear 
  You get your spellbook (1 weight), some writing implements, and 
  whatever your other specialties give you. 
   
  Vancian Caster Races 
  You may choose one of these instead of a magician race option: 
   
  Elf 
  Magic is as natural as breath to you. You know Detect Magic in 
  addition to your other spells, and you cast it as if it were a cantrip. 
   
  Human 
  Choose one spell from another archetype, or from a school of 
  magic you have not studied. You can cast it as if it were one of your 
  own spells. 
  
  296 
  Magicians 
   
   
  
   
   
  Magicians 
  297 
   
  Magic Spells 
   
  The prepared caster and Vancian caster specialties give you the 
  ability to cast spells. If you have one of these specialties, you have 
  studied three schools of magic. 
   
  Choose from the list of magical schools: 
  
  Alteration 
  
  Divination 
  
  Enchantment 
  
  Evocation 
  
  Illusions 
  
  Mind 
  
  Movement 
  
  Necromancy 
  
  Pyromancy 
  
  Summoning 
  
  Ward-Weaving 
   
  Each school has a list of eight or more spells associated with it. 
  When you choose which spells you know, choose from those 
  offered. 
   
  
  298 
  Magicians 
   
  Alteration 
   
  With the power that flows through your mind, forms are not 
  limited to what we can see. One thing can become another in an 
  instant. 
   
  Cantrip 
  Erase 
  CANTRIP 
  ONGOING 
  With a wave of your hand, you erase any text in front of you. You 
  may choose to be selective of which words you erase, and you may 
  erase an entire book you wave your hand over. 
   
  First Level 
  Alter Colours 
  LEVEL 1 
  You change the colour of an object, structure, or person you touch. 
  The change can be permanent or it can last until you dispel it, your 
  choice. 
   
  Mending 
  LEVEL 1 
  You touch a single mundane object and it is miraculously repaired. 
   
  Two Face 
  LEVEL 1 
  ONGOING 
  Your face changes so you resemble someone else. While this spell is 
  ongoing, you take -1 to cast a spell. 
   
  
   
   
  Magicians 
  299 
   
  
  300 
  Magicians 
   
  Third Level 
  Alter Liquid 
  LEVEL 3 
  You transmute a body of liquid no larger than yourself into a 
  different kind of liquid. It must be within your reach, but you need 
  not touch it. This transmutation only affects one liquid at a time, 
  and does not affect liquids being used in a biological process (like 
  blood, for example). A corrosive liquid may be used as a weapon. 
   
  Alter Thing 
  LEVEL 3 
  You transform one mundane item in your hands into some other 
  mundane item, whatever you want. The effect is permanent. 
   
  Gift of Spells 
  LEVEL 5 
  You give one of your memorized spells to someone you can see. 
  You forget that spell and they can cast it as if they were you. Until 
  they cast it, you may not memorize it again. 
   
  Fifth Level 
  Four Arms 
  LEVEL 5 
  ONGOING 
  You grow an extra pair of arm-like limbs. If they are wings, you can 
  fly or glide with them. If they are arms, you gain +1 damage for each 
  extra arm that wields a weapon, or you can use two shields at once, 
  gaining the armour bonus for both. Or you can play a bunch of 
  musical instruments all at once! While this spell is ongoing, you 
  take -1 to cast a spell. 
   
  Polymorph 
  LEVEL 5 
  Your touch reshapes a creature entirely, they stay in the form you 
  craft until you cast a spell. Describe the new shape you craft, 
  including any stat changes, significant adaptations, or major 
  weaknesses. The GM will then tell you one or more of these: 
  
  The creature’s mind will be altered as well. 
  
  The form has an unintended benefit or weakness. 
  
  The form will be unstable and temporary. 
  
   
   
  Magicians 
  301 
   
  Seventh Level 
  Change Self 
  LEVEL 7 
  ONGOING 
  You transform your shape into that of an animal, monster, or 
  another person. Hold 3, and the GM will tell you one or more 
  moves associated with your new form. Spend a hold to make that 
  move. Once you’re out of hold, you return to your natural form. At 
  any time, you may spend all your hold to banish the spell and revert 
  to your natural form. While this spell is ongoing, you take -1 to cast 
  a spell. 
   
  Ninth Level 
  Change Other 
  LEVEL 9 
  ONGOING 
  Someone or something you touch is transformed into another form 
  of your choice. They cannot become smaller than half, or larger 
  than twice, its original size. They have all the innate abilities and 
  weaknesses of the form, except magical powers. While this spell is 
  ongoing, you take -1 to cast a spell. 
   
  
  302 
  Magicians 
   
  Divination 
   
  Open you eyes to the possibilities of magic, see the truth behind 
  the lies. 
   
  Cantrip 
  Identify 
  CANTRIP 
  This spell will tell you what an item that you touch is, if you don’t 
  already know. Only mundane details are revealed. 
   
  First Level 
  Detect Alignment 
  LEVEL 1 
  When you cast this spell choose an alignment: Good, Evil, Lawful, 
  or Chaotic. One of your senses is briefly able to detect that 
  alignment. The GM will tell you what here is of that alignment. 
   
  Detect Magic 
  LEVEL 1 
  One of your senses is briefly attuned to magic. The GM will tell 
  you what here is magical. 
   
  Telepathy 
  LEVEL 1 
  ONGOING 
  You form a telepathic bond with a single person you touch, 
  enabling you to converse with that person through your thoughts. 
  You can only have one telepathic bond at a time. 
   
  Third Level 
  Locate Object 
  LEVEL 3 
  ONGOING 
  Name a specific object or a type of object. While you concentrate, 
  this spell will indicate which direction it is in, and where it is 
  exactly if it is within a short walking distance. If you name a type of 
  object, the spell points you toward the nearest one. While this spell 
  is ongoing, take -1 to cast a spell. 
  
   
   
  Magicians 
  303 
   
  Visions Through Time 
  LEVEL 3 
  Cast this spell and gaze into a reflective surface to see into the 
  depths of time. The GM will reveal the details of a grim portent to 
  you—a bleak event that will come to pass without your 
  intervention. They’ll tell you something useful about how you can 
  interfere with the grim portent’s dark outcomes. Rare is the portent 
  that claims “You’ll live happily ever after.” Sorry. 
   
  Fifth Level 
  Contact Other Plane 
  LEVEL 5 
  ONGOING 
  You send a request to another plane. Specify who or what you’d 
  like to contact by location, type of creature, name, or title. You 
  open a two-way communication with that creature. Your 
  communication can be cut off at any time by you or the creature 
  you contacted. 
   
  Divination 
  LEVEL 5 
  Name a person, place, or thing you want to learn about. This spell 
  grants you visions of the target, as clear as if you were there. 
   
  Seventh Level 
  True Seeing 
  LEVEL 7 
  ONGOING 
  You see all things as they truly are. This effect persists until you tell 
  a lie or dismiss the spell. While this spell is ongoing you take -1 to 
  cast a spell. 
   
  Ninth Level 
  Alert 
  LEVEL 9 
  Describe an event. The GM will tell you when that event occurs, no 
  matter where you are or how far away the event is. If you choose, 
  you can view the location of the event as though you were there in 
  person. You can only have one Alert active at a time. 
   
  
  304 
  Magicians 
   
  
   
   
  Magicians 
  305 
   
  Enchantment 
   
  Magic is like a net, a gloss, an infusion of flavour. You are an artist 
  who adds to the world, not a vandal who destroys it. 
   
  Cantrip 
  Emote 
  CANTRIP 
  You cause a person you touch to feel one emotion of your choice, 
  very strongly, but only for a moment. 
   
  First Level 
  Cause Fear 
  LEVEL 1 
  ONGOING 
  Choose a target you can see and a nearby object. The target is 
  afraid of the object so long as you maintain the spell. Their reaction 
  is up to them: flee, panic, beg, fight. While this spell is ongoing you 
  take -1 to cast a spell. You cannot target entities with less than 
  animal intelligence (magical constructs, undead, automatons, and 
  the like). 
   
  Charm Person 
  LEVEL 1 
  ONGOING 
  The person (not beast or monster) you touch while casting this 
  spell counts you as a friend until they take damage or you prove 
  otherwise. 
   
  
  306 
  Magicians 
   
  Third Level 
  Dispel Magic 
  LEVEL 3 
  Choose a spell or magic effect in your presence: this spell rips it 
  apart. Lesser spells are ended, powerful magic is just reduced or 
  dampened so long as you are nearby. 
   
  Sleep 
  LEVEL 3 
  1d4 enemies you can see of the GM’s choice fall asleep. Only 
  creatures capable of sleeping are affected. They awake as normal: 
  loud noises, jolts, pain. 
   
  Fifth Level 
  Hold Person 
  LEVEL 5 
  ONGOING 
  Choose a person you can see. Until they take damage or leave your 
  presence, they cannot act except to speak. While this spell is 
  ongoing you take -1 to cast a spell. 
   
  Polymorph 
  LEVEL 5 
  Your touch reshapes a creature entirely, they stay in the form you 
  craft until you cast a spell. Describe the new shape you craft, 
  including any stat changes, significant adaptations, or major 
  weaknesses. The GM will then tell you one or more of these: 
  
  The creature’s mind will be altered as well. 
  
  The form has an unintended benefit or weakness. 
  
  The form will be unstable and temporary. 
   
  
   
   
  Magicians 
  307 
   
  Seventh Level 
  Dominate 
  LEVEL 7 
  ONGOING 
  Your touch pushes your mind into someone else’s. You gain  
  1d4 hold. Spend one hold to make the target take one of these 
  actions: 
  
  Give you something they hold. 
  
  Make a concerted attack on a target of your choice. 
  
  Speak a few words of your choice. 
  
  Truthfully answer one question. 
  If you run out of hold the spell ends. If the target takes damage you 
  lose 1 hold. While the spell is ongoing you cannot cast a spell. 
   
  Hold Monster 
  LEVEL 7 
  ONGOING 
  Choose a monster you can see. Until they take damage or leave 
  your presence, they cannot act except to speak. While this spell is 
  ongoing you take -1 to cast a spell. 
   
  Ninth Level 
  Antipathy 
  LEVEL 9 
  ONGOING 
  Choose a target and describe a type of creature or an alignment. 
  Creatures of the specified type or alignment cannot come within 
  sight of the target. If a creature of the specified type does find itself 
  within sight of the target, it immediately flees. This effect 
  continues until you leave the target’s presence or you dismiss the 
  spell. While the spell is ongoing you take -1 to cast a spell. 
   
  
  308 
  Magicians 
   
  Evocation 
   
  The potential of matter and energy, the creative urge, the desire to 
  come into being—all these are things you understand about 
  creation. And you are the one to bring them forth into existence. 
   
  Cantrip 
  Light 
  CANTRIP 
  An item you touch glows with arcane light, about as bright as a 
  torch. It gives off no heat or sound and requires no fuel, but it is 
  otherwise like a mundane torch. You have complete control of the 
  colour of the flame. The spell lasts as long as it is in your presence. 
   
  First Level 
  Magic Missile 
  LEVEL 1 
  Projectiles of pure magic spring from your fingers. Deal 2d4 damage 
  to one target. 
   
  The Fog 
  LEVEL 1 
  ONGOING 
  Name a location you can see. It is completely blanketed in thick fog 
  that prevents anyone from seeing further than a foot in front of 
  them. While this spell is ongoing, the fog will not dissipate and 
  cannot be blown away by wind, and you take -1 to cast a spell. 
   
  Third Level 
  Fireball 
  LEVEL 3 
  You evoke a mighty ball of flame that envelops your target and 
  everyone nearby, inflicting 2d6 damage which ignores armour. 
   
  Web 
  LEVEL 3 
  Up to 1d4 creatures you can see become trapped in a sticky web. 
  Until they are cut free or the webs are burnt away, they are stuck. 
  
   
   
  Magicians 
  309 
   
  Fifth Level 
  Cage 
  LEVEL 5 
  ONGOING 
  The target is held in a cage of magical force. Nothing can get in or 
  out of the cage. The cage remains until you cast another spell or 
  dismiss it. While the spell is ongoing, the caged creature can hear 
  your thoughts and you cannot leave sight of the cage. 
   
  Seventh Level 
  Contingency 
  LEVEL 7 
  Choose a spell of 5th level or lower that you know. Describe a 
  trigger condition using a number of words equal to your level. The 
  chosen spell is held until you choose to unleash it or the trigger 
  condition is met, whichever happens first. You don’t have to roll 
  for the held spell, it just takes effect. You may only have a single 
  contingent spell held at a time; if you cast Contingency while you 
  have a held spell, the new held spell replaces the old one. 
   
  Ninth Level 
  Shelter 
  LEVEL 9 
  ONGOING 
  You create a structure out of pure magical power. It can be as large 
  as a castle or as small as a hut, but is impervious to all non-magical 
  damage. The structure endures until you leave it or you end the 
  spell. 
   
  
  310 
  Magicians 
   
  
   
   
  Magicians 
  311 
   
  Illusions 
   
  Who needs real power over the elements, when the appearance of 
  power is just as useful? Who needs power over someone’s mind, 
  when a simple trick will change it just as easily? Who needs money 
  when money is just an illusion anyway? You have it all figured out, 
  illusionist, just don’t get caught. 
   
  Cantrip 
  Prestidigitation 
  CANTRIP 
  ONGOING 
  You perform minor tricks of true magic. If you touch an item as 
  part of the casting you can make cosmetic changes to it: clean it, 
  soil it, cool it, warm it, flavour it, or change its colour. if you cast 
  the spell without touching an item you can instead create minor 
  illusions no bigger than yourself. Prestidigitation illusions are 
  crude and clearly illusions—they won’t fool anyone, but they might 
  entertain them. 
   
  First Level 
  Invisibility 
  LEVEL 1 
  ONGOING 
  Touch an ally: nobody can see them. They’re invisible! This spell 
  persists until the target attacks or you dismiss the effect. While this 
  spell is ongoing, you can’t cast another spell. 
   
  Control Sound 
  LEVEL 1 
  ONGOING 
  With this spell, you can create noise, music, or silence in your 
  presence. While you control the sound around you, take -1 to cast a 
  spell. 
   
  
  312 
  Magicians 
   
  Third Level 
  Mimic 
  LEVEL 3 
  ONGOING 
  You take the form of someone you touch while casting this spell. 
  Your physical characteristics match theirs exactly but your 
  behaviour may not. This change persists until you take damage or 
  choose to return to your own form. While this spell is ongoing you 
  lose access to all your wizard moves. 
   
  Mirror Image 
  LEVEL 3 
  You create an illusory image of yourself. When you are attacked, 
  roll a d6. On a 4, 5, or 6 the attack hits the illusion instead, the 
  image then dissipates and the spell ends. 
   
  Fifth Level 
  Doppelgänger 
  LEVEL 5 
  ONGOING 
  You create an exact duplicate of any creature you have observed 
  yourself. This doppelgänger has all the mundane, physical 
  attributes of the creature it mimics, but none of the same 
  knowledge or special powers. It acts according to your mental 
  command, with no life of its own. While this spell is ongoing, you 
  can’t cast another spell. 
   
  Faerie Kingdom 
  LEVEL 5 
  ONGOING 
  You create the illusion of a fully-detailed location. The old location 
  is covered up, and anyone entering this place experiences only the 
  new one. This location can cause fright, but not any real harm, nor 
  does any food give sustenance, nor fire give warmth. The illusion is 
  broken if you leave and cease to observe it. 
   
  
   
   
  Magicians 
  313 
   
  Seventh Level 
  Shadow Walk 
  LEVEL 7 
  The shadows you target with this spell become a portal for you and 
  your allies. Name a location, describing it with a number of words 
  up to your level. Stepping through the portal deposits you and any 
  allies present when you cast the spell at the location you described. 
  The portal may only be used once by each ally. 
   
  Ninth Level 
  City in a Bottle 
  LEVEL 9 
  ONGOING 
  Choose a location, up to the size of a city. That location disappears 
  from the view of outsiders, who can no longer find it without your 
  permission. Anyone who leaves a disappeared location also cannot 
  find their way back without your leave. 
   
  False World 
  LEVEL 9 
  ONGOING 
  With a touch, you can place someone’s body into a deep sleep and 
  their mind into a false world that they believe is real. Until you 
  reverse the spell, they continue to live on in a world entirely of 
  your creation, never knowing it is a lie and that their body lies 
  ageless somewhere else. 
   
  
  314 
  Magicians 
   
  Mind 
   
  What could be more mysterious and unknowable than the mind 
  itself? Truly this is the final frontier, the inside of our very souls. 
   
  Cantrip 
  Identify Person 
  CANTRIP 
  This spell tells you the name, cultural background, and occupation 
  of one person you can see, hear, or feel. 
   
  First Level 
  Deadened 
  LEVEL 1 
  ONGOING 
  You touch someone, and they find their emotions dulled and 
  deadened. They can still choose to act on the remaining ghost of 
  their emotions, but will not be ruled by lust or fear while under the 
  influence of this spell. While this spell is ongoing, you take -1 to 
  cast a spell. 
   
  Telepathy 
  LEVEL 1 
  ONGOING 
  You form a telepathic bond with a single person you touch, 
  enabling you to converse with that person through your thoughts. 
  You can only have one telepathic bond at a time. 
   
  The Urge 
  LEVEL 1 
  You touch someone and create an urge in them—escape, greed, 
  hunger, sexual desire, or thirst, for example. You choose the urge, 
  but they react of their own free will. The urge fades after a few 
  hours. 
   
  
   
   
  Magicians 
  315 
   
  Third Level 
  Memory Reading 
  LEVEL 3 
  You touch someone and experience one of their memories, as if it 
  were your own. 
   
  Truth Telling 
  LEVEL 3 
  ONGOING 
  A creature you touch is prevented from saying anything they know 
  to be a deliberate lie. While this spell is ongoing, take -1 to cast a 
  spell. 
   
  Fifth Level 
  Open Mind 
  LEVEL 5 
  ONGOING 
  When you touch someone, their thoughts become audible to 
  anyone else nearby, as long as you continue to concentrate. While 
  this spell is ongoing, you take -1 to cast a spell. 
   
  Seventh Level 
  Past Thoughts 
  LEVEL 7 
  You can “hear” the thoughts and emotions that happened in your 
  specific location during one historical event of your choosing. You 
  do not necessarily know who originally possessed these thoughts 
  and emotions, though thoughts can easily give away their origins. 
   
  Ninth Level 
  Mind Transfer 
  LEVEL 9 
  (ONGOING) 
  You transfer your mind into the body of another living being you 
  touch. You may choose to exchange bodies, in which case their 
  mind now inhabits your body until the effect is reversed. You 
  retain all your moves and stats except those that require your old 
  body. You may instead choose to possess them, which makes this 
  spell ongoing and gives them a chance to resist. If they cannot, your 
  body remains in a state of sleep and while this spell is ongoing, you 
  take -1 to cast a spell. 
  
  316 
  Magicians 
   
  Movement 
   
  Places to go and people to meet-everyone is in a hurry to get 
  somewhere. But you don’t need to worry, do you? You always get 
  where you need to go. 
   
  Cantrip 
  Message 
  CANTRIP 
  You send a small item from your hand into the air, to land at the 
  feet of whomever you name when the spell is cast. 
   
  First Level 
  The Hand that Calls 
  LEVEL 1 
  You pull an object you can see into your hand, no matter its 
  distance from you. The object can be no larger than something you 
  would be able to life one-handed. 
   
  Vestigia Nulla Retrorsum 
  LEVEL 1 
  ONGOING 
  This spell erases your tracks as you walk so that you leave no trace. 
  While this spell is ongoing, you take -1 to cast a spell. 
   
  Third Level 
  Environmental Protection 
  LEVEL 3 
  ONGOING 
  A magic force surrounds and protects you from the environmental 
  hazard of your choice (breathe underwater, resist fire, etc). While 
  this spell is ongoing, take -1 to cast a spell. 
   
  Fly 
  LEVEL 5 
  ONGOING 
  You take to the air, soaring on a gust of wind or floating on a puffy 
  cloud. While this spell is ongoing, you take -1 to cast a spell. 
   
  
   
   
  Magicians 
  317 
   
  Fifth Level 
  Star Gate 
  LEVEL 5 
  ONGOING 
  You open a gateway to another dimension or plane of existence. 
  You can pass through this gate, either entering this other location 
  or passing through it to get to another place in your present 
  dimension. You can bring a number of others with you equal to 
  your level, if they are willing, or you can send one target of your 
  choice that you touch through, by themselves. 
   
  Seventh Level 
  Astral Projection 
  LEVEL 7 
  ONGOING 
  You project your mind into the astral plane, in the form of light, 
  where you can meet nearly any kind of divine spirit. You cannot 
  bring mundane objects with you, only magical items. A silver 
  strand connects your astral light to your physical body, which is 
  immobile while your mind roams the stars. 
   
  Ninth Level 
  Teleport 
  LEVEL 9 
  Choose a location, anywhere else you can think of. You disappear, 
  then appear in this new location. 
   
  
  318 
  Magicians 
   
  
   
   
  Magicians 
  319 
   
  Necromancy 
   
  What power is greater than Death? Most would argue that there is 
  none, but you know the truth. Magic is more powerful than Death. 
   
  Cantrip 
  Corpse Whispers 
  CANTRIP 
  Cast this spell when you touch a corpse. You experience that 
  person’s last moments of life through one of their senses—you see 
  what they saw or hear what they heard, for example. 
   
  First Level 
  Find Corpse 
  LEVEL 1 
  ONGOING 
  This spell points you in the direction of the nearest dead body, or, 
  if it’s within a short walking distance, reveals exactly where it is. 
  While this spell is ongoing, take -1 to cast a spell. 
   
  Speak With Dead 
  LEVEL 1 
  A corpse converses with you briefly. It will answer any three 
  questions you pose to it to the best of the knowledge it had in life 
  and the knowledge it gained in death. 
   
  
  320 
  Magicians 
   
  Third Level 
  Animate Dead 
  LEVEL 3 
  ONGOING 
  You invoke a hungry spirit to possess a recently-dead body and 
  serve you. This creates a zombie that follows your orders to the best 
  of its limited abilities. Treat the zombie as a character, but with 
  access to only the basic moves. It has a +1 modifier for all stats and  
  1 HP. The zombie also gets your choice of 1d4 of these traits: 
  
  It does not appear obviously dead, at least for a day or two. 
  
  It has a functioning brain and can complete complex tasks. 
  
  It’s durable. It has +2 HP for each level you have. 
  
  It’s talented. Give one stat a +2 modifier. 
  The zombie lasts until it is destroyed by taking damage in excess of 
  its HP, or until you end the spell. While this spell is ongoing you 
  take -1 to cast a spell. 
   
  Fifth Level 
  Consume Unlife 
  LEVEL 5 
  The mindless undead creature you touch is destroyed and you steal 
  its death energy to heal yourself or the next ally you touch. The 
  amount of damage healed is equal to the HP that the creature had 
  remaining before you destroyed it. 
   
  Seventh Level 
  Mark of Death 
  LEVEL 7 
  Choose a creature whose true name you know. This spell creates 
  permanent runes on a target surface that will kill that creature, 
  should they read them. 
   
  
   
   
  Magicians 
  321 
   
  Ninth Level 
  Soul Gem 
  LEVEL 9 
  You trap the soul of a dying creature within a gem. The trapped 
  creature is aware of its imprisonment but can still be manipulated 
  through spells, parley, and other effects. All moves against the 
  trapped creature are at +1. You can free the soul at any time but it 
  can never be recaptured once freed. 
   
  
  322 
  Magicians 
   
  Pyromancy 
   
  Are you the magician who longs to see? I chant it out, between two 
  worlds, and fire walks with me. 
   
  Cantrip 
  Light 
  CANTRIP 
  An item you touch glows with arcane light, about as bright as a 
  torch. It gives off no heat or sound and requires no fuel, but it is 
  otherwise like a mundane torch. You have complete control of the 
  colour of the flame. The spell lasts as long as it is in your presence. 
   
  First Level 
  Burning Hands 
  LEVEL 1 
  ONGOING 
  Your hands alight with flame, which does not burn until you let it 
  go. When you do, you can use the fire as a weapon to deal your 
  damage, or to light flammable materials ablaze. 
   
  Fire Walk For Me 
  LEVEL 1 
  ONGOING 
  You command a fire that is contained to one location—such as a 
  campfire or a bonfire—to move to another location of your choice. 
  Although it moves quickly, it may set things on fire as it goes. 
  While this spell is ongoing, you may not cast another. 
   
  Third Level 
  Extinguish Small Fires 
  LEVEL 3 
  At your command, any fire the size of a funeral pyre or smaller is 
  extinguished. 
   
  Fireball 
  LEVEL 3 
  You evoke a mighty ball of flame that envelops your target and 
  everyone nearby, inflicting 2d6 damage which ignores armour. 
  
   
   
  Magicians 
  323 
   
  Fifth Level 
  Summon Fire Elemental 
  LEVEL 5 
  ONGOING 
  An elemental creature made of fire appears and aids you as best it 
  can. Treat it as your character, but with access to only the basic 
  moves. It has +1 modifier for all stats, 1 HP, and uses your damage 
  dice. The monster also gets your choice of 1d4 of these traits:  
  
  It can choose what to set on fire and what not to touch. 
  
  It can fly and hover. 
  
  It does 1d10 damage. 
  
  It has +2 instead of +1 to one stat. 
  
  Its bond to your plane is strong: +2 HP for each level you have. 
  
  You can touch it safely. 
  The elemental remains on this plane until it dies or you dismiss it. 
  While the spell is ongoing you take -1 to cast a spell. 
   
  Seventh Level 
  Extinguish Large Fires 
  LEVEL 7 
  At your command, a fire of any size is extinguished, or an elemental 
  is banished from this plane of existence. 
   
  Ninth Level 
  Form of Fire 
  LEVEL 9 
  ONGOING 
  You transform into an elemental made of fire. While in this form, 
  you have all the innate abilities and weaknesses of the form, and 
  your damage die is a d10. Also, hold 3. You may spend a hold to use 
  either of the following moves: 
  
  Engulf a foe in flames. 
  
  Fly through the air like a spark. 
  Once you are out of hold, the spell ends. At any time, you may 
  spend all your hold and revert to your natural form. 
   
  
  324 
  Magicians 
   
  Summoning 
   
  You are never alone, unless you want to be. 
   
  Cantrip 
  Unseen Servant 
  CANTRIP 
  ONGOING 
  You conjure a simple invisible construct that can do nothing but 
  carry items. It has Load 3 and carries anything you hand to it. It 
  cannot pick up items on its own and can only carry those you give 
  to it. Items carried by an unseen servant appear to float in the air a 
  few paces behind you. An unseen servant that takes damage or 
  leaves your presence is immediately dispelled, dropping any items it 
  carried. Otherwise the unseen servant serves you until you end the 
  spell. 
   
  First Level 
  Contact Spirits 
  LEVEL 1 
  Name the spirit you wish to contact (or leave it to the GM). You 
  pull that creature through the planes, just close enough to speak to 
  you. It is bound to answer any one question you ask to the best of 
  its ability. 
   
  Summon Feast 
  LEVEL 1 
  From nothing, you are able to summon up to your level in rations 
  worth of delicious food. Somewhere else in the world, all this food 
  goes missing. 
   
  Third Level 
  Darkness 
  LEVEL 3 
  ONGOING 
  Choose an area you can see: it’s filled with supernatural darkness 
  and shadow. While this spell is ongoing you take -1 to cast a spell. 
   
  
   
   
  Magicians 
  325 
   
  Fifth Level 
  Summon Monster 
  LEVEL 5 
  ONGOING 
  A monster appears and aids you as best it can. Treat it as your 
  character, but with access to only the basic moves. It has  
  +1 modifier for all stats, 1 HP, and uses your damage dice. The 
  monster also gets your choice of 1d6 of these traits:  
  
  It does 1d8 damage. 
  
  It has +2 instead of +1 to one stat. 
  
  It has some useful adaptation. 
  
  It’s not reckless. 
  
  Its bond to your plane is strong: +2 HP for each level you have. 
  The GM will tell you the type of monster you get based on the 
  traits you select. The creature remains on this plane until it dies or 
  you dismiss it. While the spell is ongoing you take -1 to cast a spell. 
   
  Seventh Level 
  Cloudkill 
  LEVEL 7 
  ONGOING 
  A cloud of fog drifts into this realm from beyond the Black Gates of 
  Death, filling the immediate area. Whenever a creature in the area 
  takes damage it takes an additional, separate 1d6 damage which 
  ignores armour. This spell persists so long as you can see the 
  affected area, or until you dismiss it. 
   
  Ninth Level 
  Perfect Summons 
  LEVEL 9 
  You teleport a creature to your presence. Name a creature or give a 
  short description of a type of creature. If you named a creature, that 
  creature appears before you. If you described a type of creature, a 
  creature of that type appears before you. 
   
  
  326 
  Magicians 
   
  Ward-Weaving 
   
  The schools of wards and runes involves inscribing magical 
  markings onto the surfaces of solid objects, thus imbuing them 
  with your magic. Symbols have power, after all. 
   
  Cantrip 
  Wizard’s Mark 
  CANTRIP 
  You mark a person or object that you touch with your invisible 
  magic. Unless the mark is dispelled, you can always recognize it. 
   
  First Level 
  Alarm 
  LEVEL 1 
  Walk a wide circle as you cast this spell. Until you prepare spells 
  again your magic will alert you if a creature crosses that circle. Even 
  if you are asleep, the spell will shake you from your slumber. 
   
  Secret Runes 
  LEVEL 1 
  You write a message on a surface in magical runes which no one 
  can see—except for the person you name as the spell is cast. They 
  will see these runes as plain as day. 
   
  Third Level 
  Trap Ward 
  LEVEL 3 
  By placing this ward on an object, and you deal your damage to the 
  next person who touches this object and isn’t you. 
   
  
   
   
  Magicians 
  327 
   
  Fifth Level 
  Ward Against Intruders 
  LEVEL 5 
  When you place this ward on a doorway, window, or other passage, 
  it prevents creatures of a certain type from passing through. Name 
  what kind of creature when you place the ward; they can only pass 
  if they possess magical protection, or the passageway is destroyed. 
   
  Seventh Level 
  Location Ward 
  LEVEL 7 
  When you place this ward anywhere in a specific location, it 
  prevents creatures of a certain type from entering that area. The 
  location must have clearly-defined boundaries, though you can 
  pace out a circle or other space and mark it with chalk, sand, etc. 
  Name what kind of creature is barred from entry when you place 
  the ward. 
   
  Mark of Death 
  LEVEL 7 
  Choose a creature whose true name you know. This spell creates 
  permanent runes on a target surface that will kill that creature, 
  should they read them. 
   
  Ninth Level 
  Gateway Runes 
  LEVEL 9 
  This spell may be used to create two effects. The first effect is to 
  place a gate ward upon a location. The second use of this spell 
  transports yourself and a small handful of other people from one 
  gate ward to another, no matter the distance between. When the 
  spell is cast, you may only do one or the other, not both. 
   
  
   
   
   
   
  
   
   
  Rogues 
   
  
  330 
  Rogues 
   
  In the Shadows 
   
  Rogues are pretty much experts in some form of deceit, be it 
  stealing, lying, or staying out of sight. 
   
  Stats 
  The specialties you choose may modify these scores: 
  Your base damage is d8. 
  Your load is 8+STR. 
  Your maximum HP is 6+Constitution. 
   
  Starting Moves 
  Choose three rogue specialties. You get all the starting moves 
  from each. Make a note of any stat modifiers from your specialties. 
  Each time you level up, choose one advanced move from those 
  offered by your three specialties. 
   
  You may instead choose only two rogue specialties instead of 
  three. Take a level 2-5 move from one of them right away, but no 
  other bonuses. 
   
  You may instead choose two rogue specialties and one specialty 
  from another archetype, but: 
  
  If you choose a warrior specialty, your stats remain unchanged. 
  
  If you choose a specialty from any other archetype, your base 
  damage is d6 instead of d8. 
   
  Rogues also start with this move in addition to starting moves 
  from specialties: 
   
  Flexible Morals 
  When someone tries to detect your alignment, you can tell them 
  any alignment you like. 
  
   
  Rogues 
  331 
   
  Advanced Moves 
  Each time you level up, choose an advanced move from one of 
  your specialties. Or choose one of the following options: 
  
  At any level, instead of a move from one of your specialties, 
  you may choose a move from one of the other rogue specialties. 
  You may do this twice only. 
  
  Once between levels 2-5, instead of a move from one of your 
  specialties, you may choose a move from any other archetype. 
  
  Twice between levels 6-10, instead of a move from one of your 
  specialties, you may choose a move from any other archetype.  
   
  Rogue Alignments 
  Choose one of these alignments, or one from those offered by 
  your specialties: 
   
  Chaotic 
  Leap into danger without a plan. 
   
  Evil 
  Shift danger or blame from yourself to someone else. 
   
  Good 
  Give to the poor what you take from the rich. 
   
  Neutral 
  Tell an elaborate lie and get away with it. 
   
  
  332 
  Rogues 
   
  Rogue Bonds 
  As a rogue, you may have up to four bonds at a time. Choose 
  from the following, and from those offered by your specialties: 
  
  __________ and I have a con running. 
  
  __________ has my back when things go wrong. 
  
  __________ helped me make some important contacts. I owe them. 
  
  __________ is my lover, or was, or would have been, or… it’s 
  complicated.  
  
  __________ knows incriminating details about me. 
  
  __________ left me in a pinch when they were supposed to come 
  through for me. 
  
  __________ still owes me for some stuff they were supposed to fence 
  for me. 
  
  Me and __________ are the only survivors of a dubious adventure. 
   
  Rogue Gear 
  You start with your own clothes (or someone else’s), some dungeon 
  rations (5 uses, 1 weight), and choose one piece of roguish gear: 
  ○ 
  Backpack and adventuring gear (5 uses, 1 weight). 
  ○ 
  Dagger (hand, 1 weight). 
  ○ 
  Healing potion. 
  ○ 
  Lantern (2 weight) and oil (5 uses). 
  ○ 
  Ragged bow (near, 2 weight) and a bundle of arrows (3 ammo,  
  1 weight). 
   
  
   
  Rogues 
  333 
   
  Rogue Races 
  You may choose one of these races or one of the race options 
  provided by your specialties. Once you have chosen your race, 
  gain the corresponding move: 
   
  Dwarf 
  You have a nose for gold and gems. When you discern realities, 
  add this to the list of questions you can ask: 
  
  Is there treasure here? 
   
  Elf 
  Choose one weapon—you can always treat weapons of that type as 
  if they had the precise tag. 
   
  Halfling 
  When you attack with a ranged weapon, deal +2 damage. 
   
  Human 
  You are a professional. When you spout lore or discern realities 
  about criminal activities, take +1. 
   
   
  
  334 
  Rogues 
   
  Acrobat 
   
  Who better to perform an impossible heist than the death-defying 
  acrobat? 
   
  Compendium Class 
  Once you have trained with a troupe of acrobats or a master 
  acrobat for a full tour cycle (every location the circus goes to), you 
  may consider the acrobat specialty an available compendium class. 
  The next time you level up, you may add this specialty to your 
  character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Perfect Poise 
  You never lose your balance, even on a high wire, or fall without 
  being pushed. If you are pushed, as long as there is something to 
  break your fall, you can defy danger with DEX to use it and take no 
  damage. 
   
  
   
  Rogues 
  335 
   
  
  336 
  Rogues 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  The Long Climb 
  When you assess a stretch of dangerous terrain between you 
  and an objective, the GM will sketch out a map or diagram to help 
  you plot your approach. Working together, make note of a number 
  of useful features equal to your level, and take +1 forward when you 
  make use of them. 
   
  Nine Lives 
  Requires: Perfect Poise 
  When you fall, if there is something that could possibly break 
  your fall, it does so and you take no damage. 
   
  Swashbuckler 
  When you use your surroundings to perform a flamboyant 
  acrobatic maneuver, choose one outcome, in addition to anything 
  else that may happen: 
  
  You grab something undefended. Now it’s yours! 
  
  You knock someone down or off-balance. 
  
  You move from where you are to somewhere else in sight or in 
  reach without difficulty. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Death Defying Grace 
  When you defy danger using acrobatic maneuvers, on a 7-9, you 
  can choose not to personally suffer the consequences. Someone or 
  something else, possibly your equipment but certainly not you, 
  suffers the consequences instead. 
   
  
   
  Rogues 
  337 
   
  Heroic Swashbuckler 
  Replaces: Swashbuckler 
  When you use your surroundings to perform a flamboyant 
  acrobatic maneuver, choose one outcome, in addition to anything 
  else that may happen: 
  
  You grab something, even if someone else is holding it: Now 
  it’s yours! 
  
  You knock someone down or off-balance. You may deal 
  damage equal to your level. 
  
  You move from where you are to somewhere else in sight or in 
  reach without difficulty. You may take someone else with you. 
   
  Serpentine 
  When you employ acrobatics, deft maneuvers, or quick 
  reflexes, you can defend with DEX instead of CON. 
   
  Acrobat Bonds 
  
  I ran away from the circus to be with __________. 
   
  Acrobat Gear 
  You get adventuring gear (5 uses, 1 weight) in addition to whatever 
  your other specialties give you. 
   
  Acrobat Races 
  You may choose one of these instead of a rogue race option: 
   
  Halfling  
  When you defy danger and use your small size to your 
  advantage, take +1. 
   
  Human 
  When you first enter a civilized settlement, you can always find 
  a circus, tavern, or theatre that will take you in as a guest. 
   
  
  338 
  Rogues 
   
  
   
  Rogues 
  339 
   
  Assassin 
   
  Killing people for money isn’t pretty, but it’s a living. Well, sure, 
  not for them. 
   
  Compendium Class 
  Once you have murdered a well-known person in a position of 
  power without being caught or identified, you may consider the 
  assassin specialty an available compendium class. The next time 
  you level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Backstab 
  When you attack a surprised or defenceless enemy with a melee 
  weapon, you can choose to deal your damage or roll+DEX. On a 
  10+, choose two. On a 7-9, choose one: 
  
  Their armour is reduced by 1 until the repair it. 
  
  You create an advantage that gives +1 forward to you or an ally 
  acting on it. 
  
  You deal your damage +1d6. 
  
  You don’t get into a fight with them. 
   
  
  340 
  Rogues 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Cheap Shot 
  Requires: Backstab 
  When using a precise or hand weapon, your backstab deals an 
  extra +1d6 damage. 
   
  Improvised Weapon 
  Anything solid that you can pick up, you can use as a weapon with 
  the appropriate range (usually hand). 
   
  Shoot First 
  You’re never caught by surprise. When an enemy would get the 
  drop on you, you get to act first instead. 
   
  Underdog 
  When you’re outnumbered, you have +1 armour. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Dirty Fighter 
  Replaces: Cheap Shot 
  When using a precise or hand weapon, your backstab deals an 
  extra +1d8 damage and all other attacks deal +1d4 damage. 
   
  Disguise 
  When you have time and materials, you can create a disguise that 
  will fool anyone into thinking you’re another creature of about the 
  same size and shape. Your actions can give you away but your 
  appearance won’t. 
   
  
   
  Rogues 
  341 
   
  Serious Underdog 
  Replaces: Underdog 
  You have +1 armour. When you’re outnumbered, you have  
  +2 armour instead. 
   
  Strong Arm, True Aim 
  You can throw any melee weapon, using it to volley. A thrown 
  melee weapon is gone from your possession; you can never choose 
  to reduce ammo on a 7-9. 
   
  Assassin Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Chaotic 
  Murder a tyrant. 
   
  Lawful 
  Execute a convicted criminal. 
   
  Assassin Bonds 
  
  __________ has promised to help me leave this life behind. 
  
  __________ saw me kill someone important. 
  
  I’ve worked with __________ before. 
   
  Assassin Gear 
  Choose one: 
  ○ 
  Backpack and adventuring gear (5 uses, 1 weight). 
  ○ 
  Leather armour (1 armour, 1 weight). 
  ○ 
  Rapier (close, precise, 1 weight). 
  ○ 
  Short sword (close, 1 weight). 
  ○ 
  Three throwing daggers (thrown, near, 0 weight). 
   
  
  342 
  Rogues 
   
  Body Thief 
   
  It was horrible. She was stealing my body, crowding me out, 
  making a prisoner of me. You know it was she, that preying wolf in 
  my body. You ought to have known the difference! 
   
  Compendium Class 
  Once you have experienced a severe mind/body break, and found 
  yourself wandering away from your flesh, due to powerful magic or 
  psychic influence, you may consider the body thief specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Stats 
  If you choose the body thief specialty, lower your maximum HP by 
  2, but not lower than 4+Constitution. 
   
  Starting Moves 
  You start with this move: 
   
  Possession 
  When you touch a sleeping or unconscious NPC, you may possess 
  their body with your mind. While you possess someone’s body, 
  your own body lies unconscious and you have full control over 
  their body, as if it were yours. Use your own stats. Your new body 
  takes any physical damage you suffer, but you mark a debility if it 
  dies or suffers particularly traumatic injury. Your mind returns to 
  your original body when you want it to or when the person you are 
  possessing wakes up. 
   
  
   
  Rogues 
  343 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Doll House 
  Requires: Possession 
  When you build a body out of inanimate materials, you can 
  possess it like a sleeping or unconscious person. Do not mark a 
  debility if your constructed body suffers damage or is destroyed. 
   
  Eyes of the Tiger 
  When you mark an animal (with blood, dirt, or mud, for 
  example), you can see through that animal’s eyes as if they were 
  your own, no matter what distance separates you. Only one animal 
  may be marked in this way. 
   
  Mind Invasion 
  Requires: Possession 
  When you touch a conscious NPC and force your mind into 
  their body, roll+INT. On a hit, you can take possession of their 
  body, but on a 7-9, choose one: 
  
  It is hard to maintain control. Take -1 ongoing until you leave 
  their body. 
  
  Their mind must inhabit your body while you possess theirs. 
  
  They can still speak while you possess their body. 
  
  You can only possess their body for a few short moments. 
  Your mind returns to your body when you want it to, or when your 
  victim finds a way to drive you out. 
   
  
  344 
  Rogues 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Callous Master 
  Requires: Possession 
  You never mark a debility if the body you are possessing dies or 
  suffers injury. 
   
  Far Invasion 
  Requires: Mind Invasion 
  You can attempt to possess a conscious person if you make eye 
  contact, even without touching them. 
   
  I am the Tiger 
  Requires: Eyes of the Tiger 
  When you mark an animal, you can possess it as if it were a 
  sleeping or unconscious person. When you take advantage of the 
  animal’s specific adaptations, take +1. 
   
  Body Thief Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Chaotic 
  Cause embarrassment to someone powerful by possessing them or 
  someone close to them. 
   
  Evil 
  Possess an enemy and cause them harm. 
   
  Neutral 
  Possess someone in order to increase your material wealth. 
   
  
   
  Rogues 
  345 
   
  Body Thief Bonds 
  
  __________ knows what I can do and doesn’t loathe me, for some 
  strange reason. 
  
  I wish I were __________, but I can never be them. 
  
  I would never possess __________, I cannot stand their body. 
   
  Body Thief Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Book of “sorcery” (1 weight). 
  ○ 
  Change of clothes (stolen). 
  ○ 
  Dungeon rations (5 uses, 1 weight). 
  ○ 
  Incriminating letters. 
  ○ 
  Manacles (1 weight). 
  ○ 
  Someone else’s purse, unopened. 
   
  Body Thief Races 
  You may choose one of these instead of a rogue race option: 
   
  Halfling 
  When you possess someone of a different race, you gain a move 
  that corresponds to their race, for as long as you possess their body. 
   
  Human 
  When you discern realities while in a possessed body, add these 
  questions to the list of those you can ask: 
  
  What does my new body remember about this? 
  
  What would my new body do in this situation? 
   
  
  346 
  Rogues 
   
  Breaker 
   
  Breakin’ in, breakin’ out. 
   
  Compendium Class 
  Once you have cracked the most famous prison, safe, or stronghold 
  in the land, you may consider the breaker specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Stats 
  If you choose the breaker specialty, you get +1 load. 
   
  Starting Moves 
  You start with these two moves: 
   
  Tools of the Trade 
  When you have time to prepare for a job, you can produce the 
  tools you need later on. When you produce them, say what they 
  are and roll+INT. On a 10+, they work perfectly and aren’t even the 
  only thing inside your black bag. On a 7-9, either there’s plenty 
  more where that one came from but the GM will add a tag or a 
  complication to it, or this is the last thing up your sleeve and it 
  works perfectly. On a miss, there is probably something wrong 
  with your tools. 
   
  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 a cost, danger, and suspicion. 
   
  
   
  Rogues 
  347 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from the 
  following moves: 
   
  Breakin’ 
  When you scout a location with the intention of breaking in, 
  roll+INT. On a 10+, ask the GM three questions from the list below. 
  On a 7-9, ask one: 
  
  What’s my best way in? 
  
  What’s out of place here? 
  
  What’s the greatest danger here? 
  
  Where do they keep the valuables? 
  Take +1 forward when you take advantage of the answers. 
   
  The Long Climb 
  When you assess a stretch of dangerous terrain between you 
  and an objective, the GM will sketch out a map or diagram to help 
  you plot your approach. Working together, make note of a number 
  of useful features equal to your level, and take +1 forward when you 
  make use of them. 
   
  Safecracker 
  Requires: Tools of the Trade 
  When you use your tools to break through a door, safe, wall, or 
  other sealed obstacle, roll+DEX. On a 10+, choose two option 
  from the list below. On a 7-9, choose one: 
  
  It doesn’t cost you anything. 
  
  You do it quickly. 
  
  You do it quietly. 
   
  
  348 
  Rogues 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Buyers 
  When you see something of great value, ask the GM who would 
  be interested in acquiring it and choose one: 
  
  The GM will name a number of persons equal to your INT and 
  you can ask one question about each of them, but no more. 
  
  The GM will name one person, and you can ask a number of 
  questions about them equal to your INT. 
   
  Escape Route 
  When you’re in too deep and need a way out, name your escape 
  route and roll+DEX. On a 10+, you’re gone. On a 7-9, you can stay 
  or go, but if you go it costs you: leave something behind or take 
  something with you, the GM will tell you what. 
   
  Leg Work 
  You can spend a preparation to reveal a safe house or a secret stash 
  of supplies close to a place you intend to break into. 
   
  Breaker Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Neutral 
  Avoid detection or infiltrate a location. 
   
  Breaker Bonds 
  
  __________ has fenced goods for me before. 
  
  __________ helped me steal something really valuable from someone 
  who is really dangerous. 
  
  __________ knows where I stashed some loot. 
  
  I don’t think __________ approves of my lifestyle. 
   
  
   
  Rogues 
  349 
   
  Breaker Gear 
  You have a black bag of tools (1 weight) and choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Bag of books (5 uses, 2 weight). 
  ○ 
  Lantern (1 weight) and oil. 
  ○ 
  Small watchdog. 
  ○ 
  Sword (close, 2 weight). 
   
  Breaker Races 
  You may choose one of these instead of a rogue race option: 
   
  Dwarf 
  When you produce gemcutting, safecracking, or stonecrafting 
  tools, roll for tools of the trade as normal but treat a miss as a 7-9. 
   
  Elf 
  When you study a location, you may ask one question from the 
  breakin’ list, in addition to whatever discern realities questions you 
  also ask. 
   
  Halfling 
  When you defy danger and use your small size to your 
  advantage, take +1. 
   
  Human 
  When you disarm a trap, as long as you don’t destroy it, you can 
  reset it once you are out of danger. 
   
  
  350 
  Rogues 
   
  Fence 
   
  The middleman makes all the money. 
   
  Compendium Class 
  Once you have found a buyer for a famous, unique, and valuable 
  artifact stolen by someone else, you may consider the fence 
  specialty an available compendium class. The next time you level 
  up, you may add this specialty to your character instead of choosing 
  a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Connections 
  When you put out word to the criminal underbelly about 
  something you want or need, roll+CHA. On a 10+, someone has it, 
  just for you. On a 7-9, you’ll have to settle for something close or it 
  comes with strings attached, your call. 
   
  
   
  Rogues 
  351 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from the 
  following moves: 
   
  Eye for Loot 
  When you see or come to know about a thing you want, 
  roll+INT. On a 10+, ask the GM three questions about it. On a 7-9, 
  ask two. On a miss, ask one anyway, but your desire is betrayed to 
  everyone who cares (and some who don’t): 
  
  What happened to it recently? 
  
  What is it really worth, all things considered? 
  
  What protects it and keeps it where it is? 
  
  Who will try to keep it from me? 
  
  Who will want it once it is mine? 
   
  Trade Networks 
  When you consult your contacts before undertaking a journey 
  to another settlement, the GM will tell you about a person there 
  who can help you. 
   
  We All Want Things 
  When you parley with someone or discern realities connected 
  to them, on a hit you can also ask the GM one of these questions: 
  
  What does this person really want from me? 
  
  What does this person value most? 
  
  What is the most valuable thing here? 
   
  Wealth and Taste 
  When you make a show of flashing around your most valuable 
  possession, the GM chooses an NPC who can see you. They will 
  do anything they can to obtain your item or one like it. 
   
  
  352 
  Rogues 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Back-Up Plan 
  When you meet with someone on business, the GM will answer 
  two questions you ask from the list below: 
  
  Is there an ambush waiting for me? 
  
  What are they really feeling? 
  
  What is my best way out of this? 
  
  Who is watching? 
   
  Buyers 
  When you see something of great value, ask the GM who would 
  be interested in acquiring it and choose one: 
  
  The GM will name a number of persons equal to your INT and 
  you can ask one question about each of them, but no more. 
  
  The GM will name one person, and you can ask a number of 
  questions about them equal to your INT. 
   
  I Must Have It! 
  Requires: Eye for Loot 
  When you use your eye for loot, on a 12+, ask the GM an 
  additional question, any question, about the thing you want. 
   
  Magic Mark 
  When you mark an object in some special way, you can always 
  find out where it is later on by making the mark again on 
  something you have at hand. 
   
  Web of Contacts 
  Requires: Connections 
  When you put out the word that you want to meet with 
  someone, roll+CHA. On a 10+, someone can set up a meeting, with 
  circumstances in your favour. On a 7-9, you can meet with them, 
  but there are strings attached or the circumstances are less than 
  ideal. 
  
   
  Rogues 
  353 
   
  Fence Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Evil 
  Prevent someone from getting their possessions back. 
   
  Neutral 
  Obtain a unique and valuable treasure. 
   
  Fence Bonds 
  
  __________ knows where I stashed some loot. 
  
  I’ve moved goods for __________ before. 
   
  Fence Gear 
  Choose one: 
  ○ 
  Bag of books (5 uses, 2 weight). 
  ○ 
  Fancy clothes. 
  ○ 
  Rapier (close, precise, 2 weight). 
  ○ 
  Three throwing daggers (thrown, 0 weight). 
   
  Fence Races 
  You may choose one of these instead of a rogue race option: 
   
  Elf 
  When you examine an object, add this to the list of discern 
  realities questions you can ask: 
  
  Where does this come from? 
   
  Human 
  When you examine a person, add this to the list of discern 
  realities questions you can ask: 
  
  What kind of things do you consider valuable? 
   
  
  354 
  Rogues 
   
  Firestarter 
   
  Fire is seductive. The beauty of it, the power, the sheer freedom of 
  its chaotic dance of destruction. Who wouldn’t want to control 
  that? 
   
  Compendium Class 
  Once you have miraculously survived a raging inferno, you may 
  consider the firestarter specialty an available compendium class. 
  The next time you level up, you may add this specialty to your 
  character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Pyrokinesis 
  When you exert your will over fire, roll+INT. On a 10+, hold  
  3 commands. On a 7-9, hold 2. Spend a command to: 
  
  Create fire. 
  
  Extinguish a single body of fire. 
  
  Make a body of fire take an action according to your will. 
  
  Move a body of fire instantaneously. 
   
  
   
  Rogues 
  355 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Born of Fire 
  You are no longer harmed by the touch of fire, nor are you 
  vulnerable to heat. 
   
  Inner Heat 
  You are no longer vulnerable to cold or freezing. You can melt ice 
  with your touch, as if you were on fire. 
   
  Teeth of Flame 
  Whenever you deal damage using fire, you deal 1d10 damage. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Fire Control 
  Requires: Pyrokinesis 
  When you hold command over fire, you may control a body of 
  fire no larger than yourself that you have created without spending 
  a command. 
   
  Flame Out 
  Requires: Pyrokinesis 
  When you hold command over fire, you may gain +1 command at 
  any time if you take 1d4 damage (ignores armour). 
   
  
  356 
  Rogues 
   
  Wreathed in Flame 
  Requires: Born of Fire 
  When you summon fire to envelope your body, the following 
  things are true: 
  
  Anyone who touches you is burned, for at least 1d10 damage. 
  
  Anything you touch is burned. 
  
  Nothing you are holding or wearing when you summon the 
  fire burns, unless you want it to. 
  
  You may act normally, see fine, and you have no need to 
  breathe. 
  The fire that surrounds you lasts as long as you want it to. 
   
  Firestarter Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Evil 
  Use your power over fire to destroy and terrorize. 
   
  Good 
  Push someone away so there’s no chance of you hurting them by 
  accident. 
   
  Firestarter Bonds 
  
  __________ thinks my powers are nothing but trouble. 
  
  __________ underestimates the amount of danger we are in. 
  
  I’ve been burned by __________ before, if you know what I mean. 
   
  Firestarter Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Dungeon rations (5 uses, 1 weight). 
  ○ 
  Healing potion. 
  ○ 
  Leather armour (1 armour, 1 weight). 
  ○ 
  Staff (close, two-handed, 1 weight). 
  
   
  Rogues 
  357 
   
  
  358 
  Rogues 
   
  Mastermind 
   
  Whoever plans the heist has the best chance of keeping the loot. 
   
  Compendium Class 
  Once you have successfully planned and executed a daring heist, 
  you may consider the mastermind specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Starting Moves 
  You start with this move: 
   
  I’ve Got a Bad Feeling About This 
  When you spend a moment surveying an area, ask the GM two 
  of the following questions. The GM will answer truthfully. 
  
  Is there a trap or ambush here, and if so, where? 
  
  What can I see that no one else can? 
  
  What here is the biggest threat to me? 
  
  Where’s my best way in, out, or through? 
   
  
   
  Rogues 
  359 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from the 
  following moves: 
   
  Connections 
  When you put out the word to the criminal underbelly about 
  something you want or need, roll+CHA. On a 10+, someone has it, 
  just for you. On a 7-9, you’ll have to settle for something close or it 
  comes with strings attached, your call. 
   
  Ever Watchful 
  When you discern realities, ask one additional question, even on 
  a miss. 
   
  Forecast 
  When you make camp, the GM will tell you about one enemy, 
  hazard, or obstacle you are likely to face tomorrow, and you take  
  +1 forward against it. 
   
  
  360 
  Rogues 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Evasion 
  When you defy danger, on a 12+, you transcend the danger. You 
  not only do what you set out to, but the GM will offer you a better 
  outcome, true beauty, or a moment of grace. 
   
  Ever Thoughtful 
  Requires: Ever Watchful 
  When you discern realities, up to two of your questions can by 
  anything, not limited to the list. 
   
  Heist 
  When you take time to make a plan to steal something, name 
  the thing you want to steal and ask the GM these questions. When 
  acting on the answers you and your allies take +1 forward. 
  
  What’s its most powerful defence? 
  
  Who else wants it? 
  
  Who will come after it? 
  
  Who will notice it’s missing? 
   
  Mastermind Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Chaotic 
  Pull off a heist that causes an uproar in public society. 
   
  Evil 
  Rob someone of their most valuable item. 
   
  
   
  Rogues 
  361 
   
  Mastermind Bonds 
  
  __________ earned my respect the hard way. 
  
  __________ helped me get where I am today. 
  
  __________ is my trusty assistant. 
   
  Mastermind Gear 
  You get the clothes necessary to look like a normal person, a bag of 
  thieves’ tools (2 weight), and whatever your other specialties give 
  you. 
   
  Mastermind Races 
  You may choose one of these instead of a rogue race option: 
   
  Dwarf 
  Add these to the list of questions you can ask when you have a bad 
  feeling about this: 
  
  Is there treasure hidden here? 
  
  What is the most valuable object here? 
   
  Elf 
  Add these to the list of questions you can ask when you have a bad 
  feeling about this: 
  
  Is there a secret hiding here? 
  
  What here is magical or an illusion? 
   
  Human 
  When you recruit from the criminal underworld, take +1. 
   
  
  362 
  Rogues 
   
  Poisoner 
   
  Poison is a coward’s weapon. A smart coward’s weapon. 
   
  Compendium Class 
  Once you have created your own unique blend of poison, you may 
  consider the poisoner specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Stats 
  If you choose the poisoner specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Poisoner 
  You’ve mastered the care and use of a poison. Choose a poison 
  from the list below; that poison is no longer dangerous for you to 
  use. You also start with three uses of the poison you choose. 
  Whenever you have time to gather materials and a safe place to 
  brew, you can make three uses of the poison you choose for free. 
  Note that some poisons are applied, meaning you have to carefully 
  apply it to the target or something they eat or drink. Touch poisons 
  just need to touch the target, they can even be used on the blade of 
  a weapon. 
  ○ 
  Bloodweed (touch): The target deals -1d4 damage ongoing 
  until cured. 
  ○ 
  Goldenroot (applied): The target treats the next creature they 
  see as a trusted ally, until proved otherwise. 
  ○ 
  Iocaine Powder (ingested): Causes the target to die. 
  ○ 
  Oil of Tagit (applied): The target falls into a light sleep. 
  ○ 
  Serpent’s Tears (touch): Anyone dealing damage to the target 
  rolls twice and takes the better result. 
  
   
  Rogues 
  363 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Brewer 
  Requires: Poisoner 
  When you have time to gather materials and a safe place to 
  brew, you can create three doses of any one poison you’ve used 
  before. 
   
  Envenom 
  Requires: Poisoner 
  You can apply even complex poisons with a pinprick. When you 
  apply a poison that’s not dangerous for you to use to your 
  weapon, it’s touch instead of applied. 
   
  Nose for Danger 
  Using only your sense of smell, you can tell if something has been 
  poisoned and with what, if you know the poison. 
   
  Poison Master 
  Requires: Poisoner 
  After you’ve used a poison once, it is no longer dangerous for 
  you to use. 
   
  The Poisoned Blade 
  When you attack with a poisoned blade, on a hit, the poison also 
  takes effect, but on a 7-9, your weapon is no longer poisoned. 
  When you coat your blade with poison, choose an applied or 
  touch poison that you possess or either of these two: 
  
  Paralytic: Choose one of your foe’s limbs, senses, or other 
  physical abilities. They can no longer use it. 
  
  Toxic: Deal +1d4 damage moments after you strike. 
   
  
  364 
  Rogues 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Alchemist 
  Replaces: Brewer 
  When you have time to gather materials and a safe place to 
  brew, you can create three doses of any poison you’ve used before. 
  Alternately you can describe the effects of a poison you’d like to 
  create. The GM will tell you that you can create it, but with one or 
  more caveats: 
  
  It will have obvious side effects. 
  
  It will only work under specific circumstances 
  
  It will take a while to take effect. 
  
  The best you can manage is a weaker version. 
   
  Envenomed 
  Requires: Envenom 
  Choose one poison: your body is infused with it. Your blood, 
  sweat, and tears, even your spit, are all now poisonous, as if they are 
  this poison. You are unaffected by it. 
   
  Poison God 
  Requires: Poison Master 
  No poison, neither mundane nor magical, can affect you unless you 
  let it. 
   
  Poisoner Bonds 
  
  __________ helped me develop my poison. 
  
  __________ suspects me of a crime I didn’t commit. 
  
  I spent time in jail with ___________. 
   
  Poisoner Gear 
  You get three uses of your poison and whatever your other 
  specialties give you. 
   
  
   
  Rogues 
  365 
   
  Poisoner Races 
  You may choose one of these instead of a rogue race option: 
   
  Elf 
  Your race is old and patient. You start with three poisons, instead 
  of only one. 
   
  Halfling 
  When you brew your poisons, you can make four uses instead of 
  three. 
   
  Human 
  When you’re in a town or city, you can always find the materials 
  you need to brew your poison. 
   
  
  366 
  Rogues 
   
  
   
  Rogues 
  367 
   
  Pretender 
   
  Fake it ’till you make it. 
   
  Compendium Class 
  Once you have successfully impersonated someone famous 
  throughout the land, you may consider the pretender specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Fake 
  Choose a type of person—perhaps an occupation, rank, or other 
  social role. You have a costume that allows you to disguise yourself 
  as this kind of person—all you need do is don the clothes. Your 
  actions might give you away, but your clothes and mannerisms will 
  not. Each time you level up, choose another type of person that you 
  can disguise yourself as. 
   
  
  368 
  Rogues 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Bamboozle 
  When you parley with someone, on a hit, you also take  
  +1 forward with them. 
   
  Impersonation 
  When you disguise yourself as a specific person, roll+CHA. On a 
  10+, only that person’s most intimate associates can tell the 
  difference. On a 7-9, only those who do not know the person are 
  fooled. 
   
  Silver Tongue 
  You never have to spend money to carouse, and you roll with CHA 
  instead of coins spent. If there is already a gathering happening, 
  you may carouse without having returned triumphant. 
   
  Social Climber 
  When you set your heart on achieving a certain social position, 
  the GM will sketch out a relationship map or diagram to help you 
  plot your approach. Working together, make note of a number of 
  useful circumstances equal to your level, and take +1 forward when 
  you make use of them. You can only work towards one position at 
  a time. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Con 
  Replaces: Bamboozle 
  When you parley with someone, on a hit, you also take  
  +1 forward with them and get to ask their player one question 
  which they must answer truthfully. 
  
   
  Rogues 
  369 
   
  Master Impersonator 
  Replaces: Impersonation 
  When you disguise yourself as a specific person, you look just 
  like them. Your actions may give you away, but anyone who does 
  not know the person intimately will be fooled by your appearance. 
  When you meet someone who is intimately associated with the 
  person you are impersonating, roll+CHA. On a 10+, they are 
  fooled, even by strange behaviour, until you give yourself away for 
  certain. On a 7-9, they are already suspicious of you. 
   
  Reputation 
  When you first meet someone who’s heard tell of you, 
  roll+CHA. On a 10+, tell the GM two things they’ve heard about 
  you. On a 7-9, tell the GM one thing they’ve heard, and the GM 
  tells you one thing. 
   
  Pretender Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Evil 
  Harm someone’s reputation or social standing. 
   
  Pretender Bonds 
  
  __________ shared a secret with me. 
  
  I grew up with ___________. They know who I really am. 
   
  Pretender Gear 
  You start with the extra costume you get from being fake, and 
  whatever else your other specialties give you. 
   
  
  370 
  Rogues 
   
  Psi-Knife 
   
  A keen intellect you have, as sharp as a knife. Literally. 
   
  Compendium Class 
  Once you have worked the anger in your heart like an iron in a 
  forge, dedicating yourself to stifling its expression in any way save 
  through the mental image of a knife, and proved your discipline by 
  remaining calm three times you should have responded, you may 
  consider the psi-knife specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Psychic Blade 
  When you create a blade out of psychic energy, it counts as a 
  weapon (hand, near, ignores armour), and you can hack and slash 
  with INT instead of STR when you fight with it. If you reduce a foe 
  to zero HP with your psychic blade, instead of dying, they fall 
  unconscious. 
   
  
   
  Rogues 
  371 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Flying Daggers of the Mind 
  Requires: Psychic Blade 
  Your psychic blades gain the near tag. You can volley using INT 
  instead of DEX, but if you choose to expend ammo, take  
  1d4 damage (ignores armour) instead. 
   
  Psychic Fist 
  Requires: Psychic Blade 
  Your psychic blade also has the forceful, messy, and reach tags. 
   
  Psychic Shield 
  Requires: Psychic Knife 
  You can use your psychic blade as a shield instead of a knife. When 
  you do, you get +1 armour, and you cannot use it as a weapon. 
   
  Savage Blade 
  Requires: Psychic Blade 
  Your psychic blade does an extra +1d4 damage, and also has the 
  close tag. 
   
  Twilight Blade 
  Requires: Psychic Blade 
  Your psychic blade can cut through solid objects. When you deal 
  damage with your psychic blade to a damaged, defenceless, or 
  surprised enemy, you may also cut through one of their 
  possessions or weapons, or reduce their armour by 1. If you do, 
  deal no damage. 
   
  
  372 
  Rogues 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Deadly Blade 
  Replaces: Savage Blade 
  Your psychic blade does an extra +1d8 damage, and also has the 
  close and reach tags. 
   
  The Lock Undone 
  You can open locks and interfere with other mechanical devices as 
  if you had lockpicks or other tools, using only your mind. 
   
  Shield of Blades 
  Replaces: Psychic Shield 
  You can use your psychic blade as a shield and a weapon at the 
  same time. When you wield your psychic knife, you get  
  +1 armour. 
   
  Twilight Reckoning 
  Requires: Twilight Blade 
  When you deal damage with your psychic blade to a damaged, 
  defenceless, or surprised enemy, you may sever anything from 
  the target—their life, their limb, their title, their relationship with 
  someone, their most prized possession, their thoughts on a topic, 
  anything. If you do, deal no damage. 
   
  
   
  Rogues 
  373 
   
  Psi-Knife Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Evil 
  Defeat a foe because they have something you want. 
   
  Good 
  Capture and imprison a dangerous villain. 
   
  Neutral 
  Get the drop on a foe by appearing harmless. 
   
  Psi-Knife Bonds 
  
  __________ keeps cramping my style. 
  
  __________ underestimates the trouble that lies before us. 
  
  This isn’t the first time __________ and I have been in a mess 
  together. 
   
  Psi-Knife Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Antitoxin. 
  ○ 
  Healing potion. 
  ○ 
  Leather armour (1 armour, 1 weight). 
  ○ 
  Shield (+1 armour, 2 weight). 
   
  
  374 
  Rogues 
   
  Puppet Master 
   
  You have your hands in so many pies, your strings on so many 
  hearts, your fingers stroking so many minds. Who could defy your 
  will? 
   
  Compendium Class 
  Once you have successfully manipulated someone else into making 
  a series of life-altering decisions, according to your elaborate plan, 
  all without suspecting your influence, you may consider the puppet 
  master specialty an available compendium class. The next time you 
  level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Puppet Strings 
  When you have time and physical contact with someone, you 
  can plant commands inside their mind. Voice your commands, no 
  matter how complicated, and roll+INT. On a 10+, hold 3. On a 7-9, 
  hold 1. If they fulfill your commands, you lose all your hold over 
  them. Until then, you can spend a hold at any time to inflict  
  1d6 damage (ignores armour). You may only retain your hold over 
  one person at a time, though you can abandon your remaining hold 
  if you wish. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Command and Conquer 
  When you order hirelings, add your INT to their loyalty. 
  
   
  Rogues 
  375 
   
  
  376 
  Rogues 
   
  Commanding Touch 
  Requires: Puppet Strings 
  You may use puppet strings, and maintain hold, on more than one 
  person at a time, if you have time and physical contact with them. 
  You may also use puppet strings with but a touch, skin to skin, but 
  you must abandon your hold on anyone else in order to do so, if 
  you have any. 
   
  Iron Will 
  When you are subject to mind control or magic that influences 
  your feelings, you may choose to take 1d4 damage (ignores 
  armour) and ignore the influence. 
   
  Vicious Commands 
  Requires: Puppet Strings 
  When you spend a hold, you deal 1d8 damage, not 1d6. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Deadly Commands 
  Replaces: Vicious Commands 
  When you spend a hold, you deal 1d10 damage, not 1d6. 
   
  Master of Puppets 
  Requires: Puppet Strings 
  You can spend all your hold on an NPC to control their physical 
  movements for a few minutes or until they suffer harm. 
   
  The Voice 
  Replaces: Commanding Touch 
  You may use puppet strings on more than one person as long as 
  you touch them, skin to skin. You may also use puppet strings on 
  one person who can hear you speak, but you must abandon your 
  hold on anyone else in order to do so, if you have any. 
   
  
   
  Rogues 
  377 
   
  Puppet Master Alignments 
  You may choose one of these instead of a magician alignment: 
   
  Evil 
  Deflect blame or consequences from yourself to someone else. 
   
  Lawful 
  Use your special powers to enforce or restore the social order. 
   
  Puppet Master Bonds 
  
  __________ is undisciplined, and needs firm guidance. 
  
  Chaos follows in __________’s wake. I must be wary. 
  
  What an intriguing mind __________ has! 
   
  Puppet Master Gear 
  You get 3d6 coins, in addition to whatever your other specialties 
  give you. 
   
  Puppet Master Races 
  You may choose one of these instead of a magician race option: 
   
  Dwarf 
  Increase your maximum HP by 2. 
   
  Human 
  When you have a hold over someone, you can spend all your 
  hold and take 1d6 damage (ignores armour) to make them obey 
  your command, whether they want to or not. 
   
  
  378 
  Rogues 
   
  
   
  Rogues 
  379 
   
  Shadow 
   
  Like the ghost of something real, like a passing shadow, you’re not 
  really there most of the time. Until you are. But then you’re gone! 
   
  Compendium Class 
  Once you have followed someone to a place that is impossible to 
  get to, without them noticing, you may consider the shadow 
  specialty an available compendium class. The next time you level 
  up, you may add this specialty to your character instead of choosing 
  a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Stay Out of the Light 
  When you hide in shadows or darkness, you cannot be detected 
  by any normal means until you reveal yourself. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Following 
  When you follow or shadow someone, roll+DEX. On a 10+, you 
  find out exactly what they’re up to without arousing suspicion. On 
  a 7-9, it’s either an impression of their doings or you can reveal 
  yourself to learn more. 
   
  Iron Will 
  When you are subject to mind control or magic that influences 
  your feelings, you may choose to take 1d4 damage (ignores 
  armour) and ignore the influence. 
  
  380 
  Rogues 
   
  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 miss, no 
  guarantees. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Disguise 
  When you have time and materials, you can create a disguise that 
  will fool anyone into thinking you’re another creature of about the 
  same size and shape. Your actions can give you away but your 
  appearance won’t. 
   
  Escape Route 
  When you’re in too deep and need a way out, name your escape 
  route and roll+DEX. On a 10+, you’re gone. On a 7-9, you can stay 
  or go, but if you go it costs you: leave something behind or take 
  something with you, the GM will tell you what. 
   
  Fade Away 
  Requires: Stay Out of the Light 
  While you stay still or act meek and unobtrusive, even in broad 
  daylight, people only notice you if they are looking for you 
  specifically. 
   
  
   
  Rogues 
  381 
   
  Unseen Hand 
  When you leave a room or other location, you can name 
  something small that you saw that no one else was using or 
  studying. You took it. 
   
  Shadow Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Neutral 
  Learn a secret about someone important. 
   
  Shadow Bonds 
  
  __________ once talked me into guiding some halflings on the run 
  through dangerous territory, and never thanked me properly 
  for it. 
  
  I am obsessed with __________, but they don’t know. Yet. 
  
  I stole something from __________. 
   
  Shadow Gear 
  You get adventuring gear (5 uses, 1 weight), a backpack, and a key, 
  though you don’t know what lock it opens. 
   
  Shadow Races 
  You may choose one of these instead of a rogue race option: 
   
  Elf 
  You can hide in forests just as well as shadows and darkness. 
   
  Human 
  At the end of a session, mark an extra experience if you infiltrated 
  a secure location. 
   
  
  382 
  Rogues 
   
  Siren 
   
  Everyone needs guidance at some point. Everyone needs a muse. 
  They just hate so much to be commanded. But you can steer 
  anyone in the right direction without commands, can’t you? 
   
  Compendium Class 
  Once you have convinced someone to worship you as a deity or to 
  trust you more than anyone else in the world, even though they 
  shouldn’t, you may consider the siren specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Stats 
  If you choose the siren specialty, reduce your base damage by one 
  die size, but not lower than d4. 
   
  Starting Move 
  You start with this move: 
   
  Hypnotic Allure 
  When you are alone with an NPC and you fix your will upon 
  them, roll+CHA. On a 10+, hold 2 over them. On a 7-9, hold 1. 
  While you have a hold over them, they cannot act against you, 
  except in self-defence. They can spend one of your hold by: 
  
  Doing something you tell them to do. 
  
  Fighting to protect you. 
  
  Giving you something you want. 
   
  
   
  Rogues 
  383 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Dangerous Eyes 
  Requires: Hypnotic Allure 
  You can spend a hold on someone to meet their gaze. They freeze 
  and cannot move until you break off eye contact. You cannot move 
  either. 
   
  Grand Entrance 
  When you make a spectacular entrance or perform for an 
  audience, roll+CHA. On a 10+, choose three options from the list 
  below. On a 7-9, choose two. On a miss, choose one, in addition to 
  whatever the GM tells you. 
  
  Someone desires to meet you later, the GM will tell you who. 
  
  Someone falls in love with you, the GM will tell you who. 
  
  Someone must give you a gift, the GM will tell you who. 
   
  Social Climber 
  When you set your heart on achieving a certain social position, 
  the GM will sketch out a relationship map or diagram to help you 
  plot your approach. Working together, make note of a number of 
  useful circumstances equal to your level, and take +1 forward when 
  you make use of them. You can only work towards one position at 
  a time. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Animal Magnetism 
  Requires: Hypnotic Allure 
  When you use your hypnotic allure, you get +1 hold, even on a 
  miss. 
   
  
  384 
  Rogues 
   
  Deadly Eyes 
  Replaces: Dangerous Eyes 
  You can spend a hold on someone to meet their gaze. They freeze 
  and cannot move until you break off eye contact. You can move as 
  long as you maintain eye contact. 
   
  Popular 
  You can write an additional two bonds with the other PCs, in 
  addition to those you started with. 
   
  Reputation 
  When you first meet someone who’s heard tell of you, 
  roll+CHA. On a 10+, tell the GM two things they’ve heard about 
  you. On a 7-9, tell the GM one thing they’ve heard, and the GM 
  tells you one thing. 
   
  A Specific Audience 
  Requires: Grand Entrance 
  Instead of choosing one of the options from the list, you may 
  choose a member of the audience. The GM will choose how they 
  react from the list. 
   
  Siren Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Chaotic 
  Use your personal influence to sow discord amongst your foes. 
   
  Evil 
  Get someone to give you their most valued possessions. 
   
  Neutral 
  Increase your social position and personal influence. 
   
  
   
  Rogues 
  385 
   
  Siren Bonds 
  
  __________ has a thing for me, but I’m not interested. Right now. 
  
  I need something from __________, something important. 
   
  Siren Gear 
  Choose one or two: 
  ○ 
  Antitoxin. 
  ○ 
  Bandages (3 uses, slow). 
  ○ 
  Dagger (hand, 1 weight). 
  ○ 
  Engagement ring. 
  ○ 
  Letter of introduction. 
  ○ 
  Map. 
  ○ 
  Mask. 
  ○ 
  Ostentatious clothes. 
  ○ 
  Personal feast (1 use, 1 weight). 
  ○ 
  Pet. 
  ○ 
  Spyglass (1 weight). 
   
  Siren Races 
  You may choose one of these instead of a rogue race option: 
   
  Elf 
  When you use your hypnotic allure, on a 12+, hold 3 over them. 
   
  Human 
  When you have a hold over someone, you deal +1d4 damage 
  when you harm them. 
   
  
  386 
  Rogues 
   
  Swindler 
   
  Why work hard for it, when people just give it away? 
   
  Compendium Class 
  Once you have convinced someone to part with something unique 
  or valuable, that they would charge a high price for, and then 
  swindle them out of the payment you agreed upon, you may 
  consider the swindler specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Con Artist 
  When you evaluate a potential victim, roll+INT. On a 10+, ask 
  their player three questions from the list below. On a 7-9, ask one:  
  
  How could I engage you in conversation? 
  
  How much are you worth? 
  
  What are your current intentions? 
  
  What do you value? 
  On a miss, you look suspicious. 
   
  
   
  Rogues 
  387 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Bamboozle 
  When you parley with someone, on a hit, you also take  
  +1 forward with them. 
   
  Disarming and Open 
  When you engage someone in conversation, you can ask their 
  player a question from the list below. They must answer it 
  truthfully, then they may ask you a question from the list. If you 
  lie, you cannot use this move on them ever again. If you tell the 
  truth, you can. 
  
  What are your present intentions? 
  
  What do you most desire? 
  
  What do you not want me to know? 
  
  What do you want from me? 
   
  Heart of Gold 
  Requires: Con Artist 
  After you evaluate a potential victim and ask your questions, 
  tell the other player something they could do to make you change 
  your mind about taking advantage of them. If they end up doing 
  this, you take +1 forward. If they are a PC, they also mark XP. 
   
  The Upsell 
  If you repackage or modify goods you own in order to resell 
  them, they are now worth one-and-a-half times as much as before. 
  Note that doing this with money is called “counterfeiting” and is 
  everywhere banned by law. 
   
  
  388 
  Rogues 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Con 
  Replaces: Bamboozle 
  When you parley with someone, on a hit, you also take  
  +1 forward with them and get to ask their player one question 
  which they must answer truthfully. 
   
  Devious 
  Requires: Disarming and Open 
  When you use disarming and open, you may also ask this: 
  
  How are you vulnerable to me? 
  Your subject may not ask this question of you. 
   
  Snake Oil 
  When you give someone a thing that you have tampered with, 
  roll+INT. On a hit, you may choose one, but on a 7-9, there are 
  strings attached or complications: 
  
  The thing comes with some sort of unpleasant side effects 
  (describe them). 
  
  The thing is ruined as soon as you are gone. 
  
  The thing returns to you within the week. 
   
  Swindler Alignments 
  You may choose one of these instead of a rogue race option: 
   
  Evil 
  Profit from someone else’s misery. 
   
  Neutral 
  Get the better of another thief or swindler. 
   
  
   
  Rogues 
  389 
   
  Swindler Bonds 
  
  __________ helped me steal something really valuable from someone 
  who is really dangerous. 
  
  __________ knows where I stashed some loot. 
  
  I stole something from __________. 
   
  Swindler Gear 
  You get a case full of fraudulent merchandise and various kinds of 
  quackery (3 weight) and 2d6 coins, in addition to whatever your 
  other specialties give you. 
   
  Swindler Races 
  You may choose one of these instead of a rogue race option: 
   
  Elf 
  When you enter an important location (your call) you can ask the 
  GM for one fact from the history of that location. 
   
  Human 
  When you evaluate a potential victim who is also human, ask an 
  extra question, even on a miss. 
   
  
  390 
  Rogues 
   
  Thief 
   
  It’s not just about stealing things. It’s about stealing things from 
  people who don’t want their things to be stolen, who make sure 
  that you know it. That’s the stuff worth stealing! 
   
  Compendium Class 
  Once you have successfully robbed the richest person you know, 
  you may consider the thief specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with both moves: 
   
  Trap Expert 
  When you spend a moment to survey a dangerous area, 
  roll+DEX. On a 10+, hold three. On a 7-9, hold one. Spend your 
  hold as you move through the area to ask these questions: 
  
  Is there a trap here and if so, what activates it? 
  
  What does the trap do when activated? 
  
  What else is hidden here? 
   
  Tricks of the Trade 
  When you pick locks or pockets or disable traps, roll+DEX. On 
  a 10+, you do it, no problem. On a 7-9, you still do it, but the GM 
  will offer you two options between a cost, danger, and suspicion. 
   
  
   
  Rogues 
  391 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Cautious 
  When you use trap expert, you always get +1 hold, even on a miss. 
   
  Guild Thief 
  When you contact the guild and ask for assistance, roll+CHA. 
  On a 10+, another thief shows up with what you need for a fair 
  price. On a 7-9, you can still get what you want but there are 
  strings attached or the guild wants a favour in return. On a miss, 
  you have fallen out of good standing with the guild and need to 
  make amends. 
   
  It Belongs in a Museum 
  When you are trying to snatch a significant treasure and get 
  away with it, and no more, you have 2 armour. 
   
  The Smell of Sorcery 
  When you discern realities or use trap expert, the GM will also 
  tell you what the closest magical effect or source is, if it’s within 
  sight or scent. 
   
  Sneaky Bastard 
  Requires: Tricks of the Trade 
  When you disable a trap, you can reset it after you pass, so it 
  catches the next person. When you pick a lock, you may set it so 
  that it locks behind you again. 
   
  
  392 
  Rogues 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Heist 
  When you take time to make a plan to steal something, name 
  the thing you want to steal and ask the GM three questions from 
  the list below. When acting on the answers you and your allies take 
  +1 forward. 
  
  What’s its most powerful defence? 
  
  Who else wants it? 
  
  Who will come after it? 
  
  Who will notice it’s missing? 
   
  Evasion 
  When you defy danger, on a 12+, you transcend the danger. You 
  not only do what you set out to, but the GM will offer you a better 
  outcome, true beauty, or a moment of grace. 
   
  Extremely Cautious 
  Replaces: Cautious 
  When you use trap expert, you always get +1 hold, even on a miss. 
  On a 12+, you get 3 hold and the next time you come near a trap the 
  GM will immediately tell you what it does, what triggers it, who set 
  it, and how you can use it to your own advantage. 
   
  Thief Alignments 
  You may choose one of these instead of a rogue race option: 
   
  Chaotic 
  Steal something of social or cultural significance. 
   
  Neutral 
  Avoid detection or infiltrate a location. 
   
  
   
  Rogues 
  393 
   
  Thief Bonds 
  
  __________ helped me steal something really valuable from someone 
  who is really dangerous. 
  
  __________ knows where I stashed some loot. 
  
  __________ saved me from joining the wrong thieves’ guild. 
  
  I spent time in jail with ___________. 
  
  I stole something from __________. 
   
  Thief Gear 
  You get thieves’ tools (1 weight) and choose one: 
  ○ 
  Bag of chalk and sand. 
  ○ 
  Change of clothes. 
  ○ 
  Small watchdog. 
   
  Thief Races 
  You may choose one of these instead of a rogue race option: 
   
  Dwarf 
  When you use trap expert in a structure made of stone, on a hit, 
  you get +1 hold. 
   
  Elf 
  When you discern realities or use trap expert, on a hit, you may 
  also ask this question, in addition to any other results: 
  
  Is there a secret door here? 
   
  Halfling 
  When you defy danger and use your small size to your 
  advantage, take +1. 
   
  
  394 
  Rogues 
   
  
   
  Rogues 
  395 
   
  Tomb Robber 
   
  Looting the tombs of dead wizards isn’t all it’s cracked up to be. 
  You need some powerful magic of your own if you’re going to 
  survive! 
   
  Compendium Class 
  Once you have looting the treasures of an ancient tomb that was 
  protected by magic, you may consider the tomb robber specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Stats 
  If you choose the tomb robber specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Ward of Protection 
  You have a device that is proof against arcane magic. This could be 
  something you wear, like a bracelet or an amulet, or it could be a 
  procedure of limited duration—a potion you prepare, symbols 
  painted on your skin, etc. When you use the protection of this 
  device to thwart a magical effect (actively or passively), 
  roll+CON. On a 10+, you are unaffected by the magic. On a 7-9, 
  you can either suffer the effect to a lesser degree or exhaust 
  yourself and mark a debility of your choice. 
   
  
  396 
  Rogues 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Appraisal 
  When you examine an important item (your call) for the first 
  time, roll+INT. On a 10+, ask three questions from the list below. 
  On a 7-9, ask two. On a miss, ask one question anyway, but you 
  might not like the answer. If you act on the answers while using the 
  item, take +1 forward. 
  
  Does this have magical properties? 
  
  How much is this worth and to whom? 
  
  What has been done to this or with this? 
  
  What is it for? 
  
  Who made this and how old is it? 
   
  Life, Death, and Greed 
  When you have a great and valuable treasure in your 
  possession, you deal +1d6 damage. 
   
  Sympathetic Ward 
  Requires: Ward of Protection 
  Your ward of protection also guards anyone you touch; they resist 
  any magic you do. On a 7-9, they choose between the lesser effect 
  and a debility for themselves. 
   
  Ward Against the Dead 
  Requires: Ward of Protection 
  When you use your ward or wards against the undead, select 
  another living target and roll+CON. On a 10+, all undead present 
  pursue the other target instead of you. On a 7-9, only mindless 
  undead pursue the other target. Intelligent undead are too clever, 
  and will do what they want. 
   
  
   
  Rogues 
  397 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Greed is Good 
  When you obtain a great and valuable treasure for the first 
  time, gain 1d6 temporary hit points. Damage is applied to these 
  temporary hit points before harming you. 
   
  Looting the Wizard’s Tomb 
  Requires: Appraisal 
  When you use a magical item and force it to obey your will, 
  instead of using its effects as written, roll+INT. On a 10+, you 
  control the degree and extent of its effects. On a 7-9, you direct its 
  effects, but choose one: 
  
  You break it and its beneficial properties cannot be used again 
  until it is fixed. 
  
  You lose control, producing additional, unwanted effects. 
   
  Protection Most Excellent 
  Requires: Sympathetic Ward 
  When your ward protects you, on a 12+, the magic rebounds onto 
  its caster, affecting them instead of anyone else. 
   
  Ward Against Monsters 
  Replaces: Ward Against the Undead 
  When you use your wards against monsters, select another living 
  target and roll+CON. On a 10+, all monsters present pursue the 
  other target instead of you. On a 7-9, only mindless monsters 
  pursue the other target. Intelligent monsters are too clever, and will 
  do what they want. 
   
  
  398 
  Rogues 
   
  Tomb Robber Alignments 
  You may choose one of these instead of a rogue alignment: 
   
  Good 
  Give your treasure to someone who needs it more than you. 
   
  Lawful 
  Return treasure to its rightful owner. 
   
  Neutral 
  Avoid detection or infiltrate a location. 
   
  Tomb Robber Bonds 
  
  __________ has promised to lead me to an ancient burial site. 
  
  I worry about the ability of __________ to survive in the dungeon. 
  
  Me and __________ are the only survivors of a dubious adventure. 
   
  Tomb Robber Gear 
  You get your ward of protection, two large sacks, and whatever 
  your other specialties give you. 
   
  
   
  Rogues 
  399 
   
  Tomb Robber Races 
  You may choose one of these instead of a rogue race option: 
   
  Elf 
  Only the darkest and most violent of elves would willingly seek 
  their fortunes underground. Choose a weapon. In your hands, 
  weapons of this type have the precise tag. 
   
  Halfling 
  You know how to take advantage of your small size underground, 
  where you get +1 armour if you’re at all able to defend yourself. 
   
  Human 
  As a child of the greediest of all races, you can treat all treasures 
  that are 2 weight or heavier as if they were 1 weight lighter than 
  they are. 
   
  
   
   
   
   
   
   
  
   
   
  Warriors 
   
  
  402 
  Warriors 
   
  Why We Fight 
   
  The warrior is someone whose business it is to fight, to wage battle, 
  to handle violence like a lover. The war is the warrior’s way. 
   
  Stats 
  The specialties you choose may modify these scores: 
  Your base damage is d10. 
  Your load is 10+STR. 
  Your maximum HP is 10+Constitution. 
   
  Starting Moves 
  Choose three warrior specialties. You get all the starting moves 
  from each. Make a note of any stat modifiers from your specialties. 
  Each time you level up, choose one advanced move from those 
  offered by your three specialties. 
   
  You may instead choose only two warrior specialties instead of 
  three. Take a level 2-5 move from either of them right away, but no 
  other bonuses. 
   
  You may instead choose two warrior specialties and one 
  specialty from another archetype, but: 
  
  If you choose a disciple specialty, reduce your base damage by 
  one die size (from d10 to d8). 
  
  If you choose a magician specialty, reduce both your base 
  damage by one die size (from d10 to d8) and your maximum hit 
  points by 2. 
  
  If you choose a rogue specialty, reduce your maximum hit 
  points by 2. 
  
  If you choose an adventurer specialty, either reduce your base 
  damage by one die size (from d10 to d8), or reduce your 
  maximum hit points by 2. 
   
  
   
  Warriors 
  403 
   
  Advanced Moves 
  Each time you level up, choose an advanced move from one of 
  your specialties. Or choose one of the following options: 
  
  At any level, instead of a move from one of your specialties, 
  you may choose a move from one of the other warrior 
  specialties. You may do this twice only. 
  
  Once between levels 2-5, instead of a move from one of your 
  specialties, you may choose a move from any other archetype. 
  
  Once between levels 6-10, instead of a move from one of your 
  specialties, you may choose a move from any other archetype. 
   
  Warrior Alignments 
  Choose one of these alignments, or one from those offered by 
  your specialties: 
   
  Chaotic 
  Free someone from literal or figurative bonds. 
   
  Evil 
  Kill a defenceless or surrendered enemy. 
   
  Good 
  Endanger yourself to protect someone weaker than you. 
   
  Lawful 
  Deny mercy to a criminal or unbeliever. 
   
  Neutral 
  Defeat a worthy opponent. 
   
  
  404 
  Warriors 
   
  Warrior Bonds 
  As a warrior, you may have up to four bonds at a time. Choose 
  from the following, and from those offered by your specialties: 
  
  __________ gave me food and shelter when I had nothing. 
  
  __________ got me involved in a questionable adventure and I’m 
  having second thoughts about it now. 
  
  __________ is a brave soul, I have much to learn from them. 
  
  __________ is always getting into trouble—I must protect them from 
  themselves. 
  
  __________ owes me their life, whether they admit it or not. 
  
  __________ was once my enemy, but we’ve since reconciled. 
  
  I have sworn to protect __________. 
  
  I worry about the ability of __________ to survive in the dungeon. 
   
  Warrior Gear 
  You start with your clothes, a backpack, a torch, some dungeon 
  rations (5 uses, 1 weight), and choose one piece of fighting gear: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Chainmail (1 armour, 1 weight). 
  ○ 
  Dagger (hand, 1 weight). 
  ○ 
  Shield (+1 armour, 2 weight). 
  ○ 
  Short sword (close, 1 weight). 
  ○ 
  Spear (reach, 1 weight). 
   
  
   
  Warriors 
  405 
   
  Warrior Races 
  You may choose one of these races or one of the race options 
  provided by your specialties. Once you have chosen your race, 
  gain the corresponding move: 
   
  Dwarf 
  When you share a drink with someone, you may parley with 
  them using CON instead of CHA. 
   
  Elf 
  Choose one weapon—you can always treat weapons of that type as 
  if they had the precise tag. 
   
  Halfling 
  When you defy danger and use your small size to your 
  advantage, take +1. 
   
  Human 
  Once per battle you may reroll a single damage roll (yours or 
  someone else’s). 
   
  
  406 
  Warriors 
   
  
   
  Warriors 
  407 
   
  Armiger 
   
  You are skilled in the wearing of heavy armour. You make it look 
  easy, walking around with heavy pieces of metal all over you, 
  deflecting blows left and right. 
   
  Compendium Class 
  Once you have commissioned a suit of armour, and then run a 
  marathon, given a rousing speech, and won a fight while wearing it, 
  you may consider the armiger specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Stats 
  If you choose the armiger specialty, you get +2 load. 
   
  Starting Moves 
  You start with this move: 
   
  Armoured 
  You ignore the clumsy tag on armour you wear. 
   
  
  408 
  Warriors 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Armour Mastery 
  When you make your armour take the brunt of damage dealt to 
  you, the damage is negated but you must reduce the armour value 
  of your armour or shield (your choice) by 1 until you spend a few 
  hours repairing it. The value is reduced each time you make this 
  choice. If the reduction leaves the item with 0 armour, it is 
  destroyed. 
   
  Bloody Aegis 
  When you take damage, you can grit your teeth and accept the 
  blow. If you do you take no damage but instead suffer a debility of 
  your choice. If you already have all six debilities you can’t use this 
  move. 
   
  Heroic Monster Slayer 
  When you take the skin of a slain monster, you can fashion it 
  into a clumsy shield worth +1 armour or a clumsy suit worth 1 or 
  more armour, the GM will tell you how much (usually 1 or 2 less 
  than the monster had in life). 
   
  Hide Like Iron 
  Armour that you are wearing has +1 armour and weighs 1 less. 
   
  Staunch Defender 
  When you defend, you always get +1 hold, even on a miss. 
   
  
   
  Warriors 
  409 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Armoured Perfection 
  Replaces: Armour Mastery 
  When you choose to let your armour take the brunt of damage 
  dealt to you, the damage is negated and you take +1 forward 
  against the attacker, but you must reduce the armour value of your 
  armour or shield (your choice) by 1. The value is reduced each time 
  you make this choice. If the reduction leaves the item with  
  0 armour, it is destroyed. 
   
  Impervious Defender 
  Replaces: Staunch Defender 
  When you defend, you always get +1 hold, even on a miss. On a 
  12+, instead of getting hold the nearest attacking creature is 
  stymied giving you a clear advantage, the GM will describe it. 
   
  Indomitable 
  When you suffer a debility (even through Bloody Aegis), take  
  +1 forward against whatever caused it. 
   
  Maker of Monster Suits 
  Replaces: Heroic Monster Slayer 
  When you take the skin of a slain monster, you can fashion it 
  into a clumsy shield worth +1 armour or a clumsy suit worth 1 or 
  more armour, the GM will tell you how much (usually 1 or 2 less 
  than the monster had in life). This armour also retains one aspect of 
  the slain monster that you choose to imbue it with. 
   
  Skin of Steel 
  Replaces: Hide Like Iron 
  Armour that you are wearing has +1 armour and weighs 2 less, but 
  not less than zero. Any shield on your arm has +1 armour, too, and 
  counts as 0 weight. 
   
  
  410 
  Warriors 
   
  Armiger Bonds 
  
  __________ has stood by me in battle and can be trusted completely. 
  
  __________ was instrumental in helping me get my armour. 
   
  Armiger Gear 
  Choose one: 
  ○ 
  Plate armour (3 armour, clumsy, 4 weight). 
  ○ 
  Scale mail (2 armour, clumsy, 3 weight) and shield (+1 armour,  
  2 weight). 
   
  Armiger Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  When you make camp, you can repair damaged armour for 1 point 
  of armour. If you have access to a forge, you can restore any suit 
  of broken armour to its original condition. 
   
  Human 
  When you take damage, take +1 armour forward. 
   
  
   
  Warriors 
  411 
   
  
  412 
  Warriors 
   
  Arsenal 
   
  You are a walking arsenal, kitted out with a myriad of murderous 
  implements. Who can stand before your onslaught? For every foe, 
  and every defence, you have the perfect weapon. Until you stand 
  upon a mountain of your discarded blades and handles, 
  surrounded by the conquered, you cannot be stopped. 
   
  
   
  Warriors 
  413 
   
  
  414 
  Warriors 
   
  Compendium Class 
  Once you have collected a dozen different types of exotic weapons 
  and have a story to tell about each of them, you may consider the 
  arsenal specialty an available compendium class. The next time you 
  level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Stats 
  If you choose the arsenal specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Pull Out a Weapon 
  You have a whole arsenal of weapons at your disposal. It is  
  4 weight, and starts with stock +2. While you carry it around, you 
  can instantly produce weapons of any type with the hand, close, or 
  reach tags. When you pull out a more specialized weapon, 
  roll+stock. On a 10+, describe it and choose one option from the 
  list below. On a 7-9, you can still choose one option but you can’t 
  choose that option again until you restock your arsenal by buying 
  more weapons. 
  
  +1 damage. 
  
  2 piercing. 
  
  Forceful and messy. 
  
  Precise. 
  
  Ranged weapon (near, far) with 1 ammo. 
  
  Stun damage. 
  When you pull out and define a specialized weapon, write it 
  down: once you have four, you cannot pull out another until you 
  restock your arsenal. If you lose or give away a weapon from 
  your arsenal, take -1 stock until you restock. When you restock, 
  your arsenal is restored to stock +2 and you can keep one weapon as 
  a separate item. The rest go back into your arsenal, erase them. 
   
  
   
  Warriors 
  415 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Pack Rat 
  Requires: Pull Out a Weapon 
  You have more than just weapons in your arsenal. When you 
  search it for an item that would fit, roll+WIS. On a 10+, you find 
  just the thing as long as it isn’t magical, unique, or valuable. On a 
  7-9, you have just the thing and you take -1 stock or you have 
  something close but not exact. Make do. Anything you pull out 
  counts toward your limit of four specialized weapons. 
   
  Scavenger 
  Requires: Pull Out a Weapon 
  When you collect the weapons of your fallen foes (more than 
  one), it counts as restocking your arsenal. 
   
  A Shield Made of Weapons 
  Requires: Pull Out a Weapon 
  When you defend, you can take -1 stock to get +1 hold. 
   
  Suiting Up 
  Requires: Pull Out a Weapon 
  You can pull out a weapon with two options if you spend a 
  preparation or take -1 stock instead of rolling. 
   
  Swordbreaker 
  Requires: Pull Out a Weapon 
  When you allow your weapons to take the brunt of an attack 
  upon you, the damage is negated but a weapon is destroyed. Take  
  -1 stock and you may not pull out any other weapons of that type 
  until you restock your arsenal. 
   
  
  416 
  Warriors 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Bag of Holding 
  Requires: Pull Out a Weapon 
  You can pull out seven specialized weapons or items before you 
  must restock your arsenal. When you restock, you get stock +3 
  instead of +2. 
   
  Can Opener 
  Requires: Pull Out a Weapon 
  Instead of the 2 piercing option, you can produce a weapon that 
  ignores armour. You may not keep this weapon separate when you 
  restock. 
   
  Superior Arsenal 
  Requires: Pull Out a Weapon 
  When you pull out a weapon, on a 12+, you can choose two 
  options and this weapon doesn’t count toward your limit. 
   
  That’s Not a Knife 
  Requires: Pull Out a Weapon 
  Instead of the +1 damage option, you can produce a weapon that 
  deals +1d6 damage. You may not keep this weapon separate when 
  you restock. 
   
  Arsenal Gear 
  You get your arsenal (4 weight) in addition to whatever your other 
  specialties give you. 
   
  
   
  Warriors 
  417 
   
  Arsenal Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  You can also pull tools out of your arsenal, in addition to weapons, 
  as long as they are used in forging, smithing, gemcutting, mining, or 
  underground survey work. 
   
  Elf 
  You can always pull out a ranged weapon from your arsenal, along 
  with 1 ammo, or a weapon with the hand tag, but pulling out a 
  weapon with the close or reach tags is a specialized weapon. 
  Replace the ranged option with this: 
  
  Close or reach. 
   
  Halfling 
  You always pack a lunch. Instead of pulling out a specialized 
  weapon, you can choose to pull out a tasty ration from your arsenal. 
  If someone eats it, take -1 stock until you restock. 
   
  Human 
  When you restock, you also gain 1 Preparation. 
  
  418 
  Warriors 
   
  Beastmaster 
   
  Nature is red of tooth and claw, but it obeys your call. 
   
  Compendium Class 
  Once you have successfully raised a wild animal from a newborn to 
  an adult, you may consider the beastmaster specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Starting Moves 
  You start with this move: 
   
  Call of the Wild 
  When you summon animals to your presence or to the presence 
  of someone else, choose a type of animal and roll+WIS. On a 10+, 
  they congregate at the location you chose. On a 7-9, they 
  congregate but choose one: 
  
  It takes time for them to gather. 
  
  You are not precise about the location. 
  
  You attract other animals in addition to or instead of those you 
  intended. 
   
  
   
  Warriors 
  419 
   
  
  420 
  Warriors 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  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. 
   
  Familiar 
  When you spout lore about an animal, you can use WIS instead 
  of INT. 
   
  Wild Empathy 
  You can speak with and understand animals. This means you can 
  closely study them and parley with them as if they were people. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Two Minds, One Thought 
  When you touch and animal and push your thoughts into its 
  mind, roll+WIS. On a hit, you can read the animal’s mind and 
  memories, reliving its past and seeing what it has seen. On a 7-9, 
  though, you have trouble separating these memories from your 
  own, and you exhibit some aspects of the animal’s behaviour for a 
  while after you break the link. 
   
  Wild Speech 
  Replaces: Wild Empathy 
  You can speak with and understand any non-magical, non-planar 
  creature. This means you can closely study them and parley with 
  them as if they were people. 
   
  
   
  Warriors 
  421 
   
  Zoologist 
  Replaces: Familiar 
  When you spout lore about an animal, you can use WIS instead 
  of INT. On a 12+, in addition to the normal effects, you get to ask 
  the GM any one question about the subject. 
   
  Beastmaster Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Chaotic 
  Eschew a convention of the civilized world. 
   
  Neutral 
  Teach someone the ways of your people. 
   
  Beastmaster Bonds 
  
  __________ does not understand life in the wild, so I will teach them. 
  
  __________ has tasted my blood and I theirs. We are bound by it. 
  
  __________ smells more like prey than a hunter. 
  
  __________’s ways are strange and confusing. 
   
  Beastmaster Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Antitoxin and dungeon rations (5 uses, 1 weight). 
  ○ 
  Healing potion. 
  ○ 
  Leather armour (1 armour, 1 weight). 
   
  
  422 
  Warriors 
   
  
   
  Warriors 
  423 
   
  Beastmaster Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  Choose one type of cave-dwelling or underground animal: these 
  animals will always answer your call if they are near. Choose one 
  type of bird or aerial creature: these animals will never heed your 
  call, but nor will they arrive unbidden. 
   
  Elf 
  Animals of the Great Forest respect your power. They will never 
  attack you, even if they are unfriendly. 
   
  Halfling 
  Wild Empathy is a starting move for you. 
   
  Human 
  You may summon other humans as if they were animals, though 
  you cannot specify what type (language, class, or gender) to call. 
   
  
  424 
  Warriors 
   
  Blade Dancer 
   
  Battle is an art form and you are its master. 
   
  Compendium Class 
  Once you have mastered the two dozen blade katas, to the 
  satisfaction of a master blade dancer, and constructed your own set 
  of dancing blades, you may consider the blade dancer specialty an 
  available compendium class. The next time you level up, you may 
  add this specialty to your character instead of choosing a move 
  from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Dance of Blades 
  When you enter a fight against multiple foes, roll+DEX. On a 
  10+, hold 3 maneuvers. On a 7-9, hold 2. On a miss, 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 and you or an ally can take +1 forward 
  for exploiting it. 
  
  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. 
   
  
   
  Warriors 
  425 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  On the Move 
  When you defy a danger caused by movement (maybe falling off 
  a narrow bridge or rushing past an armed guard), take +1. 
   
  Viper’s Strike 
  When you strike an enemy with two weapons at once, add an 
  extra 1d4 damage for your off-hand strike. 
   
  Wall of Knives 
  When you are outnumbered, you get +1 armour as long as you 
  have a weapon in hand. 
   
  The Well-Balanced Blade 
  Any blade in your hands counts as having the precise tag. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Right Where I Want to Be 
  Requires: Dance of Blades or Symphony of Battle 
  When you use the dance of blades or symphony of battle 
  moves, add these to your options: 
  
  You escape the clutches of one foe. 
  
  You take a position where only one enemy can fight you at a 
  time. 
   
  
  426 
  Warriors 
   
  Symphony of Battle 
  Replaces: Dance of Blades 
  When you enter a fight against multiple foes, roll+DEX. On a 
  10+, hold 3 maneuvers. On a 7-9, hold 2. On a miss, 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 effects: 
  
  You create an advantage and you or an ally can take +1 ongoing 
  while exploiting it. 
  
  You disengage from melee with all foes. 
  
  You immediately cross the distance between you and one foe. 
  
  You throw of the effects of being stunned, confused, or 
  enchanted. 
   
  Viper’s Fangs 
  Replaces: Viper’s Strike 
  When you strike an enemy with two weapons at once, add an 
  extra +1d8 damage for your off-hand strike. 
   
  Blade Dancer Alignment 
  You may choose one of these instead of a warrior alignment: 
   
  Chaotic 
  Break an unjust law to help someone. 
   
  Evil 
  Destroy something beautiful. 
   
  Lawful 
  Choose honour over personal gain. 
   
  
   
  Warriors 
  427 
   
  Blade Dancer Bonds 
  
  __________ left me in a pinch when they were supposed to come 
  through for me. 
  
  __________ obviously doesn’t trust me, and this needs to change. 
   
  Blade Dancer Gear 
  Choose one blade: 
  ○ 
  Axe (close, 1 weight). 
  ○ 
  Greatsword (close, two-handed, +1 damage, 2 weight). 
  ○ 
  Long sword (close, +1 damage, 2 weight). 
  ○ 
  Pair of throwing knives (thrown, 2 weight). 
  ○ 
  Rapier (close, precise, 2 weight). 
   
  Blade Dancer Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  Add these options to the dance of blades/symphony of battle lists: 
  
  Barge past others to enter melee with a foe. 
  
  Push someone over. 
  
  Take a blow meant for someone else. 
   
  Elf 
  Add this option to the dance of blades list: 
  
  Avoid an attack meant for you. 
   
  Human 
  When you roll for dance of blades (or symphony of battle), on a 
  12+, hold 5 maneuvers. 
   
  
  428 
  Warriors 
   
  Bounty Hunter 
   
  What’s the difference between a kidnapper and a bounty hunter? 
  The one who pays the ransom money! Oh, sorry, I meant reward, of 
  course. I hunt down bad people before they can do bad things and I 
  return them to the rightful authorities. That’s the real difference. 
  Why? You know somebody worth something? 
   
  Compendium Class 
  Once you have tracked down a criminal, captured them, and 
  delivered them to the authorities, you may consider the bounty 
  hunter specialty an available compendium class. The next time you 
  level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Stats 
  If you choose the bounty hunter specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  The Hunter 
  Name someone you want to find, either an individual or a gang that 
  sticks together. When you discern realities while looking for 
  them, on a hit, the GM will also tell you if there is any evidence of 
  their passage, and if so what. On a miss, though, something 
  catches up to you instead, the GM will tell you what. You can only 
  be hunting one target at a time, but you can change that target 
  whenever you want. 
   
  
   
  Warriors 
  429 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  The Bigger They Are 
  When you spout lore about someone you know or you’ve heard 
  of before (your call), on a hit, you can also ask the GM either of 
  these questions and then take +1 forward when acting on the 
  answer. 
  
  How could they be taken? 
  
  What are they worth and to whom? 
   
  The Harder They Fall 
  When you successfully attack someone, you can roll a d6. If you 
  roll your foe’s HP or higher, after they take your damage, you 
  knock them out cold or capture them. 
   
  Official Position 
  You work for the law. When you first enter a civilized 
  settlement, someone in authority will take you in as their guest. 
  Take +1 to parley if you can use your authority as leverage. 
   
  Professional Gossip 
  When you ask around at the local watering-hole or other social 
  nexus and make your profession obvious, roll+CHA. On a hit, 
  you’re told about available work. On a 10+, you’re able to suss out 
  the backgrounds of prospective employers. On a 7-9, you only hear 
  about the most promising job currently available. On a miss, 
  you’re shut out or given bad information. 
   
  
  430 
  Warriors 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Considered It Already 
  Replaces: The Bigger They Are 
  When you spout lore about someone you know or you’ve heard 
  of before (your call), on a hit, you can also ask the GM both of 
  these questions and then take +1 forward when acting on the 
  answers: 
  
  How could they be taken? 
  
  What are they worth and to whom? 
   
  Hellhound on Your Trail 
  Once you have shed someone’s blood, or they have shed yours, 
  you can track them anywhere. No matter where they go you can 
  always find them. 
   
  Wrap It Up 
  Replaces: The Harder They Fall 
  When you successfully attack someone, you can roll a d8. If you 
  roll your foe’s HP or higher, after they take your damage, you 
  knock them out cold or capture them, however you want. 
   
  Bounty Hunter Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Good 
  Show mercy to a captive. 
   
  Lawful 
  Apprehend a dangerous criminal. 
   
  Neutral 
  Gain profit from someone else’s body. 
   
  
   
  Warriors 
  431 
   
  Bounty Hunter Bonds 
  
  I have heard of _________’s exploits and am suitably impressed. 
  
  Me and __________ were both hired by a boss who turned on us. 
   
  Bounty Hunter Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight) and bandages (3 uses, slow). 
  ○ 
  Duelling rapier (close, precise, 2 weight). 
  ○ 
  Dungeon rations (5 uses, 1 weight). 
  ○ 
  Net (reach, stun damage, 2 weight). 
  ○ 
  Shield (+1 armour, 2 weight). 
   
  Bounty Hunter Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  You are blessed with a hardy constitution. While on someone’s 
  trail, you do not need to consume any rations. 
   
  Elf 
  When in the wilderness, you may discern realities with INT 
  instead of WIS. 
   
  Human 
  When you take damage from or are harmed by someone you are 
  hunting, take +1 forward. 
  
  432 
  Warriors 
   
  Captain 
   
  Heavy is the head that wears the crown, and though you may have 
  only a small kingdom—your loyal crew—the responsibility or 
  leadership is still a weighty burden. 
   
  Compendium Class 
  Once you become the leader of a loyal band of sailors, soldiers, or 
  other troops, you may consider the captain specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Starting Moves 
  You start with these two moves: 
   
  Loyal Crew 
  You run a gang. They could be soldiers, pirates, thieves, or 
  mercenaries, but they’re yours and you are their captain and 
  commander. By default, your crew is a medium-sized group  
  (12-15 people), cautious, intelligent, and organized. In the normal 
  course of operations, they obey your orders. 
   
  Choose what type of crew you have: 
  ○ 
  Your crew are a vicious and brutal gang of thugs. Add the 
  savage tag, remove the cautious tag, and roll+STR to command 
  them. 
  ○ 
  Your crew are elite troops, a small-sized group (5-10 people). 
  Roll+WIS to command them. 
  ○ 
  Your crew fights for a cause. Add the idealistic tag and 
  roll+CHA to command them. At your option, you may remove 
  the cautious tag. 
   
  
   
  Warriors 
  433 
   
  Choose two advantages: 
  ○ 
  They control a fortress or headquarters of some kind. 
  ○ 
  They engage in commerce or have jobs. Add the rich tag. 
  ○ 
  They run a ship or caravan. 
  ○ 
  They are not ordinary people, but wondrous creations. Add 
  the construct and/or magical tags. 
  ○ 
  They were summoned by magic. Add the magical and/or 
  planar tags. 
  ○ 
  They’re armed to the teeth, ready for war. 
  ○ 
  They’re skilled infiltrators. Add the stealthy tag. 
  ○ 
  They’re very social and know a lot of people. 
  ○ 
  Your crew is a large-sized group (20-30 people). 
   
  Choose one drawback: 
  ○ 
  They have heretical and possibly anti-social beliefs. 
  ○ 
  They’re a loose-knit group, members come and go. 
  ○ 
  They’re dissolute, hedonistic, and perverse without your 
  guidance. 
  ○ 
  They’re filthy and unwell. Remove the cautious tag. 
  ○ 
  They’re poor, with shoddy equipment and no money. Add the 
  poor tag. 
  ○ 
  You and you crew are in significant debt to someone. 
  ○ 
  Your crew is a small-sized group (5-10 people). 
   
  The Weight of Command 
  When you issue commands to your crew during a charged 
  situation, roll+your command stat. On a 10+, your crew obeys you. 
  On a 7-9, you have a problem to deal with first. Either they 
  demand rewards, fight back, or try to back down until you make an 
  example of one of them or convince them some other way. On a 
  miss, either one of them makes a concerted effort to supplant you 
  as leader or they fall prey to their drawbacks, GM’s choice. 
   
  
  434 
  Warriors 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Lieutenants 
  Requires: Loyal Crew 
  Now, and each time you level up, stat up a member of your crew as 
  a hireling with +1 loyalty and additional points equal to your level. 
   
  Pirates and Thieves 
  When you recruit from a bustling port or a den of thieves, any 
  hirelings you find will take loot, plunder, and pillage as payment, 
  no matter what else they desire. 
   
  Plot a Course 
  When your vessel sets out for a new destination, roll+INT. On a 
  10+, all three. On a 7-9, choose two: 
  
  None of your tinkering causes problems for the vessel. 
  
  The voyage suggests some new improvement for the vessel, the 
  GM will tell you what and how to implement it. 
  
  You get there as soon as could be hoped for. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Captain, My Captain 
  When you publicly impress yourself upon a group of people, by 
  words or deeds, you may spend up to three XP. For each XP spent, 
  the GM chooses an NPC you have impressed and a reaction: 
  
  They back you up, stand by your side, or support your play. 
  
  They come to you with something they think you want, need 
  or could use. 
  
  They come to you with valuable information. 
  
  They fight by your side. 
   
  
   
  Warriors 
  435 
   
  Don’t Be a Dick 
  When you’re around your crew, they treat each other with 
  respect and dignity. If trouble finds them, they’ll react as best they 
  can, as a team. 
   
  Tactical Commander 
  When you direct a unit of troops in the heat of battle, roll+CHA. 
  On a 10+, choose three results from the list below. On a 7-9, 
  choose two. On a miss, choose one anyway, but take -1 forward 
  and your enemies see this unit as their main threat. 
  
  Choose a hazard on the battlefield: Your unit avoids it. 
  
  Choose a location within reach: Your unit gets to it or deep 
  into the troops defending it. 
  
  Choose an enemy unit within reach: Your unit engages them 
  and pins them down. 
  
  Choose an enemy unit you are engaged with: Your unit breaks 
  contact in an orderly fashion. 
  
  You rally them: No member of your unit is shaken or routed. 
   
  Captain Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Evil 
  Upset the rightful order. 
   
  Good 
  Lead others into righteous battle. 
   
  Neutral 
  Make an ally of someone powerful. 
   
  
  436 
  Warriors 
   
  Captain Gear 
  Choose one: 
  ○ 
  Ceremonial sabre (close, 1 weight). 
  ○ 
  Infamous flag or standard. 
  ○ 
  Pet bird. 
  ○ 
  Spyglass (1 weight). 
  ○ 
  Warhorse. 
  ○ 
  Whip (reach, 1 weight). 
   
  Captain Races 
  You may choose one of these instead of a warrior race option: 
   
  Elf 
  In the forest, your crew is always disciplined, self-sufficient, and 
  stealthy. Anywhere else, you can take +1 forward to command 
  them if you promise to take them back to the forest, but they 
  become unruly if you do not comply. 
   
  Human 
  Your crew is very mobile, as is the way of humans. They are trained 
  to operate either a mighty vessel of some sort or on horseback, and 
  possess the necessary gear to travel in this manner. 
  
   
  Warriors 
  437 
   
   
  
  438 
  Warriors 
   
  Champion of Law 
   
  The mighty forces of Law and Order have chosen their champion, 
  and it is you. 
   
  Compendium Class 
  Once you have devoted yourself to the divine principles of law and 
  defeated one of its mightiest enemies, you may consider the 
  champion of law specialty an available compendium class. The next 
  time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Requirements 
  You must be of lawful alignment to take this specialty. 
   
  Starting Moves 
  You start with this move: 
   
  I am the Law 
  When you give an NPC an order based on your authority, 
  roll+CHA. On a hit, they choose one: 
  
  Attack you. 
  
  Back away cautiously, then flee. 
  
  Do what you say. 
  On a 10+, you also take +1 forward against them. On a miss, they 
  do as they please and you take -1 forward against them. 
   
  
   
  Warriors 
  439 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Balance 
  When you deal damage, hold 1 balance. When you touch 
  someone and channel the spirits of life you may spend balance. For 
  each balance spent, heal 1d4 HP. 
   
  Charge! 
  When you lead the charge into combat, those you lead take  
  +1 forward. 
   
  Judge of Character 
  When you parley with someone or discern realities concerning 
  them, you also learn their alignment. 
   
  Voice of Authority 
  Take +1 to order hirelings. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Divine Authority 
  Replaces: Voice of Authority 
  Take +1 forward to order hirelings. Also, on a 12+, the hireling 
  transcends their moment of fear and doubt and carries out your 
  order with particular effectiveness or efficiency. 
   
  Ever Onward 
  Replaces: Charge! 
  When you lead the charge into combat, those you lead take  
  +1 forward and +2 armour forward. 
   
  
  440 
  Warriors 
   
  Evidence of Faith 
  When you see divine magic as it happens, you can ask the GM 
  which deity granted the spell and its effects. Take +1 when acting 
  on the answers. 
   
  Healthy Distrust 
  Whenever the unclean magic wielded by mortal men causes 
  you to defy danger, treat a miss as a 7-9 instead. 
   
  Invoking the Gods of Law 
  When you call upon the gods of law and order, roll+WIS. On a 
  10+, choose two. On a 7-9, choose one. On a miss, neither and the 
  gods are displeased with you: 
  
  The gods display you publicly as their champion. 
  
  The gods point you toward the greatest source of chaos. 
  
  The gods show you one weakness of chaos in this region. 
   
  Champion of Law Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Lawful 
  Advance the interests of the Gods of Law. 
   
  Lawful 
  Bring a villain to justice. 
   
  Champion of Law Bonds 
  
  __________’s misguided behaviour endangers their very soul! 
  
  __________’s ways are strange and confusing. 
  
  I respect the beliefs of __________ but hope they will someday see the 
  true way. 
  
   
  Warriors 
  441 
   
  Champion of Law Gear 
  You get some mark of your faith and choose one additional piece of 
  gear: 
  ○ 
  Dungeon rations (5 uses, 1 weight) and a healing potion. 
  ○ 
  Halberd (reach, +1 damage, two-handed, 2 weight). 
  ○ 
  Long sword (close, +1 damage, 1 weight) and shield (+1 armour, 
  2 weight). 
  ○ 
  Scale mail armour (2 armour, clumsy, 3 weight). 
   
  Champion of Law Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  When you roll for I am the Law, on a hit, you also take  
  +1d4 damage forward against those you are ordering around. 
   
  Human 
  When you pray for guidance, even for a moment, and ask “What 
  here is evil?” the GM will tell you, honestly. 
   
  
  442 
  Warriors 
   
  
   
  Warriors 
  443 
   
  Defender 
   
  You are the wall, the gate, the moat surrounding someone 
  important. You will not falter in your duty, and you will not see 
  them fall before you do. 
   
  Compendium Class 
  Once you have save someone’s life from an overwhelming danger, 
  you may consider the defender specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Meatshield 
  When you are engaged in close combat with an enemy and they 
  make an offensive move against someone else, you may intercept 
  it. Their move affects you instead of its intended target. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Bodyguard 
  When you are protecting a client, add these to the list of discern 
  realities questions: 
  
  How can I get my client out of here? 
  
  What does my client intend to do now? 
  
  What here poses the greatest threat to my client? 
   
  
  444 
  Warriors 
   
  Martyr’s Shield 
  Replaces: Meatshield 
  When anyone within your reach either makes or is subject to 
  an offensive move, you may intercept it. The move affects you 
  instead of the intended target. 
   
  Protection 
  When you defend, you take +2 armour forward. 
   
  Staunch Defender 
  When you defend, you get +1 hold, even on a miss. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Impervious Defender 
  Replaces: Staunch Defender 
  When you defend, you get +1 hold, even on a miss. On a 12+, 
  instead of getting hold, the nearest attacking creature is stymied, 
  giving you a clear advantage. The GM will describe it. 
   
  Over My Dead Body 
  Replaces: Protection 
  When you defend, you take +3 armour forward. 
   
  Superior Bodyguard 
  Replaces: Bodyguard 
  When you discern realities while protecting a client, you may 
  also ask the GM one of these questions, even on a miss: 
  
  How can I get my client out of here? 
  
  What does my client intend to do now? 
  
  What here poses the greatest threat to my client? 
  You may also ask any of these instead of a question from the 
  discern realities list. 
   
  
   
  Warriors 
  445 
   
  Defender Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Good 
  Defend those weaker than you. 
   
  Lawful 
  Fulfill a promise to protect someone during a dangerous journey or 
  situation. 
   
  Defender Bonds 
  
  __________ is on their own. There’s no defending that one. 
  
  I have sworn to guide and protect __________, because of what they 
  have done. 
   
  Defender Gear 
  Choose one: 
  ○ 
  Healing potion. 
  ○ 
  Scale mail armour (2 armour, clumsy, 3 weight). 
  ○ 
  Shield (+1 armour, 2 weight). 
   
  Defender Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  When you take the damage meant for someone else, you get  
  +1 armour. 
   
  Elf 
  When you discern realities while protecting someone, on a hit, 
  you can also ask this question: 
  
  How can I get my ward out of here? 
   
  
  446 
  Warriors 
   
  Destroyer 
   
  Have you come here to conquer? To become a king? No! You have 
  come to destroy! 
   
  Compendium Class 
  Once you have destroyed something that is famous, unique, 
  valuable, and has a longer history than your family does, you may 
  consider the destroyer specialty an available compendium class. 
  The next time you level up, you may add this specialty to your 
  character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  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 make an inordinate amount of noise. 
  
  It doesn’t take a very long time. 
  
  Nothing you value is damaged. 
  
  You can fix the thing again without a lot of effort. 
   
  
   
  Warriors 
  447 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Berserker 
  When you are afflicted by fear, mind control, or enchanting 
  magic, you may ignore the effect as long as you attack the closest 
  enemy in sight. If you have no enemies in sight, the GM chooses 
  who you attack. 
   
  Blood Ill-Tempered 
  When a foe deals damage to you, your next attack against them 
  deals +1d4 damage. 
   
  Crushing Blow 
  When you deal damage to a foe, you can break their weapon, if 
  they have one, or if they have armour, reduce their armour by 1. 
   
  Interrogator 
  When you parley using threats of impending violence as 
  leverage, you may use STR instead of CHA. 
   
  Samson 
  You may take a debility to immediately break free of any physical 
  or mental restraint. 
   
  
  448 
  Warriors 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Fire in the Blood 
  Replaces: Blood Ill-Tempered 
  When a foe deals damage to you, your next attack against them 
  deals +1d8 damage. 
   
  Superior Warrior 
  When you hack and slash, on a 12+, you deal your damage, avoid 
  their attack, and impress, dismay, or frighten your enemy. 
   
  Vandal 
  When you discern realities, on a hit, you may also ask this 
  question in addition to your other questions: 
  
  Who or what here is most vulnerable to me? 
   
  Destroyer Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Chaotic 
  Destroy a symbol or a structure of civilization. 
   
  Evil 
  Destroy something beautiful. 
   
  Lawful 
  Destroy a threat to orderly civilization. 
   
  
   
  Warriors 
  449 
   
  Destroyer Bonds 
  
  __________ has stood by me in battle and can be trusted completely. 
  
  __________ shares my hunger for glory; the earth will tremble at our 
  passing! 
  
  __________ stood up to me and got away with it. That’s how it is, I 
  guess. 
   
  Destroyer Gear 
  You get one weapon of your choice in addition to whatever your 
  other specialties give you. 
   
  Destroyer Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  Once per battle you may reroll a single damage roll (yours or 
  someone else’s). 
   
  Human 
  When you attack a foe, you may roll a d6 for your damage die 
  instead of a d10, and permanently lower your enemy’s armour by 1. 
   
  
  450 
  Warriors 
   
  Duellist 
   
  Ah, the duel! A fully self-contained, one-on-one lethal contest of 
  skill. Could there be any endeavour more refined or exciting? I 
  think not! 
   
  Compendium Class 
  Once you have won a duel with an opponent whose martial 
  abilities are more renowned than yours, you may consider the 
  duellist specialty an available compendium class. The next time 
  you level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Starting Moves 
  You start with these two moves: 
   
  En Garde! 
  When you single out a foe in combat, you engage them in a one-
  on-one duel, whether they like it or not. After a duel begins, the 
  following things are true: 
  
  If they break off the duel before either of you are defeated, 
  take +1 forward against them and they count as defeated if you 
  encounter them again. 
  
  If they break off the duel to attack someone else, you may 
  also deal your damage to them for their insolence. 
  
  If you break off the duel before either of you are defeated, 
  take -1 forward against them and consider yourself defeated. 
  Having allies enter the fight on your side counts as breaking off 
  the duel. 
   
  Keeping Score 
  The first time you encounter a foe again after being defeated by 
  them, take -1 forward. The first time you encounter a foe again 
  after defeating them, take +1 forward. 
  
   
  Warriors 
  451 
   
  
  452 
  Warriors 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Duellist’s Parry 
  When you hack and slash, you take +1 armour forward. 
   
  Exterminatus 
  When you speak aloud your promise to defeat an enemy, you 
  deal +2d4 damage against that enemy and -4 damage against anyone 
  else. This effect lasts until the enemy is defeated. If you fail to 
  defeat the enemy or give up the fight, you can admit your failure, 
  but the effect continues until you find a way to redeem yourself. 
   
  Eye for Technique 
  Once you have fought against someone, take +1 forward to 
  discern realities about them. If they defeated you, instead take  
  +1 ongoing to discern realties about them until you defeat them. 
   
  The Field at Dawn 
  When you challenge someone to a duel, if they either refuse or 
  fail to appear, choose one: 
  
  They lose the respect of their peers. 
  
  They lose the respect of your peers. 
   
  How Can You Hope to Defeat Me? 
  When you encounter a foe you have previously defeated, hold 
  three as if you had defended against them and made the roll with a 
  10+. 
   
  
   
  Warriors 
  453 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Duellist’s Block 
  Replaces: Duellist’s Parry 
  When you hack and slash, you take +2 armour forward. 
   
  Gladiator 
  When you duel an opponent in front of an audience, roll+CHA. 
  On a 10+, choose two NPCs who cannot help but be impressed. 
  On a 7-9, choose one. For each impressed NPC, the GM chooses 
  one: 
  
  They admire you and will seek you out. 
  
  They desire your services. 
  
  They will defend you or your reputation publicly. 
   
  Respected Duellist 
  Replaces: The Field at Dawn 
  When you challenge someone to a duel, if they either refuse or 
  fail to appear, they lose the respect of both their own peers, and 
  yours. Additionally, you may sully their reputation amongst the 
  general public, if you choose to make their failure widely known. 
   
  So, We Meet Again 
  When you encounter a foe who defeated you previously, say 
  what you have learned since then and spend up to 3 XP to prove it. 
  Then roll+XP spent. On a 10+, ask the GM two questions about 
  your foe and take +1 ongoing when acting on the answers. On a  
  7-9, ask one. On a miss, you have learned nothing! Whatever you 
  roll, if you are the victor this time, take back 1 XP that you spent. 
   
  
  454 
  Warriors 
   
  Duellist Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Evil 
  Publicly humiliate an enemy. 
   
  Good 
  Duel a villain on behalf of someone you respect or care about. 
   
  Duellist Bonds 
  
  For complicated reasons, I cannot face __________ in a duel, even 
  though I would like to. 
  
  I have duelled __________ before. 
   
  
   
  Warriors 
  455 
   
  Duellist Gear 
  Choose one or two: 
  ○ 
  Adventuring gear (5 uses, 1 weight) and bandages (3 uses, slow). 
  ○ 
  Duelling rapier (close, precise, 2 weight). 
  ○ 
  Net (reach, stun damage, 2 weight). 
  ○ 
  Pistol (close, 1 weight) and shot and powder (3 ammo, 1 weight). 
  ○ 
  Shield (+1 armour, 2 weight). 
  ○ 
  Trident (reach, 1 piercing, 2 weight). 
   
  Duellist Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  When you get +1 forward because of a duel, you may take  
  +1d6 damage forward instead. 
   
  Elf 
  When you engage in a duel, you may consider any weapon you 
  use to have the precise tag. 
   
  Human 
  When you have been defeated by an opponent, you gain  
  +1 armour against their attacks in the future, until you defeat them. 
   
  
  456 
  Warriors 
   
  Friend of the Wild 
   
  You are not alone in the world. You have an animal friend who 
  accompanies you wherever you go. 
   
  Compendium Class 
  Once you have befriended a wild animal, you may consider the 
  friend of the wild specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Stats 
  If you choose the friend of the wild specialty, reduce your base 
  damage by one die size, but not lower than d4. 
   
  Starting Moves 
  You start with both moves: 
   
  Animal Companion 
  You have a supernatural connection with a loyal animal. You can’t 
  talk to it per se but it always acts as you wish it to. 
   
  Name your animal companion and choose a species: 
  Bear, cat, cougar, dog, eagle, hawk, mule, owl, pigeon, rat, or wolf. 
   
  Choose a base: 
  
  Cunning +1, Ferocity +2, Instinct +1, 1 Armour 
  
  Cunning +1, Ferocity +3, Instinct +2, 1 Armour 
  
  Cunning+2, Ferocity +1, Instinct +1, 1 Armour 
  
  Cunning +2, Ferocity +2, Instinct +1, 0 Armour 
   
  Choose as many strengths as its ferocity: 
  Adaptable, burly, calm, camouflage, careful, fast, ferocious, huge, 
  intimidating, keen senses, quick reflexes, stealthy, tireless. 
  
   
  Warriors 
  457 
   
  Choose as many weaknesses as its instinct: 
  Broken, flighty, forgetful, frightening, lame, savage, slow, stubborn. 
   
  Your animal companion is trained to fight humanoids. Choose 
  as many additional trainings as its cunning: 
  Fight monsters, guard, hunt, labour, perform, scout, search, travel. 
   
  Command 
  When you work with your animal companion on something it’s 
  trained in… 
  
  …and you attack the same target, add its ferocity to your 
  damage. 
  
  …and you discern realities, add its cunning to your cunning. 
  
  …and you parley, add its cunning to your roll. 
  
  …and you take damage, add its armour to your armour. 
  
  …and you track, add its cunning to your roll. 
  
  …and someone interferes with you, add its instinct to their roll. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  My Best Friend 
  When you allow your animal companion to take a blow that 
  was meant for you, the damage is negated and your animal 
  companion’s ferocity is reduced to zero. If its ferocity is already zero 
  you can’t use this ability. When you have a few hours rest with 
  your animal companion its ferocity returns to normal. 
   
  Two Are Better Than One 
  When you undertake a perilous journey, you can take two roles 
  (one for yourself and one for your animal companion). You make 
  separate rolls for each. 
   
  
  458 
  Warriors 
   
  Well-Trained 
  Choose another training for your animal companion. 
   
  Wild Empathy 
  You can speak with and understand animals. This means you can 
  closely study and parley with them as if they were people. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Special Trick 
  Choose one move from another class. So long as you are working 
  with your animal companion you have access to that move. 
   
  Striders Two 
  Replaces: Two Are Better Than One 
  When you undertake a perilous journey, you can take two roles 
  (one for yourself and one for your animal companion). Roll twice 
  and use the better result for both roles. 
   
  Unnatural Ally 
  Your animal companion is a monster, not an animal. Describe it. 
  Give it an additional +2 ferocity and +1 instinct, plus a new training. 
   
  Wild Speech 
  Replaces: Wild Empathy 
  You can speak with and understand any non-magical, non-planar 
  creature. This means you can closely study and parley with them as 
  if they were people. 
   
  
   
  Warriors 
  459 
   
  Friend of the Wild Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Chaotic 
  Eschew a convention of the civilized world. 
   
  Neutral 
  Teach someone the ways of your people. 
   
  Friend of the Wild Bonds 
  
  __________ is a friend of nature, so I will be their friend as well. 
  
  My companion seems to like __________. They must be someone I 
  can trust. 
   
  Friend of the Wild Gear 
  You get dungeon rations (5 uses, 1 weight) in addition to whatever 
  else your specialties give you. Your animal companion can eat these 
  rations, whatever they are. 
   
  Friend of the Wild Races 
  You may choose one of these instead of a warrior race option: 
   
  Elf 
  When you undertake a perilous journey through the 
  wilderness, whatever job you take you succeed as if you rolled a 
  10+. 
   
  Human 
  Your animal companion can also speak like a human. 
  
  460 
  Warriors 
   
  Gorgon 
   
  The face of the gorgon is the face of death, the face of fear, the face 
  that turns limbs to stone before they are hewn away by claws of 
  brass. This face is your face. 
   
  Compendium Class 
  Once you have dedicated the slaying of an enemy to the gorgons, 
  while wearing their face on your breastplate or shield, you may 
  consider the gorgon specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  What Are You Waiting For? 
  When you cry out a challenge to your enemies, roll+CON. On a 
  10+, they treat you as the most obvious threat to be dealt with and 
  ignore your companions, take +2 damage ongoing against them. On 
  a 7-9, only a few (the weakest or most foolhardy among them) fall 
  prey to your taunting. 
   
  
   
  Warriors 
  461 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Berserker 
  When you are afflicted by fear, mind control, or enchanting 
  magic, you may ignore the effect as long as you attack the closest 
  enemy in sight. If you defeat the cause of such influence, the effect 
  ends. 
   
  Gorgoneion 
  When you draw the face of the gorgon on an object or a 
  location, it will remain unmolested by animals, vermin, and 
  incidental magical influence. If the object or location is also being 
  targeted by a group of attackers, thieves, or vandals, roll+WIS. On a 
  10+, as a group, they stay away. On a 7-9, they stay away for now, 
  but only until they can get someone else to remove the gorgoneion. 
   
  Petrifying Visage 
  Requires: What Are You Waiting For? 
  When you cry out a challenge to your enemies, on a hit, they 
  also hesitate for a moment and allow you to make the next move 
  unimpeded. 
   
  Seeing Red 
  When you discern realities during combat, you take +1. 
   
  
  462 
  Warriors 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Evil Eye 
  Requires: Seeing Red 
  When you enter combat, roll+CHA. On a 10+, hold 2. On a  
  7-9, hold 1. Spend a hold to make eye contact with an NPC present, 
  who freezes or flinches and can’t act until you break it off. On a 
  miss, your enemies immediately identify you as their biggest threat. 
  If you have the gorgoneion painted on your shield, you can use its 
  eyes instead of your own. 
   
  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 miss, you see your own death and 
  consequently take -1 ongoing throughout the battle. 
   
  War Cry 
  When you enter battle with a show of force (a shout, a rallying 
  cry, etc), roll+CHA. On a 10+, both. On a 7-9, one or the other: 
  
  Your allies are rallied and take +1 forward. 
  
  Your enemies feel fear and act accordingly (avoiding you, 
  hiding, attacking with fear-driven abandon, etc). 
   
  
   
  Warriors 
  463 
   
  Gorgon Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Chaotic 
  Eschew a convention of the civilized world. 
   
  Evil 
  Convince a terrorized enemy to spread tales of your wrath. 
   
  Gorgon Bonds 
  
  _________ has plenty of potential, but is yet untested. 
  
  __________ needs to respect me more than they do right now. 
   
  Gorgon Gear 
  Choose one: 
  ○ 
  Leather armour (1 armour, 1 weight) with the gorgoneion on 
  the breastplate. 
  ○ 
  Shield (+1 armour, 2 weight) with the gorgoneion on it. 
   
  
  464 
  Warriors 
   
  Insatiable 
   
  Too much is never enough. 
   
  Compendium Class 
  Once you have compared your appetites to a hundred others and 
  been proven the most covetous, the most desirous, the most 
  insatiable, you may consider the insatiable specialty an available 
  compendium class. The next time you level up, you may add this 
  specialty to your character instead of choosing a move from your 
  class. 
   
  Starting Moves 
  You start with 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. While pursuing one of your appetites, if you would 
  roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is 
  the higher die of the pair, the GM will also introduce a 
  complication or danger that comes about due to your heedless 
  pursuits. 
  ○ 
  Conquest. 
  ○ 
  Discovering secrets. 
  ○ 
  Fame and glory. 
  ○ 
  Mortal pleasures. 
  ○ 
  Power over others. 
  ○ 
  Pure destruction. 
  ○ 
  Riches and property. 
   
  
   
  Warriors 
  465 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Eye for Loot 
  When you see or come to know about a thing you want, 
  roll+INT. On a 10+, ask the GM three questions about it from the 
  list below. On a 7-9, ask two. On a miss, ask one anyway, but your 
  desire is betrayed to everyone who cares (and some who don’t): 
  
  What happened to it recently? 
  
  What is it really worth, all things considered? 
  
  What protects it and keeps it where it is? 
  
  Who will try to keep it from me? 
  
  Who will want it once it is mine? 
   
  Indestructible Hunger 
  Requires: Herculean Appetites 
  When you take damage, you can choose to take -1 ongoing until 
  you sate one of your appetites instead of taking the damage. If you 
  already have this penalty you cannot choose this option. 
   
  Khan of Khans 
  Requires: Herculean Appetites 
  Your hirelings always accept the gratuitous fulfillment of one of 
  your appetites as payment. 
   
  Still Hungry 
  Requires: Herculean Appetites 
  Choose an additional appetite. 
   
  
  466 
  Warriors 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  I Must Have It! 
  Requires: Eye for Loot 
  When you use your eye for loot, on a 12+, ask the GM an 
  additional question, any question, about the thing you want. 
   
  More! Always More! 
  Requires: Herculean Appetites 
  When you satisfy an appetite to the extreme (destroying 
  something unique and significant, gaining enormous fame, 
  riches, power, etc), you may choose to resolve it. Cross it off the 
  list and mark XP. While you may pursue that appetite again, you 
  no longer feel the burning desire you once did. In its place, choose 
  a new appetite from the list or write your own. 
   
  Obsession 
  Requires: Herculean Appetites 
  When you discern realities, on a hit, the GM will also tell you if 
  you can indulge one of your appetites here, and if so, how. 
   
  Insatiable Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Chaotic 
  Eschew a convention of the civilized world. 
   
  Neutral 
  Convince someone else to help you sate your appetites. 
   
  
   
  Warriors 
  467 
   
  Insatiable Bonds 
  
  __________ has helped me slake my hungers before. I must keep them 
  close by! 
  
  __________ shares my hunger for glory; the earth will tremble at our 
  passing! 
   
  Insatiable Gear 
  You get an item that symbolizes your insatiable appetites, in 
  addition to whatever your other specialties give you. Describe it. 
   
  Insatiable Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  When you defend yourself while in pursuit of your appetites, 
  you get +1 hold, even on a miss. 
   
  Elf 
  While in pursuit of your appetites, you may consider any weapon 
  you wield to have the precise tag. 
   
  Human 
  When you get your hands on an item demanded by your 
  appetites, you may ask one question about it from the eye for loot 
  list, even if you do not have the move. 
   
  
  468 
  Warriors 
   
  
   
  Warriors 
  469 
   
  Ranger 
   
  The wilds are your home. 
   
  Compendium Class 
  Once you have protected a patch of wilderness from intruders, 
  poachers, and villains for a year and a day, you may consider the 
  ranger specialty an available compendium class. The next time you 
  level up, you may add this specialty to your character instead of 
  choosing a move from your class. 
   
  Stats 
  If you choose the ranger specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Hunt and Track 
  When you follow a trail of clues left behind by passing 
  creatures, roll+WIS. On a hit, you follow the creature’s trail until 
  there’s a significant change in its direction or mode of travel. On a 
  10+, you also choose one: 
  
  Determine what caused the trail to end. 
  
  Gain a useful bit of information about your quarry, the GM 
  will tell you what. 
   
  
  470 
  Warriors 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Camouflage 
  When you keep still in natural surroundings, enemies never 
  spot you until you make a movement. 
   
  Communion of Whispers 
  When you spend time in a place, making note of its resident 
  spirits and calling on the spirits of the land, roll+WIS. You will 
  be granted a vision of significance to you, your allies, and the spirits 
  around you. On a 10+, the vision will be clear and helpful to you. 
  On a 7-9, the vision is unclear, its meaning murky. On a miss, the 
  vision is upsetting, frightening, or traumatizing. The GM will 
  describe it. Take -1 forward. 
   
  Familiar Prey 
  When you spout lore about a monster, you can roll with WIS 
  instead of INT. 
   
  Follow Me 
  When you undertake a perilous journey, you can take two roles. 
  You make a separate roll for each. 
   
  A Safe Place 
  When you set the watch for the night, everyone takes +1 to take 
  watch. 
   
  Wild Empathy 
  You can speak with and understand animals. This means you can 
  closely study and parley with them as if they were people. 
   
  
   
  Warriors 
  471 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Hunter’s Prey 
  Replaces: Familiar Prey 
  When you spout lore about a monster, you can roll with WIS 
  instead of INT. On a 12+, in addition to the normal effects, you get 
  to ask the GM any one question about the subject. 
   
  Observant 
  When you hunt and track, on a hit you may also ask one question 
  about the creature you are tracking from the discern realities list for 
  free. 
   
  A Safer Place 
  Replaces: A Safe Place 
  When you set the watch for the night, everyone takes +1 to take 
  watch. After a night in camp when you set the watch, everyone 
  takes +1 forward. 
   
  Strider 
  Replaces: Follow Me 
  When you undertake a perilous journey, you can take two roles. 
  Roll twice and use the better result for both roles. 
   
  Weather Sense 
  When you are under open skies when the sun rises, the GM will 
  ask you what the weather will be that day. tell them whatever you 
  like, it comes to pass. 
   
  Wild Speech 
  Replaces: Wild Empathy 
  You can speak with and understand any non-magical, non-planar 
  creature. This means you can closely study them and parley with 
  them as if they were people. 
   
  
  472 
  Warriors 
   
  Ranger Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Chaotic 
  Eschew a convention of the civilized world. 
   
  Good 
  Endanger yourself to combat an unnatural threat. 
   
  Neutral 
  Help an animal or spirit of the wild. 
   
  Ranger Bonds 
  
  __________ does not understand life in the wild, so I will teach them. 
  
  __________ has no respect for nature, so I have no respect for them. 
  
  __________ once talked me into guiding some halflings on the run 
  through dangerous territory, and never thanked me properly 
  for it. 
  
  I have guided __________ before and they owe me for it. 
  
  I have shown __________ a secret rite of the land. 
   
  Ranger Gear 
  You get adventuring gear (5 uses, 1 weight) and choose one: 
  ○ 
  Bundle of arrows (3 ammo, 1 weight). 
  ○ 
  Dungeon rations (5 uses, 1 weight). 
  ○ 
  Leather armour (1 armour, 1 weight). 
  ○ 
  Magnificent fur cloak. 
   
  
   
  Warriors 
  473 
   
  Ranger Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  When you hunt and track a creature, you also take +1 forward 
  against it. 
   
  Elf 
  When you undertake a perilous journey through the 
  wilderness, whatever job you take you succeed as if you rolled a 
  10+. 
   
  Human 
  When you make camp in a dungeon or city, you don’t need to 
  consume a ration. 
   
  
  474 
  Warriors 
   
  Sharpshooter 
   
  Danger is a greedy mistress, always lurking near adventurers, ever 
  ready to cut them down. And she always gets what she wants in the 
  end. So why give her any more chances to take your life? Only a 
  fool fights an enemy close in. Better to stay away and pick them off 
  from afar. 
   
  Compendium Class 
  Once you have won a sharpshooting contest against multiple 
  opponents generally considered the best in their field—and 
  certainly better than you—you may consider the sharpshooter 
  specialty an available compendium class. The next time you level 
  up, you may add this specialty to your character instead of choosing 
  a move from your class. 
   
  Stats 
  If you choose the sharpshooter specialty, lower your maximum HP 
  by 2, but not lower than 4+Constitution. 
   
  Starting Moves 
  You start with this move: 
   
  Called Shot 
  When you attack a surprised or defenceless enemy at range, 
  you can choose to deal your damage or name your target and 
  roll+DEX. On a hit, choose your target: 
  
  Arms: They drop anything they’re holding. 
  
  Head: They do nothing but stand and drool for a few 
  moments. 
  
  Legs: They’re hobbled and slow moving. 
  On a 10+, also deal your damage. 
  
   
  Warriors 
  475 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Blot Out the Sun 
  When you volley, you may spend extra ammo before rolling. For 
  each point of ammo spent you may choose an extra target. Roll 
  once and apply damage to all targets. 
   
  Camouflaged Position 
  When you strike with a ranged weapon from hiding, your first 
  shot never gives away your position. 
   
  Counterstrike 
  When you expend your ammo to defend against enemy missile 
  attacks, take +1 for each ammo expended (but no more than  
  +3 total). 
   
  Eagle-Eyed 
  When you observe a far-off location, roll+INT. On a 10+, you 
  may ask three questions from the discern realities list about that 
  location. On a 7-9, ask two. On a miss, you may still ask one, but 
  you are distracted and taking your time while you do it. 
   
  Witch Darts 
  If you attach a piece of your target—blood, hair, nails—to a 
  missile, if they are within range when you let it loose, it will always 
  hit them. 
   
  
  476 
  Warriors 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Darts of Apollo 
  If a wound caused by one of your missiles is not treated by a 
  skilled healer, it will fester and kill the victim. You can specifically 
  choose to loose a clean missile instead and avoid this result. 
   
  Smaug’s Belly 
  When you know your target’s weakest point, your missile 
  weapons have +2 piercing. 
   
  Snapshot 
  If you are pushed over, swarmed by enemies, or take a blow 
  that reduces your HP to zero, you’re fast enough to get off one 
  last shot. Deal your damage to any one foe. 
   
  Strong Arm, True Aim 
  You can throw any melee weapon, using it to volley. A thrown 
  melee weapon is gone from your possession; you can never choose 
  to reduce ammo on a 7-9. 
   
  Sharpshooter Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Chaotic 
  Defeat a tyrant. 
   
  Neutral 
  Defeat an enemy without getting close to them. 
   
  
   
  Warriors 
  477 
   
  Sharpshooter Gear 
  Choose one: 
  ○ 
  Hunter’s bow (near, far, 1 weight) and a bundle of arrows  
  (3 ammo, 1 weight). 
  ○ 
  Ragged bow (near, 2 weight) and two bundles of arrows  
  (6 ammo, 2 weight). 
  ○ 
  Rifle (near, far, 2 weight) and powder and shot (3 ammo,  
  1 weight). 
   
  Sharpshooter Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  When you make a called shot, you can also choose to knock your 
  enemy over or off balance. 
   
  Elf 
  Eagle-Eyed is a starting move for you. 
   
  Halfling 
  When you attack with a ranged weapon, deal +2 damage. 
   
  
  478 
  Warriors 
   
  
   
  Warriors 
  479 
   
  Slayer 
   
  Murder at your every footstep. Blood’s cheap, it’s everywhere. 
   
  Compendium Class 
  Once you have eaten the still-beating heart of an enemy you have 
  slain and drunk their blood from a goblet made from their skull, 
  you may consider the slayer specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Spill the Blood 
  When you deal damage to an enemy, hold 1 blood. When you 
  have a moment to rest, you can spend all your blood on yourself 
  or feed it to someone else, healing 1d6+blood damage. If you go a 
  day without dealing damage to an enemy, lose all the blood you 
  have gained. 
   
  
  480 
  Warriors 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Blood Red 
  Requires: Spill the Blood or Reign in Blood 
  In combat, you can spend your blood, 1-for-1 to: 
  
  Block a blow meant for someone else. You take the damage 
  instead. 
  
  Disarm a foe. 
  
  Free yourself from constraints or bonds. 
  
  Increase the damage of one attack by +1. 
   
  Die by the Sword 
  When you take your last breath and either miss or refuse 
  Death’s bargain, you can still come back to life, but Death will take 
  you during the next combat you participate in, somehow, some 
  way, no matter what. 
   
  Merciless 
  When you deal damage to something that can bleed, deal  
  +1d4 damage. 
   
  South of Heaven 
  When you have less than half your maximum hit points left, 
  your attacks gain the forceful and messy tags and you deal  
  +1d6 damage. 
   
  
   
  Warriors 
  481 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Angel of Death 
  Requires: Spill the Blood or Reign in Blood 
  When you hack and slash or volley, you may spend blood before 
  rolling. For each blood you spend choose an extra target. Roll once 
  and apply damage to all targets, but gain no blood for this attack. 
   
  Bloodthirsty 
  Replaces: Merciless 
  When you deal damage to something that can bleed, deal  
  +1d8 damage. 
   
  Reign in Blood 
  Replaces: Spill the Blood 
  When you deal damage to an enemy, hold 1 blood. When you 
  have a moment to rest, you can spend all your blood on yourself 
  or feed it to someone else, healing 1d6 damage per blood. If you go 
  a day without dealing damage, lose all the blood you have gained. 
   
  Slayer Bonds 
  
  __________ has tasted my blood and I theirs. We are bound by it. 
  
  __________ saw me kill someone important. 
  
  If I am the spirit of Death, __________ is the spirit of Life. They must 
  survive this danger, no matter what. 
   
  Slayer Gear 
  Choose one or more: 
  ○ 
  Axe (close, 1 weight). 
  ○ 
  Curved sword (close, 1 weight). 
  ○ 
  Rapier (close, precise, 1 weight). 
  ○ 
  Ritual dagger (hand, 1 weight). 
  ○ 
  Spear (reach, thrown, near, 1 weight). 
  ○ 
  Throwing dagger (thrown, near, 0 weight). 
  
  482 
  Warriors 
   
  Slayer Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  Choose a type of monster that is your enemy. All your attacks 
  against this type of monster gain the forceful and messy tags. 
   
  Elf 
  Choose a type of monster that is your enemy. When you deal 
  damage to this type of monster, deal +1d4 damage. 
   
  Halfling 
  When you have less than 5 blood and you deal damage at range, 
  gain 2 blood instead of 1. 
   
  Human 
  When you attack, you may deal +1d4 damage if you also take  
  1d4 damage (ignores armour). You still get 1 blood for dealing 
  damage. 
  
   
  Warriors 
  483 
   
  
  484 
  Warriors 
   
  Standard Bearer 
   
  The mascot, the rally point, a beacon of light in the darkness of 
  war—that’s you. You are the hope and pride that binds these 
  soldiers together. 
   
  Compendium Class 
  Once you have been appointed the standard bearer for a mighty 
  lord whom you feel an intense loyalty towards, you may consider 
  the standard bearer specialty an available compendium class. The 
  next time you level up, you may add this specialty to your character 
  instead of choosing a move from your class. 
   
  Stats 
  If you choose the standard bearer specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  Standard 
  You have a symbol of some kind that you use to inspire others—
  maybe not a literal standard, but something visible and obvious. 
  When you raise your standard in support of a cause, anyone 
  who joins that cause gains 1d6 temporary hit points until you lower 
  your standard (by your own choice or not) or they turn away from 
  your cause. Any damage they take must reduce these temporary hit 
  points before being applied to their own hit points. 
   
  
   
  Warriors 
  485 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  All for One 
  As long as you wear no armour and carry no shield, allies in 
  your presence who defend get +1 hold, even on a miss. 
   
  And One for All 
  At the end of a session, if any other PC defended you or fought to 
  keep you safe while your standard was raised, they each mark XP. If 
  you lent any of them aid while they did so, you can mark XP, too. 
   
  Battlefield Grace 
  When you help someone with aid, take +2 armour forward. 
   
  A Little Help From my Friends 
  When you successfully aid someone, you take +1 forward as well. 
   
  Staunch Defender 
  When you defend, you always get +1 hold, even on a miss. 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Exemplar 
  Requires: Standard 
  When you raise your standard, choose one of your special moves. 
  Any of your allies can use this move while they fight by your side, 
  until you lower your standard. 
   
  Gold Standard 
  Requires: Standard 
  Those who join the cause you raise your standard for gain  
  2d6 temporary hit points, instead of 1d6. 
  
  486 
  Warriors 
   
  Impervious Defender 
  Replaces: Staunch Defender 
  When you defend, you always get +1 hold, even on a miss. On a 
  12+, instead of getting hold the nearest attacking creature is 
  stymied giving you a clear advantage, the GM will describe it. 
   
  Stand Together 
  When you show your standard and rally your allies, roll+CHA. 
  On a hit, they hear you and answer. Choose one: 
  
  NPCs act at a distinct advantage; their next action as a group is 
  a success. 
  
  One of your allies heals 1d8 damage. 
  
  PCs take +1 forward if they rally to your standard. 
  Additionally, on a 10+, your enemy is also taken aback and either 
  hesitates or fails to take advantage of the situation. 
   
  Standard Bearer Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Good 
  Ignore danger to aid another. 
   
  Lawful 
  Choose honour over personal gain. 
   
  Neutral 
  Survive a battle without having to fight anyone. 
   
  Standard Bearer Bonds 
  
  __________ has defended me before. I can trust them. 
  
  __________ proved a worthy ally in the last war, even considering that 
  one mistake they made. 
   
  
   
  Warriors 
  487 
   
  Standard Bearer Gear 
  You get your standard (2 weight) in addition to whatever your 
  other specialties give you. 
   
  Standard Bearer Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  Your standard grants 1d8 temporary hit points, instead of 1d6 (and 
  gold standard grants 2d8 instead of 2d6). 
   
  Human 
  When you raise your standard, anyone who was previously your 
  enemy can choose to gain either +1 armour for the remainder of the 
  fight, or +1 forward, in addition to the 1d6 temporary hit points, if 
  they choose to fight on your side this time. 
   
  
  488 
  Warriors 
   
  Strongarm 
   
  I am Muscle Wizard, I cast fist! 
   
  Compendium Class 
  Once you have successfully completed three tests of legendary 
  strength—such as wrestling a bear, walking a mile with a boulder 
  on your back, or tearing down the walls of a city, for example—you 
  may consider the strongarm specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Stats 
  If you choose the strongarm specialty, you get +2 load. 
   
  Starting Moves 
  You start with this move: 
   
  Musclebound 
  While you wield a weapon, it gains the forceful and messy tags. 
   
  And either one of these two moves: 
   
  Unencumbered, Unharmed 
  So long as you are below your Load and neither wear armour 
  nor carry a shield, take +1 armour. Show off those muscles. 
   
  The Upper Hand 
  You are so strong you take +1 ongoing to last breath rolls. When 
  you take your last breath, on a 7-9, you make an offer to Death in 
  return for your life. If Death accepts, she will return you to life. If 
  not, you die. 
   
  
   
  Warriors 
  489 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Interrogator 
  When you parley using threats of impending violence as 
  leverage, you may use STR instead of CHA. 
   
  My Love for You is Like a Truck 
  When you perform a feat of strength, name someone present 
  whom you have impressed and take +1 forward to parley with them. 
   
  Samson 
  You may take a debility to immediately break free of any physical 
  or mental restraint. 
   
  Smash! 
  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. 
   
  Submission Hold 
  When you get your hands on someone, your next attack against 
  them deals +1d4 damage. 
   
  
  490 
  Warriors 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  A Good Day to Die 
  As long as you have less than your CON in current HP (or 1, 
  whichever is higher), take +1 ongoing. 
   
  Hands Like a Vise 
  Replaces: Submission Hold 
  When you get your hands on someone, your next attack against 
  them deals +1d8 damage. 
   
  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. 
   
  Too Brave to Die 
  Requires: Unencumbered, Unharmed or The Upper Hand 
  You had only one before, now you have both Unencumbered, 
  Unharmed and the Upper Hand. 
   
  Strongarm Bonds 
  
  __________ is puny and foolish, but amusing to me. 
  
  __________ is soft, but I will make them hard like me. 
  
  __________ stood up to me and got away with it. That’s how it is, I 
  guess. 
   
  
   
  Warriors 
  491 
   
  Strongarm Gear 
  Choose one: 
  ○ 
  Adventuring gear (5 uses, 1 weight). 
  ○ 
  Net (reach, stun damage, 2 weight). 
  ○ 
  Pair of giant weights (4 weight). 
  ○ 
  Trophy (1 weight). 
   
  Strongarm Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  As long as you are touching the ground, you cannot be moved by 
  attacks that also deal damage. 
   
  Human 
  When you attack with a thrown weapon, deal +1d4 damage. 
   
  
  492 
  Warriors 
   
  Veteran 
   
  How many battles have you fought, now? You hardly remember 
  anymore. Life is war. 
   
  Compendium Class 
  Once you have survived enough battles to think that the business 
  of war is perfectly normal and not the insane shitstorm it actually 
  is, you may consider the veteran specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Stats 
  If you choose the veteran specialty, you get +1 load. 
   
  Starting Moves 
  You start with this move: 
   
  The Good Soldier 
  When you aid an ally in a fight, they take +2 instead of +1 as well 
  as +1d4 damage forward. When a hireling aids you in a fight, you 
  deal an additional +1d4 damage. 
   
  
   
  Warriors 
  493 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  A Little Help From my Friends 
  When you successfully aid someone, you take +1 forward as well. 
   
  Scout 
  When you spout lore about a military unit or situation you 
  have observed, you may use WIS instead of CHA. Anyone acting 
  on your information takes +1 forward. 
   
  Setup Strike 
  When you hack and slash, choose an ally. Their next attack 
  against your target does +1d4 damage. 
   
  Skirmisher 
  When you enter a battle, roll+WIS. On a 10+, hold 3. On a  
  7-9, hold 2. On a miss, hold 1 anyway, but take -1 forward and your 
  enemies see you as their main threat. During the battle, spend a 
  hold to: 
  
  Choose a character that can see or hear you and direct them 
  out of a bad position. 
  
  Choose a character within your reach and lure them into a bad 
  position. 
  
  Choose a character within your reach and redirect their attack. 
  
  Choose a character you can see or hear. You reach them before 
  they can react. 
   
  
  494 
  Warriors 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Battle Plans 
  When you make a plan before a battle, roll+WIS. On a 10+,  
  hold 3. On a 7-9, hold 2. On a miss, hold 1 anyway, because you’ll 
  need it when everything goes to hell. Spend a hold at any time 
  before the end of the battle to declare a plan of action. Anyone 
  pursuing that plan of action takes +1 forward. 
   
  Tactical Commander 
  When you direct a unit of troops in the heat of battle, roll+CHA. 
  On a 10+, choose three results from the list below. On a 7-9, 
  choose two. On a miss, choose one anyway, but take -1 forward 
  and your enemies see this unit as their main threat. 
  
  Choose a hazard on the battlefield: Your unit avoids it. 
  
  Choose a location within reach: Your unit gets to it or deep 
  into the troops defending it. 
  
  Choose an enemy unit within reach: Your unit engages them 
  and pins them down. 
  
  Choose an enemy unit you are engaged with: Your unit breaks 
  contact in an orderly fashion. 
  
  You rally them: No member of your unit is shaken or routed. 
   
  Tandem Strike 
  Replaces: Setup Strike 
  When you hack and slash, choose an ally. Their next attack 
  against your target does +1d4 damage and they take +1 forward 
  against them. 
   
  Veteran Scout 
  Requires: Scout 
  When you undertake a perilous journey, you always spot trouble 
  in advance, as if you had rolled 10+ for scout. You can take on a 
  second job, roll for it as normal. 
   
  
   
  Warriors 
  495 
   
  Veteran Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Evil 
  Take advantage of someone untouched by war. 
   
  Lawful 
  Fulfill an important promise. 
   
  Neutral 
  Learn a secret about an enemy. 
   
  Veteran Bonds 
  
  __________ proved a worthy ally in the last war, even considering that 
  one mistake they made. 
  
  __________ saw me kill someone important. 
  
  Me and __________ were both hired by a boss who turned on us. 
   
  Veteran Gear 
  You get adventuring gear (5 uses, 1 weight), bandages (3 uses), and 
  choose one additional piece of gear: 
  ○ 
  Axe (close, 1 weight). 
  ○ 
  Dungeon rations (5 uses, 1 weight). 
  ○ 
  Healing potion. 
  ○ 
  Shield (+1 armour, 2 weight). 
  ○ 
  Short sword (close, 1 weight). 
  ○ 
  Warhammer (close, 1 weight). 
   
  
  496 
  Warriors 
   
  War Leader 
   
  You lead from the front, inspiring others to acts of heroism and 
  sacrifice by your own bravery and prowess. 
   
  Compendium Class 
  Once you have led an army to victory against a superior enemy, you 
  may consider the war leader specialty an available compendium 
  class. The next time you level up, you may add this specialty to 
  your character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Recruiting for the Cause 
  When you recruit, also pick options equal to your CHA. On a 10+, 
  all of them are true. On a 7-9, only one of them is true, GM’s 
  choice. On a miss, none of them are true: 
  
  You gain the support of the locals, and may carouse in town 
  before leaving. 
  
  You recruit a small squad of hirelings who do not have skills. 
  
  You recruit an additional, skilled hireling. 
  
  You requisition a piece of equipment from the locals. 
   
  
   
  Warriors 
  497 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Charge! 
  When you lead the charge into combat, those you lead take  
  +1 forward. 
   
  Lead by Example 
  After you roll for a move, on a hit, your allies take +1 forward 
  when they roll for the same move, until you make another move. 
   
  Tactical Commander 
  When you direct a unit of troops in the heat of battle, roll+CHA. 
  On a 10+, choose three results from the list below. On a 7-9, 
  choose two. On a miss, choose one anyway, but take -1 forward 
  and your enemies see this unit as their main threat. 
  
  Choose a hazard on the battlefield: Your unit avoids it. 
  
  Choose a location within reach: Your unit gets to it or deep 
  into the troops defending it. 
  
  Choose an enemy unit within reach: Your unit engages them 
  and pins them down. 
  
  Choose an enemy unit you are engaged with: Your unit breaks 
  contact in an orderly fashion. 
  
  You rally them: No member of your unit is shaken or routed. 
   
  Voice of Authority 
  Take +1 to order hirelings. 
   
  
  498 
  Warriors 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Ever Onward 
  Replaces: Charge! 
  When you lead the charge into combat, those you lead take  
  +1 forward and +2 armour forward. 
   
  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. 
   
  War Cry 
  When you enter battle with a show of force (a shout, a rallying 
  cry, etc), roll+CHA. On a 10+, both. On a 7–9, one or the other: 
  
  Your allies are rallied and take +1 forward. 
  
  Your enemies feel fear and act accordingly (avoiding you, 
  hiding, attacking with fear-driven abandon, etc). 
   
  War Leader Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Evil 
  Profit personally from an act of war. 
   
  Good 
  Lead others in righteous battle. 
   
  
   
  Warriors 
  499 
   
  War Leader Bonds 
  
  __________ has stood by me in battle and can be trusted completely. 
  
  __________ is soft, but I will make them hard like me. 
  
  __________ proved a worthy ally in the last war, even considering that 
  one mistake they made. 
  
  __________ shares my hunger for glory; the earth will tremble at our 
  passing! 
   
  War Leader Gear 
  Choose one: 
  ○ 
  Banner (1 weight). 
  ○ 
  Conspicuous helmet (1 weight). 
  ○ 
  Horse and adventuring gear (5 uses, 1 weight). 
  ○ 
  Mace (close, 1 weight). 
  ○ 
  Squire. 
  ○ 
  War horn (1 weight). 
   
  War Leader Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  When your recruits help you fight, you get +1 armour. 
   
  Human 
  When your recruits help you fight, you deal +1d4 damage. 
   
  
  500 
  Warriors 
   
  Wielder 
   
  You are known by the weapon you wield. 
   
  Compendium Class 
  Once you have acquired a weapon more famous than you are and 
  been indelibly linked with it in the minds of all who know you, you 
  may consider the wielder specialty an available compendium class. 
  The next time you level up, you may add this specialty to your 
  character instead of choosing a move from your class. 
   
  Starting Moves 
  You start with this move: 
   
  Signature Weapon 
  This is your weapon. There are many like it, but this one is yours. 
  Your weapon is your best friend. It is your life. You master it as you 
  master your life. Your weapon, without you, is useless. Without 
  your weapon, you are useless. You must wield your weapon true. 
  Describe your weapon. It has 2 weight. Choose the most 
  appropriate range for your weapon, then pick one enhancement 
  and one special power it has. 
   
  Enhancements: 
  ○ 
  Alarm: Glows in the presence of one type of creature, your 
  choice. 
  ○ 
  Blunt: Does stun damage, at your option. 
  ○ 
  Grisly: +1 damage. 
  ○ 
  Huge: Add the messy and forceful tags. 
  ○ 
  Perfectly weighted: Add the precise tag. 
  ○ 
  Sharp or spiked: +2 piercing. 
  ○ 
  Versatile: Choose an additional range. 
  ○ 
  Well-crafted: -1 weight. 
  ○ 
  Invent a new tag for your weapon. 
  
   
  Warriors 
  501 
   
  Special Powers: 
  ○ 
  Bane: Kills one specific type of monster (your choice) with but 
  a single wound. 
  ○ 
  Blessed by the Gods: This weapon is divine. 
  ○ 
  Boomerang: It always returns to your hand. 
  ○ 
  Flaming: +1d4 damage when on fire. 
  ○ 
  Protector: Two-handed, gives you +1 armour while you wield 
  it in melee. 
  ○ 
  Sentient: This weapon is intelligent and can communicate. 
  ○ 
  Stonecutter: Cuts through stone like butter. 
  ○ 
  Vorpal blade: Ignores armour. 
  ○ 
  Choose two more enhancements instead of a special power. 
   
  Advanced Moves 
  When you gain a level from 2-5, you may choose from these 
  moves: 
   
  Blacksmith 
  Requires: Signature Weapon 
  When you have access to a forge, you can graft the magical 
  powers of a weapon onto your signature weapon. This process 
  destroys the magical weapon. Your signature weapon gains the 
  magical powers of the destroyed weapon. 
   
  Heirloom 
  Requires: Signature Weapon 
  When you consult the spirits that reside within your signature 
  weapon, they will give you an insight relating to the current 
  situation, and might ask you some questions in return, roll+CHA. 
  On a 10+, the GM will give you good detail. On a 7-9, the GM will 
  give you an impression. 
   
  Improved Weapon 
  Requires: Signature Weapon 
  Choose one extra enhancement for your signature weapon. 
   
  
  502 
  Warriors 
   
  When you gain a level from 6-10, you may choose from these 
  moves as well as the level 2-5 moves: 
   
  Agent of Destruction 
  Requires: Signature Weapon 
  When you deal damage with your signature weapon, if your 
  enemy has armour, reduce their armour by 1, to a minimum of zero. 
   
  Eye for Weaponry 
  When you look over an enemy’s weaponry, ask the GM how 
  much damage they do. 
   
  Magic Weapon 
  Requires: Signature Weapon 
  Choose one extra special power for your signature weapon. 
   
  Superior Warrior 
  When you hack and slash, on a 12+, you deal your damage, avoid 
  their attack, and impress, dismay, or frighten your enemy. 
   
  Wielder Alignments 
  You may choose one of these instead of a warrior alignment: 
   
  Chaotic 
  Use your signature weapon to stand up to unjust authority. 
   
  Good 
  Use your signature weapon to better the life of someone in need. 
   
  
   
  Warriors 
  503 
   
  Wielder Bonds 
  
  __________ has stood by me in battle and can be trusted completely. 
  
  __________ is integral to the destiny revealed by my signature 
  weapon. 
   
  Wielder Gear 
  You get your signature weapon in addition to whatever your other 
  specialties give you. 
   
  Wielder Races 
  You may choose one of these instead of a warrior race option: 
   
  Dwarf 
  You may add the huge enhancement to your signature weapon, in 
  addition to its other powers. 
   
  Elf 
  In your hands, your signature weapon and all other weapons of the 
  same type are considered precise. 
   
  Halfling 
  You may add the alarm enhancement to your signature weapon, in 
  addition to its other powers. 
   
  Human 
  You may add the versatile enhancement to your signature weapon, 
  in addition to its other powers. 
   
  
   
   
   
  
   
   
  Indexes 
   
  
  506 
  Indexes 
   
  Credits 
  Class Warfare uses material from prior works. All moves with text 
  that is not original to this book have the original author and 
  location listed next to them in the indexes. 
   
  Key 
  
  AoDP = Adventures on Dungeon Planet, by Johnstone Metzger, 
  licensed under a Creative Commons Attribution ShareAlike 
  3.0 Unported license. 
  
  Barbarian = The Barbarian, by Sage LaTorra and Adam Koebel, 
  licensed under a Creative Commons Attribution 3.0 Unported 
  license. 
  
  DHotD = Dark Heart of the Dreamer, by Jonathan Walton, 
  licensed under a Creative Commons Attribution 3.0 Unported 
  license. 
  
  DW = Dungeon World, by Sage LaTorra and Adam Koebel, 
  licensed under a Creative Commons Attribution 3.0 Unported 
  license. Page numbers refer to the print version. Add 2 to the 
  numbers listed in this index to find the correct page numbers 
  in the pdf. 
  
  Ensign = The Ensign, by Sage LaTorra and Adam Koebel, 
  licensed under a Creative Commons Attribution 3.0 Unported 
  license. 
  
  GH = Ghostwood Haunts, by Johnstone Metzger, licensed under 
  a Creative Commons Attribution ShareAlike 3.0 Unported 
  license. 
  
  GW = Grim World,  by Deanna Nygren and Trenton Kennedy, 
  licensed under a Creative Commons Attribution 3.0 Unported 
  license. 
  
  Initiate = The Initiate, by Josh Krutt, licensed under a Creative 
  Commons Attribution ShareAlike 3.0 Unported license. 
  
  IoFM = Island of Fire Mountain, by Johnstone Metzger, licensed 
  under a Creative Commons Attribution ShareAlike 3.0 
  Unported license. 
  
   
  Indexes 
  507 
   
  
  IW = Inverse World, by Jacob Randolph and Alyssa Schmelz, 
  licensed under a Creative Commons Attribution ShareAlike 
  4.0 International license. 
  
  LotU = Lair of the Unknown, by Johnstone Metzger,  licensed 
  under a Creative Commons Attribution ShareAlike 3.0 
  Unported license. 
  
  PC = Player Compendium, licensed under a Creative Commons 
  Attribution 3.0 Unported license. Awakened Mind moves by 
  Mattie Casper. Flux moves by Jeffrey J. A. Fuller II. Landed 
  Gentry moves by Markus Wagner. Wraithlander moves by 
  MC3. Page numbers refer to the original print version. 
  
  PoG = The Path of Ghosts, by Jonathan Walton. Material used 
  by kind permission. 
   
  The Meatshield move (pages 28 and 443) was written by Alex 
  Norris and is used by kind permission. 
   
  
  508 
  Indexes 
   
  Index of Moves 
   
  Abjuration 
  141, 232 
  Accurate Prediction 
  159 
  Agent of Destruction 
  502 
  Alchemist (DW 140) 
  364 
  All for One 
  485 
  Ancestor Song 
  32, 179 
  Ancestral Heritage 
  82 
  And One for All 
  485 
  Angel of Death 
  481 
  Animal Companion  
  (DW 129) 
  456 
  Animal Magnetism 
  383 
  Anointed (DW 94) 
  154 
  Apotheosis (DW 94) 
  122 
  Appraisal (LotU 100) 
  396 
  Aquakinesis 
  258 
  Arcane Armour (DW 148) 
  … 
  278 
  Arcane Library 
  221 
  Arcane Shield 
  277 
  Arcane Ward (DW 147) 277 
  Arch-Enchanter 
  238, 242 
  Arch-Summoner 
  234 
  Armour Mastery (DW 115) 
  … 
  408 
  Armour of Faith 
  169 
  Armoured (DW 112) 
  407 
  Armoured Perfection  
  (DW 116) 
  409 
  Around the World 
  98 
  Arrows in Hand 
  149 
  Ars Goetia 
  142 
  Artifacts of Darkness 
  273 
  Artillery 
  246 
  Ashes to Ashes 
  168 
  Ask Me Anything 
  59 
  Astral Scryer 
  221 
  Automaton 
  249 
  Awakening Blood 
  84 
  Back-Up Plan (GH 124) 79, 352 
  Backstab (DW 136) 
  339 
  Bag of Holding 
  416 
  Balance (DW 108) 
  439 
  Bamboozle (DW 85) 
  … 
  43, 368, 387 
  Banish Golem (GW 28) 
  249 
  Bardic Expert 
  43 
  Bardic Lore (DW 82) 
  42 
  Battle Plans 
  494 
  Battlefield Grace 
  485 
  Bazaar of Curios 
  94 
  Bend Bars, Lift Gates  
  (DW 112) 
  446 
  Berserker 
  447, 461 
  Better Mimic 
  230 
  Beyond Mimicry 
  229 
  The Bigger They Are  
  (GH 126) 
  429 
  Bind (PC 16) 
  244 
  Binding Field (PC 16) 
  246 
  Blacksmith (DW 116) 
  501 
  Blemished 
  102 
  Blessed 
  110 
  Blood and Tradition  
  (DHotD 26) 
  82 
  Blood Ill-Tempered 
  447 
  Blood Red 
  480 
  Bloodthirsty (DW 116) 
  481 
  Bloody Aegis (DW 122) 
  … 
  145, 408 
  
   
  Indexes 
  509 
   
  Blot Out the Sun (DW 131) 
  … 
  475 
  Bodyguard 
  443 
  Bodyguards (GH 121) 
  71 
  Book of Names 
  89 
  Born of Fire (IoFM 98) 128, 355 
  Brainworm 
  288 
  Branded (PC 25) 
  102 
  Breakin’ 
  347 
  Brewer (DW 139) 
  363 
  Buddy Movie 
  88 
  Bug Eater (LotU 92) 
  47 
  Bustling Storefront 
  93 
  Buyers 
  348, 352 
  By Nature Sustained  
  (DW 105) 
  145 
  Call of the Wild 
  418 
  Call the Banners (PC 23) 
  68 
  Called Shot (DW 128) 
  474 
  Callous Master 
  344 
  Camouflage (DW 131) 
  470 
  Camouflaged Position 
  (AoDP 86) 
  475 
  Can Opener 
  416 
  Captain, My Captain 
  434 
  Caretaker’s Insight 
  175 
  Cast a Holy Spell 
  132 
  Cast a Magic Spell  
  (DW 144) 
  264 
  Cast a Mimicked Spell 
  228 
  Cast a Miraculous Spell  
  (DW 91) 
  152 
  Cast a Vancian Spell 
  292 
  Cautious (DW 138) 
  391 
  Cavedancer (LotU 94) 
  48 
  Cavespeaker (LotU 94) 
  48 
  Charge! (DW 123) 
  … 
  117, 439, 497 
  Charming and Open  
  (DW 82) 
  58 
  Cheap Shot (DW 138) 
  340 
  Cheat Death Again 
  169 
  Chosen One (DW 93) 
  154 
  Circle of Protection 
  140 
  Closing the Gateway 
  142 
  Comfortably Numb 
  137 
  Command (DW 129) 
  457 
  Command and Conquer 374 
  Command of Injunction 142 
  Commanding Touch 
  376 
  Commune (DW 91) 
  153 
  Communion of Whispers  
  (DW 107) 
  470 
  Con (DW 87) 
  44, 368, 388 
  Con Artist 
  386 
  Concealed Object 
  261 
  Conjuration 
  232 
  Conjuratorium 
  234 
  Connections (DW 139) 
  … 
  350, 359 
  Considered It Already  
  (GH 127) 
  430 
  Consult Sage 
  87 
  Control 
  237 
  Counterspell (DW 147) 
  277 
  Counterstrike (AoDP 86) 475 
  Crowd Control 
  138 
  Crushing Blow 
  447 
  Cultured Host (GH 121) 
  64 
  The Cure 
  270 
  Curiosity (IW 67) 
  55 
  Curse of Ghosts 
  34, 180 
  Dance of Blades 
  424 
  Dangerous Dreams 
  278 
  Dangerous Eyes 
  383 
  Dark, Dark Hands 
  272 
  
  510 
  Indexes 
   
  The Darkening Path 
  273 
  Darts of Apollo 
  476 
  Deadly Blade 
  372 
  Deadly Commands 
  376 
  Deadly Eyes 
  384 
  Death Defying Grace 
  336 
  Death’s Friend (PC 25) 
  102 
  Demolition (LotU 98) 
  51 
  Devious (DW 87) 
  388 
  Devoted Healer (DW 94) 174 
  Devotion 
  107 
  Die by the Sword 
  480 
  Diplomat (PC 23) 
  68 
  Dirty Fighter (DW 139) 
  340 
  Disarming and Open 
  387 
  Disguise (DW 141) 
  340, 380 
  Divine Armour  
  (DW 95) 
  146, 175 
  Divine Authority  
  (DW 125) 
  439 
  Divine Guidance 
  (DW 91) 
  113, 120 
  Divine Intervention  
  (DW 93) 
  122 
  Divine Invincibility  
  (DW 95) 
  123 
  Divine Protection  
  (DW 94) 
  145, 174 
  Divine Protection  
  (DW 124) 
  33 
  Doesn’t Mean It’s There 254 
  Dogs of War (GH 121) 
  72 
  Doll House 
  343 
  Dominating Power 
  238 
  Dominion (GH 118) 
  63 
  Don’t Be a Dick (Ensign) 435 
  Driven by the Divine 
  113 
  Due North (PC 17) 
  245 
  Duellist’s Block (DW 87) 453 
  Duellist’s Parry (DW 85) 452 
  Dungeon Crawl (LotU 92) 46 
  Dust to Dust 
  169 
  Dwarf Adventurer  
  (DW 112) 
  41 
  Dwarf Arcane Ritualist 
  223 
  Dwarf Armiger 
  410 
  Dwarf Arsenal 
  417 
  Dwarf Avatar 
  115 
  Dwarf Awakened Mind 227 
  Dwarf Bard 
  45 
  Dwarf Beastmaster 
  423 
  Dwarf Blade Dancer 
  427 
  Dwarf Bounty Hunter  
  (GH 128) 
  431 
  Dwarf Breaker 
  349 
  Dwarf Champion of Law 441 
  Dwarf Crusader 
  119 
  Dwarf Defender 
  445 
  Dwarf Destroyer 
  449 
  Dwarf Devoted 
  125 
  Dwarf Disciple 
  109 
  Dwarf Dominator 
  239 
  Dwarf Duellist 
  455 
  Dwarf Dust Eater 
  30 
  Dwarf Elementalist 
  131 
  Dwarf Embodiment 
  135 
  Dwarf Empath 
  139 
  Dwarf Engineer (LotU 99) 53 
  Dwarf Fool 
  57 
  Dwarf Golemist 
  251 
  Dwarf Good Samaritan 
  61 
  Dwarf Impervious 
  147 
  Dwarf Insatiable 
  467 
  Dwarf Landed Gentry 
  69 
  Dwarf Luminary (GH 118) 75 
  Dwarf Magician 
  219 
  
   
  Indexes 
  511 
   
  Dwarf Martial Hero 
  151 
  Dwarf Mastermind 
  361 
  Dwarf Miracle Worker  
  (DW 90) 
  157 
  Dwarf Objectivist 
  263 
  Dwarf Oracle 
  161 
  Dwarf Psychic Healer 
  271 
  Dwarf Psychopomp 
  171 
  Dwarf Puppet Master 
  377 
  Dwarf Ranger 
  473 
  Dwarf Rogue 
  333 
  Dwarf Sacred Lamb 
  177 
  Dwarf Sage 
  91 
  Dwarf Sharpshooter 
  477 
  Dwarf Shield Arcanus 
  279 
  Dwarf Slayer 
  482 
  Dwarf Soothsayer 
  283 
  Dwarf Standard Bearer 
  487 
  Dwarf Strongarm 
  491 
  Dwarf Telepath 
  291 
  Dwarf Thief 
  393 
  Dwarf War Leader 
  499 
  Dwarf Warrior (DW 112) 405 
  Dwarf Wayfarer 
  99 
  Dwarf Wielder 
  503 
  Eagle-Eyed 
  475 
  An Ear for Magic (DW 87) 
  … 
  44, 286 
  Eldritch Chord(DW 86) 286 
  Eldritch Tones (DW 85) 
  285 
  Elemental Form (IoFM 100) 
  … 
  129 
  Elemental Golem (GW 26) 
  … 
  248 
  Elemental Mastery  
  (DW 108) 
  126 
  Elemental Shield 
  250 
  Elf Adventurer (DW 82) 
  41 
  Elf Arcane Ritualist 
  223 
  Elf Arsenal 
  417 
  Elf Avatar 
  115 
  Elf Awakened Mind 
  227 
  Elf Bard 
  45 
  Elf Beastmaster 
  423 
  Elf Blade Dancer 
  427 
  Elf Blue Mage 
  231 
  Elf Bounty Hunter  
  (GH 128) 
  431 
  Elf Breaker 
  349 
  Elf Captain 
  436 
  Elf Caver (DW 112) 
  49 
  Elf Crusader 
  119 
  Elf Defender 
  445 
  Elf Devoted 
  125 
  Elf Disciple 
  109 
  Elf Dominator 
  239 
  Elf Duellist 
  455 
  Elf Dust Eater 
  30 
  Elf Elementalist (IoFM 94) 131 
  Elf Embodiment 
  135 
  Elf Exorcist 
  143 
  Elf Fence 
  353 
  Elf Fool 
  57 
  Elf Friend of the Wild  
  (DW 128) 
  459 
  Elf Golemist 
  251 
  Elf Illusionist 
  255 
  Elf Impervious 
  147 
  Elf Insatiable 
  467 
  Elf Luminary 
  75 
  Elf Magician 
  219 
  Elf Martial Hero 
  151 
  Elf Mastermind 
  361 
  Elf Objectivist 
  263 
  Elf Oracle 
  161 
  Elf Poisoner 
  365 
  
  512 
  Indexes 
   
  Elf Prepared Caster  
  (DW 144) 
  267 
  Elf Psychic Healer 
  271 
  Elf Psychopomp 
  171 
  Elf Ranger (DW 128) 
  473 
  Elf Rogue (DW 112) 
  333 
  Elf Sacred Lamb 
  177 
  Elf Sage 
  91 
  Elf Shadow 
  381 
  Elf Sharpshooter 
  477 
  Elf Shield Arcanus 
  279 
  Elf Siren 
  385 
  Elf Slayer 
  482 
  Elf Soothsayer 
  283 
  Elf Spellsinger 
  287 
  Elf Swindler (DW 82) 
  389 
  Elf Telepath 
  291 
  Elf Thief 
  393 
  Elf Tomb Robber  
  (LotU 103) 
  399 
  Elf Vancian Caster  
  (DW 144) 
  295 
  Elf Venerator 
  181 
  Elf Warrior (DW 112) 
  405 
  Elf Wayfarer 
  99 
  Elf Wielder 
  503 
  Elf Wraithlander 
  103 
  Emotional Manipulation 138 
  Emotional Transference 137 
  Empathy 
  136 
  Empire 
  68 
  Empower (DW 93) 
  154 
  Empowered Magic  
  (DW 146) 
  265 
  En Garde! 
  450 
  Enchanted 
  241 
  Enchanter (DW 147) 
  241 
  Enchanter’s Soul  
  (DW 148) 
  242 
  Entourage (GH 119) 
  70 
  Entrepreneur (GH 122) 
  77 
  Envenom (DW 139) 
  363 
  Envenomed 
  364 
  Erasure 
  289 
  Escape Route (DW 141) 
  … 
  348, 380 
  Ethereal Tether (DW 149) 222 
  Evasion (DW 140) 
  360, 392 
  Ever Onward (DW 124) 
  … 
  117, 439, 498 
  Ever Thoughtful (IW 131) 360 
  Ever Watchful (IW 128) 
  359 
  Evidence of Faith (DW 124) 
  … 
  89, 123, 154, 440 
  Evil Eye (DW 116) 
  462 
  Exacting Discipline 
  133 
  Ex Officio (GH 119) 
  71 
  Exemplar 
  485 
  Expanded Consciousness  
  (PC 8) 
  224 
  Expanded Spellbook  
  (DW 147) 
  265, 293 
  Exterminatus (DW 123) 
  452 
  Extremely Cautious  
  (DW 140) 
  392 
  Eye for Loot (GH 123) 
  … 
  78, 351, 465 
  Eye for Technique 
  452 
  Eye for Weaponry  
  (DW 117) 
  261, 502 
  Eye of the Storm  
  (IoFM 94) 
  128 
  Eyes of the Tiger 
  (DW 107) 
  343, 420 
  Face Dancer 
  230 
  
   
  Indexes 
  513 
   
  Face Like a Mask 
  229 
  The Face of God 
  114 
  Faces in the Dark 
  274 
  Fade Away 
  380 
  Fake 
  367 
  Familiar 
  420 
  Familiar Prey (DW 131) 
  470 
  Far Invasion 
  344 
  Far Read 
  290 
  Far Speaking 
  289 
  Faraday’s Law (PC 17) 
  245 
  Fast Read 
  289 
  The Field at Dawn 
  452 
  Fight with Honour 
  148 
  Final Tether (PC 25) 
  102 
  Fire Control 
  355 
  Fire in the Blood 
  448 
  First Aid (DW 93) 
  117, 174 
  Fists of Fury 
  148 
  Fixation on the Darkness 273 
  Flame Out 
  355 
  Flexible Morals (DW 136) 330 
  Flexible Traditions 
  84 
  Flying Daggers of the  
  Mind 
  371 
  Follow Me (DW 132) 164, 470 
  Following 
  379 
  A Fool and His Money 
  55 
  Forceful Objection 
  261 
  Forebodings of Doom 
  280 
  Forecast (IW 128) 
  359 
  Foreshadowing 
  159, 281 
  Fount of Knowledge  
  (DW 146) 
  43, 88 
  Friend of the Sea  
  (IoFM 98) 
  128 
  Friend of the Sky  
  (IoFM 100) 
  258 
  From Beyond 
  226 
  From Beyond the Black  
  Gate 
  233 
  From the Forbidden Lands 
  Returned (PC 24) 
  101 
  Fuelled by Honour 
  149 
  Gate of Darkness 
  274 
  Gather Darkness 
  272 
  Genius Savant 
  133 
  Ghost Killer 
  141 
  Ghost Seer 
  140 
  Ghost Talker 
  168 
  Gladiator 
  453 
  Glorious Honour 
  150 
  Gold Standard 
  485 
  The Golden Path 
  281 
  Golem Attack (GW 26) 
  249 
  Golem Protection  
  (GW 26) 
  249 
  Golem Puppet Strings 
  249 
  A Good Day to Die  
  (Barbarian) 
  490 
  The Good Soldier 
  492 
  Gorgoneion 
  461 
  Grand Entrance 
  383 
  Grave Digger 
  180 
  Great Wyrm 
  290 
  Greater Empowered Magic  
  (DW 148) 
  155, 266 
  Greater First Aid  
  (DW 95) 
  117, 175 
  Greater Stigmata 
  175 
  Greed is Good (LotU 102) 397 
  Guild Thief 
  391 
  Halfling Acrobat (DW 112)337 
  Halfling Adventurer  
  (DW 136) 
  41 
  Halfling Arcane Ritualist 223 
  
  514 
  Indexes 
   
  Halfling Arsenal 
  417 
  Halfling Awakened Mind 227 
  Halfling Avatar 
  115 
  Halfling Bard 
  45 
  Halfling Beastmaster 
  423 
  Halfling Body Thief 
  345 
  Halfling Breaker (DW 112) 349 
  Halfling Caver 
  49 
  Halfling Devoted 
  125 
  Halfling Disciple (DW 104) 
  … 
  109 
  Halfling Elementalist 
  131 
  Halfling Empath 
  139 
  Halfling Enchanter 
  243 
  Halfling Flux 
  247 
  Halfling Fool 
  57 
  Halfling Good Samaritan 61 
  Halfling Illusionist 
  255 
  Halfling Impervious 
  147 
  Halfling Luminary 
  75 
  Halfling Magician  
  (DW 104) 
  219 
  Halfling Martial Hero 
  151 
  Halfling Mind-Mover 
  259 
  Halfling Objectivist 
  263 
  Halfling Poisoner 
  365 
  Halfling Prepared Caster 267 
  Halfling Psychic Healer 
  271 
  Halfling Rogue (DW 136) 333 
  Halfling Sacred Lamb 
  177 
  Halfling Sharpshooter  
  (DW 136) 
  477 
  Halfling Slayer 
  482 
  Halfling Telepath 
  291 
  Halfling Thief (DW 112) 
  393 
  Halfling Tomb Robber 
  (LotU 103) 
  399 
  Halfling Warrior (DW 112) 
  … 
  405 
  Halfling Wielder 
  503 
  Hand of Monkey 
  149 
  Hands Like a Vise 
  490 
  Hands of the Monkey  
  King 
  150 
  The Harder They Fall  
  (GH 127) 
  32, 429 
  Haruspex 
  114 
  Healing Chorus (DW 86) 286 
  Healing Song (DW 85) 
  285 
  Healthy Distrust  
  (Barbarian) 
  146, 440 
  Heart of Gold 
  387 
  Heart of Ice (IoFM 98) 
  128 
  Heaven’s Weaving 
  122 
  Heirloom (DW 115) 
  501 
  Heist (DW 141) 
  360, 392 
  Hellhound on Your Trail  
  (GH 127) 
  34, 430 
  Helpful 
  59 
  Herculean Appetites  
  (Barbarian) 
  464 
  Heroic Monster Slayer 
  408 
  Heroic Swashbuckler 
  337 
  Hide Like Iron 
  408 
  High Class 
  94 
  Highly Logical (DW 148) 222 
  Hired Help 
  94 
  Hobo Signs 
  97 
  Hold Court (PC 23) 
  68 
  Hold Person 
  258 
  Holy Protection (DW 123) 32 
  Holy Smite (DW 124) 
  35 
  Honourable Society 
  149 
  Honouring Traditions  
  (DHotD 26) 
  84 
  
   
  Indexes 
  515 
   
  Hospitaller (DW 123) 117, 269 
  How Can You Hope to  
  Defeat Me? 
  452 
  Human Acrobat 
  337 
  Human Adventurer  
  (DW 128) 
  41 
  Human Arcane Ritualist 223 
  Human Armiger 
  410 
  Human Arsenal 
  417 
  Human Avatar 
  115 
  Human Awakened Mind 227 
  Human Bard (DW 82) 
  45 
  Human Beastmaster 
  423 
  Human Blade Dancer 
  427 
  Human Blue Mage 
  231 
  Human Body Thief 
  345 
  Human Bounty Hunter 
  431 
  Human Breaker 
  349 
  Human Captain 
  436 
  Human Champion of Law 
  (DW 120) 
  441 
  Human Crusader 
  119 
  Human Destroyer 
  449 
  Human Devoted 
  125 
  Human Disciple (DW 120) 
  … 
  109 
  Human Dominator 
  239 
  Human Duellist 
  455 
  Human Dust Eater 
  30 
  Human Elementalist 
  131 
  Human Embodiment  
  (DW 90) 
  135 
  Human Empath 
  139 
  Human Enchanter 
  243 
  Human Engineer (LotU 99) 53 
  Human Exorcist 
  143 
  Human Fence 
  353 
  Human Flux 
  247 
  Human Friend of the Wild 
  … 
  459 
  Human Golemist 
  251 
  Human Illusionist 
  255 
  Human Impervious 
  147 
  Human Insatiable 
  467 
  Human Luminary 
  75 
  Human Magician 
  219 
  Human Martial Hero 
  151 
  Human Mastermind 
  361 
  Human Merchant 
  81 
  Human Mind-Mover 
  259 
  Human Miracle Worker  
  (DW 90) 
  157 
  Human Objectivist 
  263 
  Human Oracle 
  161 
  Human Pilgrim 
  165 
  Human Poisoner 
  365 
  Human Prepared Caster  
  (DW 144) 
  267 
  Human Psychic Healer 
  271 
  Human Psychopomp 
  171 
  Human Puppet Master 
  377 
  Human Ranger (DW 128) 473 
  Human Rogue (DW 136) 333 
  Human Sacred Lamb 
  177 
  Human Sage 
  91 
  Human Shadow 
  381 
  Human Shopkeeper 
  95 
  Human Siren 
  385 
  Human Slayer 
  482 
  Human Spellsinger  
  (DW 82) 
  287 
  Human Standard Bearer 487 
  Human Strongarm 
  491 
  Human Summoner 
  235 
  Human Swindler 
  389 
  Human Telepath 
  291 
  
  516 
  Indexes 
   
  Human Tomb Robber  
  (LotU 103) 
  399 
  Human Vancian Caster 
  295 
  Human Venerator 
  181 
  Human War Leader 
  499 
  Human Warrior (DW 112) 405 
  Human Wielder 
  503 
  Human Wraithlander 
  103 
  Hunt and Track (DW 128)469 
  The Hunter (GH 126) 28, 428 
  Hunter’s Prey (DW 132) 
  471 
  Hypnotic Allure 
  382 
  Hypnotist 
  237 
  I am the Law (DW 120) 
  438 
  I am the Tiger 
  344 
  I Know People Who Know 
  People (GH 120) 
  78 
  I Know This Work 
  88 
  I Must Have It! (GH 124) 
  … 
  79, 352, 466 
  Idle Gossip 
  94 
  The Image Itself 
  253 
  Impersonation 
  368 
  Impervious Defender  
  (DW 124) 
  … 
  35, 146, 409, 444, 486 
  Improved Weapon 
  (DW 115) 
  501 
  Improvised Objection 
  261 
  Improvised Weapon 
  340 
  In the Service of the  
  People (PC 23) 
  69 
  Indelible (PC 25) 
  102 
  Indestructible Hunger 
  (Barbarian) 
  465 
  Indomitable (DW 125) 
  … 
  146, 409 
  Influencer (GH 124) 
  72, 79 
  Inner Heat 
  355 
  Inquisitor 
  290 
  Interpreting Tradition 
  84 
  Interrogator (DW 115) 
  … 
  447, 489 
  Inventory 
  93 
  Invigorate (DW 93) 
  117 
  Invoking the Gods of Law440 
  Iron Will 
  145, 238, 376, 379 
  It Belongs in a Museum 
  391 
  I’ve Got a Bad Feeling  
  About This (IW 125) 358 
  Jaws Around Your Spine 238 
  Judge of Character 
  439 
  Just Because You Feel It 
  253 
  Keeping Score 
  450 
  Khan of Khans (Barbarian) 
  … 
  465 
  Knack for Enchantments 241 
  Knack for Illusions 
  253 
  Land Surveyor (LotU 97) 
  51 
  Landed (PC 22) 
  66 
  Lay on Hands (DW 120) 
  116 
  Lead by Example 
  497 
  Learned and Wise 
  133 
  Leg Work 
  348 
  Lieutenants 
  434 
  Life, Death, and Greed  
  (LotU 100) 
  396 
  Light as a Feather(Initiate) 149 
  Like a Ghost (PoG) 
  380 
  A Little Help From my  
  Friends (DW 85) 
  … 
  43, 59, 485, 493 
  Local Contacts 
  97 
  The Lock Undone 
  372 
  Logical (DW 147) 
  221 
  
   
  Indexes 
  517 
   
  A Long and Rather  
  Singular History 
  64 
  A Long and Storied  
  History 
  64 
  The Long Climb (PoG) 
  … 
  336, 347 
  Long Road Home (PC 23) 68 
  Looting the Wizard’s  
  Tomb (LotU 102) 
  397 
  Loyal Crew 
  432 
  Lucky Charm (IW 75) 
  54 
  Lucky for You! 
  55 
  Lynx-Eyed, Like Burning 
  Coals (LotU 92) 
  47 
  Mad Scientist 
  270 
  Magic Mark 
  352 
  Magic Spellbook (DW 144) 
  … 
  265 
  Magic Weapon 
  502 
  Magical Senses 
  281 
  Magical Sphere 
  277 
  Make This Go Away 
  95 
  Maker of Monster Suits 409 
  A Many-Headed Beast  
  (GH 124) 
  72 
  Mark of Might (Barbarian) 
  … 
  490, 498 
  Martial Oracle 
  160 
  Martyr (DW 95) 
  33, 175 
  Martyr’s Shield 
  444 
  Martyr’s Touch 
  269 
  Master (DW 148) 
  266, 294 
  Master Impersonator 
  369 
  Master of Illusions 
  254 
  Master of Puppets 
  376 
  Meatshield (Alex Norris) 
  … 
  28, 443 
  Mechanical Aptitude 
  51 
  Mechanical Genius 
  52 
  Medium 
  33, 179 
  Mental Map (LotU 92) 
  47 
  Merciless (DW 115) 
  480 
  Metal Hurlant(DW 85) 
  285 
  Mind Invasion 
  343 
  Mind Sense 
  289 
  Mind Warrior 
  258 
  Mindmeld (PC 9) 137, 225, 289 
  Mining Engineer (LotU 97) 51 
  Monster Blood 
  84 
  Monster Mash 
  229 
  More! Always More!  
  (Barbarian) 
  46 
  Mortgages (GH 124) 
  64 
  Mother of Invention  
  (LotU 98) 
  50 
  Mouth Full of Ashes 
  23, 28 
  The Mouths of Babes 
  55 
  Multiclass Dabbler  
  (DW 86, 95, 116) 
  33 
  Multiclass Initiate  
  (DW 86, 117) 
  35 
  Murder in the Shadows 
  274 
  Musclebound (Barbarian) 488 
  My Best Friend (DW 131) 457 
  My Love for You is Like a  
  Truck (Barbarian) 
  489 
  My Shadow and Me 
  274 
  Mystical Puppet Strings  
  (DW 149) 
  238 
  Nature’s Fury (IoFM 99) 128 
  Necromancy 
  168 
  The Next Best Things 
  253 
  Nine Lives 
  336 
  Nose for Danger 
  363 
  Observant (DW 133) 
  471 
  Obsession 
  466 
  
  518 
  Indexes 
   
  Official Position (GH 127) 429 
  Omens of the Future 
  281 
  Omnipotent Sphere 
  278 
  On the Move (Barbarian) 425 
  Operator of Magical  
  Mechanisms 
  241 
  Orison for Guidance  
  (DW 94) 
  113, 122 
  Osmosis (GW 29) 
  250 
  Ostentation (DW 93) 
  133 
  Over My Dead Body 
  444 
  Pack Rat 
  415 
  Pain to Pleasure 
  138 
  Palace Guard (GH 125) 
  72 
  Parting Shadows 
  160, 282 
  Passing 
  84 
  Penitent (DW 93) 
  174 
  Perfect Hospitaller  
  (DW125) 
  117, 270 
  Perfect Knight (DW 125) 
  35 
  Perfect Poise 
  334 
  Perfect Replica 
  230 
  Permanent Wonder 
  242 
  Personal Deity (DW 90) 
  … 
  111, 121 
  Petitioning the Empty Sky 114 
  Petrifying Visage 
  461 
  Phantom Pains 
  254 
  Physical Purity (IoFM 99) 130 
  Pilgrimage 
  163 
  Pilgrim’s Progress 
  164 
  Pirates and Thieves 
  434 
  Plot a Course (Ensign) 
  434 
  Poison God 
  364 
  Poison Master (DW 139) 363 
  The Poisoned Blade 
  363 
  Poisoner (DW 137) 
  362 
  Popular 
  384 
  A Port in the Storm  
  (DW 83) 
  43, 96 
  Possession 
  342 
  The Power of Pilgrimage 164 
  Prayers to the Dead 
  178 
  Prepare Magic Spells  
  (DW 144) 
  265 
  Prepare Vancian Spells 
  293 
  Prestigious Companions  
  (GH 123) 
  72 
  Prodigy (DW 146) 
  265, 293 
  Professional Gossip  
  (GH 127) 
  429 
  Profitable Enterprise  
  (GH 123) 
  64 
  Prophetic Lineage 
  159 
  Protection 
  444 
  Protection Most Excellent  
  (LotU 102) 
  397 
  Protective Counter  
  (DW 148) 
  278 
  Providence (DW 94) 
  155 
  Psychic Blade 
  370 
  Psychic Fist 
  371 
  Psychic Phrenology 
  261 
  Psychic Psychology 
  262 
  Psychic Shield 
  371 
  Psychic Surgery 
  268 
  Psychometry 
  260 
  Pull Out a Weapon 
  414 
  Puppet Strings 
  374 
  Pyrokinesis 
  354 
  Questing Nature 
  29 
  Quick Study (DW 147) 
  … 
  89, 266, 294 
  Reaching Through  
  Darkness 
  275 
  Reaper (DW 94) 
  169 
  
   
  Indexes 
  519 
   
  Reckless Summoner  
  (GW 29) 
  250 
  Recruiting for the Cause 496 
  Reign in Blood 
  481 
  Renovation (LotU 98) 
  52 
  Repel (PC 17) 
  246 
  Reputation (DW 86) 
  … 
  44, 98, 369, 384 
  Respected Duellist 
  453 
  Right Where I Want to Be425 
  Risky Magic 
  294 
  Ritual (DW 145) 
  220 
  Rope Tricks (LotU 94) 
  47 
  Sacrifice 
  172 
  Sacrificial Bounty 
  176 
  A Safe Place (DW 132) 
  470 
  Safecracker 
  347 
  A Safer Place (DW 133) 
  471 
  Samson (Barbarian) 447, 489 
  Savage Blade 
  371 
  The Scales of Life and  
  Death (DW 93) 
  168 
  Scavenger 
  415 
  Scout 
  493 
  Scrying Pool 
  221 
  Scrying Power 
  282 
  Secret Paths and Ways 
  97 
  Seeing Red (DW 115) 
  461 
  Self-Powered (DW 149) 
  222 
  Serenity (DW 93) 
  154 
  Serious Underdog  
  (DW 140) 
  341 
  Serpentine 
  337 
  Setup Strike (DW 123) 
  493 
  Shadow Master 
  275 
  Shadow Thief 
  274 
  A Shield Made of  
  Weapons 
  415 
  Shield of Blades 
  372 
  Shoot First (DW 139) 
  340 
  Show Me the Right Way 
  59 
  Show Me the Way 
  59 
  Shrinewalker 
  165 
  The Sick Will See 
  269 
  Signature Weapon 
  500 
  Silver Tongue 
  368 
  Skin of Steel 
  409 
  Skirmisher 
  493 
  Sleep Walk Inside Me 
  226 
  Sleep Walk With Me  
  (PC 9) 
  225 
  Smash! (Barbarian) 
  489 
  Smaug’s Belly (DW 133) 476 
  The Smell of Sorcery 
  391 
  Smite (DW 123) 
  33 
  Smoke and Mirrors 
  252 
  Snake Oil 
  388 
  Snapshot (AoDP 87) 
  476 
  Sneaky Bastard 
  391 
  So, We Meet Again 
  453 
  Social Climber 
  368, 383 
  South of Heaven 
  480 
  Special Trick (DW 133) 
  458 
  A Specific Audience 
  384 
  Spell Augmentation  
  (DW 149) 
  266, 294 
  Spell Defence (DW 145) 276 
  Spell Mimicry 
  229 
  Sphere of Influence 
  132 
  Spill the Blood 
  479 
  Spirit of Warning 
  35, 180 
  Spirits of Knowledge 33, 179 
  Spiritual Connection 
  141 
  Stand Together 
  486 
  Standard 
  484 
  
  520 
  Indexes 
   
  Staunch Defender (DW 123) 
  … 
  33, 145, 408, 444, 485 
  Stay Out of the Light 
  379 
  Stigmata 
  174 
  Still Hungry (Barbarian) 465 
  Strange Medicine (LotU 94) 
  … 
  48 
  Strider (DW 133) 
  165, 471 
  Striders Two (DW 133) 
  458 
  Strong Arm, True Aim  
  (DW 140) 
  262, 341, 476 
  Submission Hold 
  489 
  Subtle Sense (PC 17) 
  245 
  Suiting Up 
  415 
  The Summoner’s Trick 
  233 
  Summons 
  234 
  Superfriends 
  89 
  Superior Arsenal 
  416 
  Superior Bodyguard 
  444 
  Superior Technique 
  150 
  Superior Warrior  
  (DW 117) 
  448, 502 
  Supremely Lucky (IW 78) 56 
  Swashbuckler 
  336 
  Swordbreaker 
  415 
  Sympathetic Ward  
  (LotU 102) 
  396 
  Symphony of Battle 
  426 
  Syncretic Faith 
  134 
  Tactical Commander 
  … 
  435, 494, 497 
  Talisman (PC 8) 
  225 
  Tandem Strike (DW 124) 494 
  Teeth of Flame 
  355 
  Telekinesis 
  257 
  Telekinetic Mastery 
  258 
  Telekinetic Weapons 
  258 
  That’s Not a Knife 
  416 
  This is My Domain  
  (GH 125) 
  65 
  Thoughts Beyond (PC 9) 225 
  Thoughts Beyond Thought 
  … 
  226 
  Three Stooges 
  56 
  Through Death’s Eyes  
  (DW 117) 
  462 
  To Know the Unknowable 
  … 
  141 
  To Speak with the World  
  Itself (IoFM 95) 
  130 
  Too Brave to Die 
  490 
  Tools of the Trade 
  346 
  Touching the Firmament  
  (IoFM 95) 
  128 
  Tough Love 
  60 
  Trade Networks (GH 123) 
  … 
  78, 351 
  Transference 
  242 
  Trap Expert (DW 136) 
  390 
  Tremors (LotU 94) 
  47 
  Tricks of the Trade  
  (DW 136) 
  346, 390 
  Truth and Consequences 
  … 
  158, 282 
  Turn Undead (DW 91) 
  167 
  Twilight Blade (IW 103) 
  371 
  Twilight Reckoning  
  (IW 106) 
  372 
  Two Are Better Than One  
  (DW 132) 
  457 
  Two Minds, One Thought 
  … 
  420 
  Unbowed, Unbent,  
  Unbroken 
  144 
  Uncanny Senses 
  164 
  Underdog (DW 139) 
  340 
  
   
  Indexes 
  521 
   
  Unencumbered, Unharmed 
  (Barbarian) 
  488 
  Unforgettable Face  
  (DW 86) 
  44, 98 
  Unnatural Ally (DW 133) 458 
  Unseen Hand 
  381 
  The Upper Hand  
  (Barbarian) 
  488 
  The Upsell 
  387 
  Vancian Spellbook 
  293 
  Vandal 
  448 
  Vanishing Act 
  233 
  Velocitas Eradico (PC 17) 245 
  Versatile Companions  
  (GH 125) 
  72 
  Very Helpful 
  60 
  Veteran Scout 
  494 
  Vicious Blast (DW 86) 
  286 
  Vicious Cacophony  
  (DW 85) 
  285 
  Vicious Commands 
  376 
  Viper’s Fangs (DW 132) 
  426 
  Viper’s Strike (DW 131) 
  425 
  The Voice 
  376 
  Voice of Authority  
  (DW 123) 
  439, 497 
  Vox Arcanus (DW 82) 
  284 
  Walking Through  
  Darkness 
  273 
  Wall of Knives 
  425 
  War Cry (Barbarian) 462, 498 
  Ward Against the Dead 
  (LotU 102) 
  396 
  Ward Against Monsters  
  (LotU 103) 
  397 
  Ward of Protection  
  (LotU 100) 
  395 
  We All Want Things  
  (GH 123) 
  78, 351 
  Weakness Prophesied 
  159 
  Wealth and Taste  
  (DW 138) 
  261, 351 
  A Wealth of Knowledge 
  89 
  Wealthy Entrepreneur  
  (GH 125) 
  79 
  Weather Sense (DW 109) 471 
  Weather Weaver (DW 109) 
  … 
  130 
  Web of Contacts 
  352 
  The Weight of Command 433 
  The Well-Balanced Blade 425 
  Well-Trained (DW 131) 
  458 
  What Are You Waiting  
  For? (Barbarian) 
  460 
  What’s Mine is Mine 
  233 
  Wide-Wanderer  
  (Barbarian) 
  96 
  Wild Empathy (DW 131) 
  … 
  289, 420, 458, 470 
  Wild Speech (DW 132) 
  … 
  290, 420, 458, 471 
  Witch Darts 
  475 
  Wondrous Creations 
  240 
  Words from Beyond 
  29, 178 
  Worldly Wisdom 
  133 
  Wrap It Up (GH 128) 35, 430 
  Wreathed in Flame 
  356 
  Zoologist 
  421 
   
   
   
   
   
  
  522 
  Indexes 
   
  Index of Specialties 
   
  Acrobat 
  334 
  Arcane Ritualist 
  220 
  Armiger 
  407 
  Arsenal 
  412 
  Assassin 
  339 
  Avatar 
  110 
  Awakened Mind 
  224 
  Bard 
  42 
  Beastmaster 
  418 
  Blade Dancer 
  424 
  Blue Mage 
  228 
  Body Thief 
  342 
  Bounty Hunter 
  428 
  Breaker 
  346 
  Captain 
  432 
  Caver 
  46 
  Champion of Law 
  438 
  Conjurer 
  232 
  Crusader 
  116 
  Defender 
  443 
  Destroyer 
  446 
  Devoted 
  120 
  Dominator 
  237 
  Duellist 
  450 
  Elementalist 
  126 
  Embodiment 
  132 
  Empath 
  136 
  Enchanter 
  240 
  Engineer 
  50 
  Exorcist 
  140 
  Fence 
  350 
  Firestarter 
  354 
  Flux 
  244 
  Fool 
  54 
  Friend of the Wild 
  456 
  Golemist 
  248 
  Good Samaritan 
  58 
  Gorgon 
  460 
  Householder 
  63 
  Illusionist 
  252 
  Impervious 
  144 
  Insatiable 
  464 
  Landed Gentry 
  66 
  Luminary 
  70 
  Martial Hero 
  148 
  Mastermind 
  358 
  Merchant 
  76 
  Mind-Mover 
  257 
  Miracle Worker 
  152 
  Monstrous Heritage 
  82 
  Objectivist 
  260 
  Oracle 
  158 
  Pilgrim 
  163 
  Poisoner 
  362 
  Prepared Caster 
  264 
  Pretender 
  367 
  Psi-Knife 
  370 
  Psychic Healer 
  268 
  Psychopomp 
  167 
  Puppet Master 
  374 
  Ranger 
  469 
  Sacred Lamb 
  172 
  Sage 
  87 
  Shadow 
  379 
  Shadowmancer 
  272 
  Sharpshooter 
  474 
  Shield Arcanus 
  276 
  Shopkeeper 
  93 
  Siren 
  382 
  Slayer 
  479 
  
   
  Indexes 
  523 
   
  Soothsayer 
  280 
  Spellsinger 
  284 
  Standard Bearer 
  484 
  Strongarm 
  488 
  Swindler 
  386 
  Telepath 
  288 
  Thief 
  390 
  Tomb Robber 
  395 
  Vancian Caster 
  292 
  Venerator 
  178 
  Veteran 
  492 
  War Leader 
  496 
  Wayfarer 
  96 
  Wielder 
  500 
  Wraithlander 
  101 
   
  
  524 
  Indexes 
   
  Index of Spells 
   
  Alarm (DW 151) 
  326 
  Alert (DW 155) 
  207, 303 
  Alter Colours 
  298 
  Alter Liquid 
  300 
  Alter Thing 
  300 
  Altered Beast 
  187 
  Analgesia 
  198 
  Animal Summons 
  186 
  Animate Dead (DW 98) 
  … 
  192, 320 
  Antipathy (DW 155) 
  307 
  Astral Projection  
  (AoDP 48) 
  317 
  Bless (DW 97) 
  188 
  Burning Hands 
  322 
  Cage (DW 153) 
  309 
  Casting Stones 
  200 
  Cause Fear (DW 97) 200, 305 
  Change Other 
  301 
  Change Self 
  301 
  Charm Animal 
  185 
  Charm Person (DW 151) 
  305 
  Circle of Protection 
  205 
  City in a Bottle (AoDP 49) 313 
  Cloudkill (DW 154) 
  325 
  Cold Snap 
  196 
  Commune with Nature 
  197 
  Conjure Beast 
  186 
  Consume Unlife (DW 101) 
  … 
  193, 320 
  Contact Other Plane  
  (DW 153) 
  303 
  Contact Spirits (DW 151) 324 
  Contagion (DW 99) 
  201 
  Contingency (DW 154) 
  309 
  Contract 
  200 
  Control Sound 
  311 
  Control Weather  
  (DW 100) 
  209 
  Cornucopia 
  203 
  Corpse Whispers 
  191, 319 
  Cure Critical Wounds  
  (DW 99) 
  199 
  Cure Light Wounds  
  (DW 97) 
  198 
  Cure Moderate Wounds  
  (DW 98) 
  198 
  Darkness 
  324 
  Deadened 
  314 
  Detect Alignment  
  (DW 97) 
  210, 302 
  Detect Magic (DW 151) 
  … 
  206, 302 
  Dispel Magic (DW 152) 
  … 
  200, 306 
  Divine Presence (DW 101) 205 
  Divination (DW 99) 207, 303 
  Dominate (DW 154) 
  307 
  Doppelgänger 
  312 
  Earthquake (AoDP 49) 
  197 
  Emote 
  305 
  Endure 
  204 
  Entangle 
  202 
  Environmental Protection 316 
  Erase 
  298 
  Extinguish Large Fires 
  323 
  Extinguish Small Fires 
  322 
  Faerie Fire 
  206 
  Faerie Kingdom 
  312 
  
   
  Indexes 
  525 
   
  False World (AoDP 49) 
  … 
  201, 313 
  Find Corpse 
  319 
  Find the Beast 
  185 
  Find the Way 
  194 
  Fire Walk For Me 
  322 
  Fireball (DW 152) 188, 308, 322 
  Fly  
  209, 316 
  The Fog 
  194, 308 
  Form of Fire 
  323 
  Four Arms 
  300 
  Gateway Runes 
  327 
  Ghost Sight 
  191 
  Gift of Spells 
  300 
  Grass Eater 
  202 
  Guidance (DW 96) 
  210 
  Gust of Wind 
  208 
  The Hand that Calls 
  316 
  Harm (DW 100) 
  201 
  Heal (DW 100) 
  199 
  Hold Monster 
  307 
  Hold Person (DW 98) 201, 306 
  Identify 
  302 
  Identify Person 
  314 
  Immunity 
  188, 204 
  Inquiry 
  212 
  Invigorate 
  198 
  Invisibility (DW 151) 
  311 
  Light (DW 96, 150) 
  … 
  206, 308, 322 
  Lightning 
  208 
  Local Customs 
  212 
  Locate Object 
  206, 302 
  Location Ward 
  327 
  Magic Missile (DW 151) 
  308 
  Magic Weapon (DW 97) 188 
  Mark of Death (DW 100) 
  … 
  193, 320, 327 
  Mask of Death 
  191 
  Memory Reading 
  315 
  Mending 
  210, 298 
  Message 
  316 
  Mimic (DW 152) 
  312 
  Mind Transfer 
  315 
  Mirror Image (DW 152) 
  312 
  Open Mind 
  315 
  Part the Seas 
  196 
  Pass Without Trace 
  194 
  Past Thoughts 
  315 
  Perfect Summons (DW 155) 
  … 
  325 
  Perfume 
  208 
  Plague (DW 101) 
  201 
  Planning 
  210 
  Plant Whispers 
  202 
  Polymorph (DW 153) 300, 306 
  Prestidigitation (DW 150) 311 
  Prophecy 
  207 
  Questing 
  213 
  Rain of Fire 
  189 
  Rainbow Bridge 
  209 
  Repair (DW 101) 
  199 
  Repel Creature 
  185 
  Resurrection (DW 98) 
  192 
  Revelation (DW 99) 
  207 
  Reverse Poison 
  199 
  Sanctify (DW 96) 
  198 
  Sanctuary (DW 97) 
  204 
  Secret Runes 
  326 
  Servant of the Earth 
  196 
  Sever (DW 100) 
  189 
  Shadow Walk (DW 154) 
  313 
  Shelter (DW 155) 
  309 
  Silence 
  205 
  Skysight 
  208 
  Sleep (DW 152) 
  306 
  
  526 
  Indexes 
   
  Soul Gem (DW 155) 
  321 
  Speak With Dead  
  (DW 97) 
  191, 319 
  The Speech of Beasts 
  186 
  Spirits of the Wild 
  186 
  Star Gate 
  317 
  Starlight 
  209 
  Stonespeak 
  194 
  Storm of Vengeance  
  (DW 101) 
  209 
  Summon Feast 
  324 
  Summon Fire Elemental 323 
  Summon Monster  
  (DW 153) 
  189, 325 
  Summon Nature  
  Elemental 
  203 
  Summon Swarm 
  187 
  Sunbeam 
  208 
  Telepathy (DW 151) 
  302, 314 
  Teleport 
  317 
  Trap Soul (DW 99) 
  193 
  Trap Ward 
  326 
  True Discernment 
  213 
  True Seeing (DW 99) 
  212 
  True Seeing (DW 154) 
  303 
  Truth Telling 
  315 
  Two Face 
  298 
  Unseen Servant (DW 150) 324 
  The Urge 
  314 
  Vestigia Nulla Retrorsum 316 
  Visions Through Time  
  (DW 152) 
  303 
  Wall of Thorns 
  203 
  Ward Against Intruders 327 
  Ward of Protection 
  204 
  Web 
  308 
  The Wisdom of War 
  188 
  Wizard's Mark 
  326 
  Wood Bender 
  202 
  Word of Recall (DW 100) 205 
  Words of the Unspeaking  
  (DW 99) 
  212
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The End. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Supplements/Class Warfare/Class Warfare.pdf