TEXT: W​ORLDS​ ​OF​ A​DVENTURE​ V0.3 
  A standalone Dungeon World hack for heroic fantasy. 
   
  What Is This? 
  This is a preview document for Worlds of Adventure v0.3. Within, you will find (for now): 
  ● The Basic Moves, featuring the new ​Draw Them Out​ move for sussing out 
  intelligent foes as well as ​Telling Blow​, a move that combines ​Volley​ with the likes 
  of the Thief’s ​Backstab​ or Ranger’s ​Called Shot​. ​Defend​ has been removed; 
  instead, either ​Work in Tandem​ to help them, or just ​Defy Danger​ on their behalf! 
  ● A handful of Peripheral Moves - many have been trimmed, and many (as with the 
  Basic Moves) have been altered in some way. 
  ● The Thief playbook. It’s the most complete of the lot, and we’d like to hear your 
  thoughts. 
  A few other things of note: 
  ● There’s no Ammo, no Weight, and no Rations. Like the rest of these alterations, 
  this may change in the future. It is expected that these reins can be either handled 
  by the GM (e.g. “Tell Them the Consequences and Ask”) or the ​Pursue a Goal 
  move. 
  ● The range tags have been tweaked - ​Reach​ weapons are gone, leaving behind ​Hand 
  and ​Melee​ ranges - and Precise has been removed. Rather than triggering ​Hack 
  and Slash​, the intent is for Agile characters to angle for the ​Telling Blow​ move 
  instead. 
  ● Introductions replace Bonds as a start-of-game relationship- and world-building 
  exercise. The role of Bonds during play has been replaced by an End-of-Session 
  question: “Tell us how your opinion of or relationship with someone has changed.” 
  Consider these rules a rough draft of what is yet to come. 
   
   
   
   
   
   
  I’ve Never Seen This Before! 
  If you’ve never seen this project before, here is a crash-course on what is different 
  between Worlds of Adventure and Dungeon World: 
  ● In place of Alignments, we use Drives. They have the same mechanics, but lack the 
  baggage inherent to being called “Good” or “Evil.” 
  ● Races are no longer a mechanical choice. They are instead an aspect of your Looks 
  - ​shaggy hair​, ​wild eyes​. Replacing them mechanically are Backgrounds; in the 
  Thief’s case, they choose a ​Roguish Talent​ that makes them unique among thieves. 
  ● You only need six-sided dice. Instead of rolling 1d10 for damage, you roll 1d6+2. 
  ● With ability scores, we only use the modifiers. 
  ● Hit points are now hard-coded to each playbook, rather than being calculated by 
  ability scores. 
   
  Making Moves 
  If a move asks you to roll, that means take 2d6, roll them, and get the total.​ ​If a move asks 
  you to roll+Might, that means roll 2d6 and add your Might Stat to the total; same goes for 
  any other Stats. If it says roll+nothing, don’t add anything to your roll. 
  When you roll with Advantage, you roll 3d6 and take the best two results. 
  When you roll with Disadvantage, you roll 3d6 and take the worst two results. 
   
  Wealth 
  Wealth is the method of trade or barter used in ​Worlds of Adventure​. Depending on your 
  setting or group, this may be an abstraction of your gold, gemstones, trinkets, and other 
  precious baubles, or it could be a unified currency (such as pouches of iron coins, strings 
  of severed ears, or fallen tears of the moon-god). 
   
  Experience and Advancement 
  Experience (XP) is what allows you to develop your character. You gain XP when you 
  roll a 6- on a move (a miss) or when told. ​When you have 10 XP,​ you can erase it all, 
  increase your Level by 1, and take an Advancement of your choice: 
  ● Increase one of your Stats by +1. You can’t increase a Stat more than once. 
  ● Take a new move from your Class. 
  If you are Level 6+,​ you can choose to retire your character to safety instead of taking 
  an Advancement. Tell us of the legend you leave behind. 
   
   
   
  
  The New Stats 
  Worlds of Adventure v0.3 is an experiment, and currently, part of that experiment is in 
  trying out some new stats in place of the six-stat system of yore. Though functional, 
  these stats - STR, DEX, CON, INT, WIS, CHA - present certain design challenges and 
  fictional frustrations that we felt could be tackled. We aren’t sold on them yet as a 
  certainty, but we feel that they solve certain issues with the traditional six stats: 
  ● Might​ represents your physical power and resilience. It is an outright combination 
  of STR and CON, allowing for a stat that can be used both proactively and 
  reactively. Many people felt that Constitution lacked much use as a stat, and this is 
  our attempt to fix that. This lends itself to a stronger identity for Barbarians in 
  particular, the rough-and-tumble warlords that they are. 
  ● Agility​ represents your speed, reflexes, and accuracy. It is unchanged from DEX. 
  ● Wisdom​ represents your knowledge, experience, and sagacity. It is roughly 
  equivalent to INT, with the “worldliness and common-sense” aspects of WIS rolled 
  in. What you know is an important aspect of play in Dungeon World, and in Worlds 
  of Adventure by extension. The Wizard, Druid, and Ranger all identify strongly 
  with this stat, as they are defined by their insight and expertise in certain fields. 
  ● Cunning​ represents your wits and acuity. It takes the “quick thinking” part of INT 
  and the “sharp senses” part of WIS to create a stat that represents both your 
  perceptiveness and your decision-making skills. This is a key component of the 
  Thief, enabling them to be just as shrewd and savvy as their class fantasy demands 
  of them, and the Fighter, a class defined just as much by their wits of steel as their 
  sheer Might or Agility. 
  ● Spirit​ represents your willpower, passion, and presence. It combines aspects from 
  CHA and WIS, serving less as a representation of how likeable you are and more as 
  a representation of how well you can force other people to do what you want. 
  Good-looks and charms serves better as a class move than it does a core stat 
  which is representative of all adventuring folk. This lends itself well to classes like 
  the Cleric, Paladin, and even Bard, as their powers were often thematically tied to 
  their force-of-will and passion for their respective causes. 
  We have kept Debilities. You’ll find them on the playbooks underneath their 
  corresponding stat. However, in place of imposing a -1 penalty, they impose 
  Disadvantage on rolls with their stat; when you are ​Broken​, you can’t muster the same 
  Spirit​ as you could before. 
   
   
  Tags 
  A​REA​:​ It hits or effects everything in an area. 
  A​RMOUR​:​ Reduces damage taken by n. n-Armour doesn’t stack, while +n Armour does. 
  A​WKWARD​:​ It’s unwieldy and tough to use. The GM might invoke the consequences on a  
  6- roll or when fictionally appropriate. 
  C​LUMSY​:​ It’s incredibly ​Awkward​. You roll with Disadvantage to roll+Agility when using 
  it. 
  D​ANGEROUS​:​ Unsafe; take the proper precautions when using it or the GM may freely 
  invoke the consequences. 
  F​IERY​:​ It burns, sears, and causes things to catch fire. Hot to the touch. 
  F​ORCEFUL​:​ It inflicts powerful, crushing blows that knock targets back and down. 
  H​EFTY​:​ It’s ​Forceful​ and requires two hands to wield properly. 
  I​NFINITE​:​ Too many to keep count. Throw one away, and you have another one. 
  L​OUD​:​ It makes a distinctive sound when used. 
  M​ESSY​:​ It does damage in a particularly destructive way, ripping people and things apart. 
  N-​P​IERCING​:​ It ignores n armour. 
  R​ELOAD​:​ You have to take specific action to reload it between uses. 
  S​LOW​:​ It takes a while to use - at least a minute, if not more. 
  U​NBREAKABLE​:​ It can’t be broken or destroyed by normal means. 
  V​ALUABLE​:​ It always counts as leverage to ​Parley​. Wealth is always ​Valuable​. 
   
  Tags (Ranges) 
  H​AND​:​ It’s only useful when you’re up close and personal, in their face, intimate. 
  M​ELEE​:​ It’s useful at arm’s reach, or up to a few feet away. 
  N​EAR​:​ You need to be able to see the whites of their eyes. 
  F​AR​:​ You need to be within shouting distance. 
  N​EAR​/F​AR​ (​OR SIMILAR​):​ It’s useful at both Near and Far ranges. 
   
   
   
   
   
   
  
  BASIC MOVES   
   
  Hack and Slash 
  When you engage an enemy in open combat,​ roll+Might. On a 7+, you trade blows; you 
  deal damage to them, and they make an attack against you. On a 10+, choose 2. On a 7-9, 
  choose 1. 
  ● You inflict great (+2) damage. 
  ● You suffer little (-2) damage. 
  ● You take something from them (their position, a limb, etc.). 
  ● You create an opportunity for yourself or your allies. 
  ● You impress, dismay, or frighten your enemies. 
   
  Telling Blow 
  When you attack an enemy from an advantageous position (at range, unaware, etc.) 
  from which they cannot retaliate,​ roll+Agility. On a 10+, you have a clear shot; deal your 
  damage ​and​ choose one. On a 7-9, you have to take what you can get; deal your damage 
  or​ choose one. 
  ● You cripple, hobble, or disarm them. 
  ● You stun, blind, or otherwise disable them. 
  ● You push, pull, or otherwise move them where you want them. 
   
  Defy Danger 
  When you act despite an imminent threat or obstacle,​ tell us how you do it. Then, roll … 
  … +Might if you endure or power through it. 
  … +Agility if you act with speed or finesse. 
  … +Wisdom if you apply your insight or expertise. 
  … +Cunning if you employ quick thinking or sharp senses. 
  … +Spirit if you rely on mental fortitude or force of will. 
  On a 10+, you do what you set out to do, and the threat doesn’t come to bear. On a 7-9, 
  the GM will offer you a worse outcome, hard bargain, or ugly choice. 
   
  Spout Lore 
  When you consult your accumulated knowledge about something,​ roll+Wisdom. On a 
  10+, the GM will tell you something interesting, useful, and relevant about the subject. On 
  a 7-9, the GM will only tell you something interesting; it’s up to you to make it useful. 
   
   
   
   
     
   
  Discern Realities 
  When you closely study a charged situation,​ roll+Cunning. On a 10+, ask 3. On a 7-9, 
  ask 1. 
  ● What happened here recently? 
  ● What is about to happen? 
  ● What should I be on the lookout for? 
  ● What here is useful to me? 
  ● Who or what is really in control here? 
  ● What here is not as it appears to be? 
  You and your allies roll with Advantage when acting on the answers. 
   
  Draw Them Out 
  When you interact carefully and watchfully with someone,​ roll+Cunning. On a 10+, hold 
  3. On a 7-9, hold 1. While you trying to figure them out, spend your hold to ask one: 
  ● What are they really feeling right now? 
  ● What are they trying to hide? 
  ● What do they wish I would do? 
  ● What do they most desire? 
  ● Whom do they serve? 
  ● How could I get them to ​________​? 
   
  Parley 
  When you press or entice someone into a course of action,​ say what you want them to 
  do (or not to do), give them a reason (leverage), and roll+Spirit. 
  For NPCs:​ On a 10+, they’ll do what you want until some fact or action betrays the 
  reason you gave them. On a 7-9, they’ll do it, but they’ll need some extra incentive first. 
  For PCs:​ On a 7+, they mark XP if they do as you ask. On a 7-9, they can choose to ask 
  you for something in return. On a 6-, they’re under no obligations to do as you ask. 
   
  Work in Tandem 
  When you act alongside one of your companions,​ they roll with Advantage but you are 
  both exposed to any costs or consequences associated with their move. 
   
  
  PERIPHERAL MOVES  
   
  Undertake a Journey 
  When you travel by a known or safe route, even through dangerous territory,​ ask the 
  GM how long it takes. They’ll tell you one or two things you see along the way, and they 
  may ask the same of you. 
  When you venture out into perilous or unfamiliar territory,​ indicate the route you’d 
  like to take and your destination (which might just be “a safe place to camp” or “as far as 
  this road takes us”). Then, whoever acts as guide rolls+Wisdom. On a 10+, all three. On a 
  7-9, choose two. On a 6-, choose one and don’t mark XP. 
  ● The way back is safe and secure, at least for now. 
  ● The journey won’t require the expenditure of any supplies or resources. 
  ● You aren’t followed or seen, and you get the drop on whatever lies ahead. 
   
  Supply 
  When you go into a bustling market to buy something with Wealth in hand,​ if it’s 
  something readily available, you can buy it at market price. If it’s something special, 
  beyond what’s usually available there, or non-mundane, roll+Spirit. On a 10+, you find 
  what you’re looking for at a fair price. On a 7-9, the GM chooses one. 
  ● It’ll cost 1 more Wealth it normally would. 
  ● It’ll cost you a little something extra - a debt or favour, maybe. 
  ● You can only find something similar or subpar. 
   
  Seek Out 
  When you declare you know someone who could help,​ roll+Wisdom. On a 10+, they 
  could help you, and you know where to find them. On a 7-9, the GM will choose one: 
  ● They could help you, but you already owe them one. 
  ● They could help you, but they’re caught up in some sort of trouble. 
  ● They can’t help you, but they do know someone who could. 
   
   
   
   
   
   
  Recover 
  When you settle down for the night (making camp in the wilderness, spending the 
  night at an inn, etc.) and spend several hours resting, eating, drinking, and 
  recuperating,​ you heal damage equal to half your maximum HP. 
  When you spend a few days resting in relative safety and comfort,​ tell the GM how 
  you spend your time. You heal all of your HP and clear all your Debilities, but the world 
  moves on without you; the GM will advance one or more of their Fronts in your absence. 
   
  Last Breath 
  When you reach 0 HP and take your last breath,​ roll+nothing; Death doesn’t care how 
  tough or how persuasive you are. On a 10+, you’ve cheated Death - you’re in a bad spot, 
  but you’re still alive at 1 HP. On a 7-9, Death will offer you a bargain; take it and stabilise 
  at 1 HP, or refuse and forfeit your soul. On a 6-, your fate is sealed; you’re marked as 
  Death’s own, and you’ll cross the threshold soon. The GM will tell you when it is time. 
   
  Pursue a Goal 
  When you want to accomplish a complex task or long-term project,​ tell the GM what 
  you hope to achieve. They’ll tell you the steps you’ll need to take to achieve your goal. 
  Player Note: You can represent goals through clocks - circles divided into segments, 
  with each segment corresponding to a step. 
  GM Note: Each step is a requirement, cost, or risk between the player and their goal. 
  For simple goals, give them up to 4 steps; for complex goals, give them up to 8 steps. 
   
  End of Session 
  When you reach the end of a session,​ take turns with the following: 
  ● Give an example of how you’ve met a Drive’s requirements; if you can, mark XP. 
  ● Describe how your opinion of or relationship with another character has changed; 
  if everyone agrees, mark XP. 
  ● Point out something impressive or memorable that another character did, that no 
  one else has mentioned yet; if you can, ​they​ mark XP. 
   
   
   
   
   
  
  EQUIPMENT AND SERVICES 
  Here are a few common pieces of weaponry, gear, hirelings, and services in Worlds of Adventure. 
  These lists aren’t exhaustive or compulsory, and variants upon these items are likely to exist. 
  Their prices may also vary depending on location, haggling, and similar factors. 
   
  Equipment 
  A​DVENTURING​ G​EAR​:​ 5 Uses, 2 Wealth 
  Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, 
  ropes, etc. ​When you rummage through your adventuring gear for some useful 
  mundane item and mark off a use,​ you find what you need. 
  B​ANDAGES​:​ 3 Uses, Slow, 1 Wealth 
  When you have a few minutes to bandage someone else’s wounds and mark off a 
  use,​ you heal them of 4 damage and staunch their bleeding. 
  P​OULTICES​ ​AND​ H​ERBS​:​ 2 Uses, Slow, 2 Wealth 
  When you carefully treat someone’s wounds with poultices and herbs and mark off a 
  use,​ you either heal them of 7 damage or cure them of a poison. 
  H​EALING​ P​OTION​:​ 3 Wealth 
  When you drink an entire potion,​ heal yourself of 10 damage or remove a Debility. 
  B​AG​ ​OF​ B​OOKS​:​ 5 Uses, 1 Wealth 
  When your bag of books contains just the right book for the subject you’re ​Spouting 
  Lore​ on,​ consult the book and mark off a use to roll with Advantage. 
  P​IPELEAF​:​ 6 Uses, 1 Wealth 
  When you share pipeleaf with someone,​ mark off two uses to roll with Advantage to 
  Parley with them. 
  F​LASK​ ​OF​ W​HISKEY​:​ 2 Uses, 1 Wealth 
  When you down a draught,​ mark off a use to roll with Advantage to act boldly or face 
  down terror. 
  T​RAP​ K​IT​:​ Dangerous, Slow, 1 Wealth 
  A bear trap, tripwire rig, bag of caltrops or marbles, or similar. ​When you take the time 
  to set it up in advance,​ it becomes a hazard you’ll want to steer clear of. 
   
  Poisons 
  O​IL​ ​OF​ T​AGGIT​:​ Dangerous, 2 Wealth 
  Must be consumed. The target falls into a light sleep. 
  B​LOODWEED​:​ Dangerous, 2 Wealth 
  Requires contact. The target deals -2 Damage with attacks until they are cured. 
  G​OLDENROOT​:​ Dangerous, 2 Wealth 
  Must be consumed. The target treats the next person they see as a trusted ally, until 
  proved otherwise. 
  S​ERPENT’S​ T​EARS​:​ Dangerous, 2 Wealth 
  Requires contact. The target takes +2 Damage from attacks until they are cured. 
   
   
    
    For example, you might have a Rusty Sword which deals -1 damage or might easily break on a 6- in combat. 
   Or you might have a Masterwork Bow which has 1-Piercing or +1 Damage in addition to its other tags.  
   
  Common Weapons 
  S​LING​:​ Near, Awkward, Reload, 0 Wealth 
  R​AGGED ​B​OW​:​ Near, Reload, 1 Wealth 
  F​INE ​B​OW​:​ Near/Far, Reload, 2 Wealth 
  C​ROSSBOW​:​ Near, Loud, Reload, 1 Wealth 
  P​ISTOL​:​ Near, +1 Damage, Loud, Reload, 2 Wealth 
   
  U​NARMED​:​ Close 
  D​AGGER​/S​HIV​/K​NIFE​:​ Close/Near, 1 Wealth 
  B​ASELARD​/K​RIS​/K​UKRI​/D​IRK​:​ Close, 1-Piercing, 1 Wealth 
  M​ANY​/H​IDDEN ​K​NIVES​:​ Close/Near, Infinite, 2 Wealth 
   
  C​LUB​/S​HILLELAGH​:​ Melee, 0 Wealth 
  S​TAFF​/P​IKE​:​ Melee, Hefty, 0 Wealth 
  S​WORD​/A​XE​/M​ACE​:​ Close/Melee, 1 Wealth 
  W​ARHAMMER​/F​LAIL​:​ Melee, Forceful, 1 Wealth 
  G​REATSWORD​/G​LAIVE​/H​ALBERD​:​ Melee, +1 Damage, Hefty, 2 Wealth 
  B​ASTARD ​S​WORD​/C​HAIN ​W​HIP​:​ Melee, Messy, Awkward, 1 Wealth 
  R​APIER​:​ Melee, 2-Piercing, 2 Wealth 
  S​PEAR​:​ Melee/Near, 1 Wealth 
   
  Common Armour 
  L​EATHER​/C​HAINMAIL​/G​AMBESON​:​ 1-Armour, 2 Wealth 
  S​CALE​/P​LATE​:​ 2-Armour, Clumsy, 3 Wealth 
  S​HIELD​:​ +1 Armour, 1 Wealth 
   
  Services and Other Expenses 
  1 W​EALTH​:​ Most services and expenditures. 
  Healing from a chirurgeon. A week’s stay at a peasant’s inn. A night of song, dance, and 
  companionship. A custom item from a blackspoth or other professional (in addition to 
  its base price). A hired killer. A guide through perilous terrain. Most hirelings. 
   
  2 W​EALTH​:​ Exceptional and exotic services and expenditures. 
  Magical healing from a priest or alchemist. A week’s stay at a noble’s inn. A small 
  festival. A professional assassin. A guide through dangerous, life-threatening lands. 
   
  Anything of greater cost or value is typically a long-term investment, such as ownership 
  of a house, caravan, business, or ship. 
   
   
   
  
  Introductions​ (Answer these with the group) 
  Once everyone is ready, take turns introducing your characters. 
  ●
  When it is your turn,​ tell them your Name and Playbook, your Look, your Drives, and any other important details. 
  ●
  When someone reveals something and you want to know more,​ ask them about it. 
  ●
  When someone asks you a question,​ answer it truthfully. 
   
  Then, answer as many as there are other players: 
  ●
  Who here always has my back when things go south? 
  ●
  Who here have I worked with before? 
  ●
  Who here knows incriminating details about me? 
  ●
  Who here have I stolen from before? 
  ●
  Who here thinks I’m a worthless rat? 
  ●
  Who here is the only one who trusts me? 
  Finally, answer at least two of these: 
  ●
  Where did you learn your trade? 
  ●
  Were you ever part of a thieves’ guild? 
  ●
  What’s something you’re trying to keep hidden? 
  ●
  Who is someone that’s actively out to get you? 
  ●
  Who is someone that you can always go back to? 
  ●
  What’s the greatest thing you ever stole? Do you still 
  have it? 
   
   
   
   
   
  Notes 
   
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  _______________​, T​HE​ T​HIEF 
  Name​ (Choose one or make your own) 
  Examples: Raven, Starlight, Rook, Omar, Robin, Marlow, Farley, Kelda, Carver, Trog, Dregal, Trixie, Sketch, Arain, Lightfoot, 
  Eraduin, Jacklyn, Sparrow, Shank, Sinvistar, Shadowhawke, Vuliea, Bug, Hram, Pox, Humble, Farley, Corviian, Leiriu, Lokke 
   
  Look​ (Choose at least one from each row) 
  ❑ Changeling    ❑ Dwarf    ❑ Elf    ❑ Goblin    ❑ Gnome    ❑ Halfling    ❑ Human    ❑ Orc    ❑ Vanara    ❑ 
  ______________ 
  ❑ Ambiguous    ❑ Female    ❑ Male    ❑ Transgressing    ❑ ​______________ 
  ❑ Just a kid    ❑ Old enough to know better    ❑ Still got it    ❑ ​______________ 
  ❑ Knowing eyes    ❑ Mocking eyes    ❑ Quick eyes    ❑ Wild eyes    ❑ ​______________ 
  ❑ Lithe    ❑ Heavyset    ❑ Knobby    ❑ Flabby    ❑ ​______________ 
  ❑ A light step    ❑ More like a strut    ❑ No wasted movement    ❑ ​______________ 
   
  Drive​ (Choose one or make your own) 
  ❑ ​E​XCITEMENT 
  Pull off a cool, daring, or reckless stunt, or cause trouble for 
  yourself or your allies by taking an unnecessary risk. 
   
  ❑ ​T​RICKERY 
  Mislead or betray someone for your own selfish interests, or 
  shift danger or blame from yourself to someone else. 
   
  ❑ ​C​ONSCIENCE 
  Stand up to a bully or tyrant, or forego comfort or advantage 
  in order to do the right thing or help someone worse-off. 
   
  ❑​   ​_____________________________________ 
  ________________________________________ 
  ________________________________________ 
  Starting Equipment 
  You have something ​Valuable​. It could be 1 Wealth, but if 
  not, describe it. 
   
  Choose two weapons: 
  ❑ Hidden Knives (​Hand/Near​, ​Infinite​). 
  ❑ A Rapier (​Melee​, ​2-Piercing​). 
  ❑ A Wicked Knife (​Hand​, ​1-Piercing​). 
  ❑ A Chain Whip (​Melee​, ​Messy​, ​Awkward​). 
  ❑ A Fine Bow (​Near/Far​, ​Reload​). 
   
  And choose two: 
  ❑ A suit of Leather Armour (​1-Armour​). 
  ❑ Some Adventuring Gear (​5 Uses​). 
  ❑ An extra 2 Wealth to your name. 
  ❑ A Flask of Whiskey (​2 Uses​). 
  ❑ Some Pipeleaf (​6 Uses​). 
  ❑ A Poison of your choice. 
  ❑ A Trap Kit (​Dangerous​, ​Slow​). 
   
  If you want to start with something different, unique, or 
  exotic, like an Asset, talk with the GM. 
    
  Inventory 
   
   
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  Stats​ (Assign the following: +2, +1, +1, +0, -1) 
  MIGHT 
  ───────── 
    
  ───────── 
  ❑ ​W​EAKENED 
   
  AGILITY 
  ───────── 
    
  ───────── 
  ❑ ​S​HAKY 
   
  WISDOM 
  ───────── 
    
  ───────── 
  ❑ ​A​DDLED 
   
  CUNNING 
  ───────── 
    
  ───────── 
  ❑ ​C​ONFUSED 
   
  SPIRIT 
  ───────── 
    
  ───────── 
  ❑ ​B​ROKEN 
   
   
   
   
   
   
   
   
   
  HIT POINTS 
  ───────── 
        / 16 
   
  ARMOUR 
  ───────── 
    
   
  DAMAGE 
  ───────── 
  d6+1 
   
  LEVEL 
  ───────── 
    
    EXPERIENCE 
  ───────── 
  ❑​ ​❑​ ​❑​ ​❑​ ​❑ 
  ❑​ ​❑​ ​❑​ ​❑​ ​❑ 
   
  Roguish Talent​ (Choose one) 
    Core Moves​ (You start with all of these) 
  ❑ ​L​URKER 
  You are ​Stealthy​. You never need to ​Defy Danger​ to move or 
  act quietly, and you’ll generally go unnoticed by NPCs unless 
  you draw attention to yourself. ​Whenever you like,​ you can 
  ask the GM “where’s the best hiding place?” and they’ll tell 
  you the truth. 
   
  ❑ ​T​RUSTWORTHY 
  As long as you show a friendly face,​ anyone not already 
  actively hostile towards you will treat you as a friend, until 
  proven otherwise. Anything you say will be accepted as open 
  honesty unless hard evidence is given to the contrary. 
   
  ❑ ​M​ERCURIAL 
  Whenever you like,​ you can change any or all of your Looks. 
  Those who know you can still recognise you, but only if they 
  look closely. ​If asked to describe you,​ the most anyone can 
  recall are the most generic and worthless details imaginable. 
   
  ❑​  ​___________________________________________ 
  ______________________________________________ 
  ______________________________________________ 
  ______________________________________________ 
  ______________________________________________ 
   
  T​RICKS OF THE ​T​RADE 
  When you set about to steal something or break into 
  something locked and secure,​ roll+Agility. On a 7+, you do it. 
  On a 10+, choose 2. On a 7-9, choose 1. 
  ●
  You work quickly, without much time or effort. 
  ●
  You work quietly, discreetly, drawing little notice. 
  ●
  You work cleanly, without cost or leaving a trail. 
  D​ANGER ​S​ENSE 
  When you're certain something's wrong and you scan your 
  surroundings, ​you can ask the GM "Is there a trap or ambush
  here? If so, where would it come from?" They will answer 
  honestly, and you roll with Advantage to thwart the trap or 
  ambush before it can be brought to bear. 
   
   
   
   
   
   
   
   
   
   
   
  This document for review purposes only. 
   
  
  Advanced Moves​ (You also start with one of these) 
  ❑ ​F​IGHTING ​D​IRTY 
  When you ​Hack and Slash​ by getting up close and personal 
  and using underhanded tactics,​ you can roll+Agility instead 
  of +Might, and you add the following option to the list: 
  ●
  You snatch something they’re carrying; now it’s yours. 
  ❑ ​I​MPECCABLE ​G​RACE 
  When you ​Defy Danger​ using acrobatics, deft maneuvers, 
  or quick reflexes or thinking,​ you can treat a 6- as a 7-9. On 
  a 7-9, you can choose to have something or something else, 
  possibly your equipment but certainly not you personally, 
  suffer the consequences instead. 
  ❑ ​U​PSELL 
  When you try to make something appear ​Valuable​ when 
  it’s not or exaggerate your own power to seem ​Terrifying 
  or ​Magical​,​ roll+Cunning. On a 10+, you do it, no problem. On
  a 7-9, you do it, but the GM will offer you two options 
  between suspicion, danger, or cost; pick your poison. 
  ❑ ​C​ASE THE ​J​OINT 
  When you scout out a location with the intention of 
  breaking in and stealing something,​ ask the GM as many of 
  the following questions as you like: 
  ●
  What is my best way in and out? 
  ●
  What’s the greatest danger here? 
  ●
  What’s out of place here? 
  ●
  Where do they keep the valuables? 
  You and your allies roll with Advantage when acting on the 
  answers. 
  ❑ ​D​EEP ​P​OCKETS 
  Once per session,​ you can pull out something from your 
  pockets or packs that you forgot about until just now, as if 
  you had spent a use of Adventuring Gear. 
  When you conceal a small object on your person,​ no one 
  can find it unless you are bound, stripped, and thoroughly 
  searched. You can easily conceal a number of items equal to 
  your Agility in this way. 
  ❑ ​S​MOOTH ​C​RIMINAL 
  You always look good. Even if you’re wet, dirty, beat-up, or 
  otherwise disheveled, you still manage to pull it off. 
  When you use your impeccable good-looks and 
  considerable charms as leverage,​ you roll with Advantage to 
  Parley​ with anyone who respects your appearance. 
  ❑ ​F​AKE ​O​UT 
  When you make your opponent think you’re less of a threat 
  than you really are, ​you roll with Advantage on your next 
  move against them. If it’s an attack, you deal +2 Damage. 
  Most foes will generally wisen up to you after that. 
  ❑ ​L​EGERDEMAIN 
  When you perform a feat of sleight of hand upon an 
  unwary or distracted mark,​ you succeed and no one’s the 
  wiser. If you’re subject to scrutiny, though, roll+Agility. On a 
  10+, you succeed and no one’s the wiser. On a 7-9, you can 
  choose to succeed, but if you do someone (your mark, an 
  onlooker, etc.) will notice. 
  ❑ ​P​OISON ​E​XPERT 
  You’ve mastered the care and use of poisons; they are no 
  longer ​Dangerous​ for you to use. ​When you have time to 
  gather materials and a safe place to brew,​ you can create 
  up to three doses of a poison. Describe the effects you’d like 
  your poison to have, and the GM will give you one or more of 
  the following caveats: 
  ●
  You’ll need ​________​ to make it. 
  ●
  It will only work under specific circumstances. 
  ●
  The best you can manage is a weaker version. 
  ●
  It’ll take a while for the effects to manifest. 
  ●
  It’ll have obvious or undesirable side effects. 
  ●
  It’s ​Dangerous​ for anyone to handle - even you. 
   
  ❑ ​A​CE ​U​P ​Y​OUR ​S​LEEVE 
  When you challenge someone to a game of chance and they 
  accept,​ roll+Cunning. On a 10+, you decide the outcome. On a 
  7-9, you decide the outcome, but the GM will choose one. 
  ●
  Your opponent realises a shortly after that you cheated. 
  ●
  Your opponent challenges you to “double or nothing.” 
  ●
  Someone outside the game gets suspicious or takes 
  offense. You’re not welcome here anymore. 
   
  ❑ ​E​SCAPE ​R​OUTE 
  Requires: Level 6+ 
  When you things go south and you need a way out,​ name 
  your escape route and roll+Agility. On a 10+, you’re gone. On 
  a 7-9, you slip away, but it costs you; the GM will say what 
  you leave behind or bring with you. 
   
  ❑ ​S​HOOT ​F​IRST 
  Requires: Level 6+ 
  You are never caught off-guard or by surprise. You always 
  get to act first, even if someone gets the drop on you. 
   
  ❑ ​T​URNING ​T​HE ​T​ABLES 
  Requires: Level 6+, Fighting Dirty 
  When you ​Fight Dirty​,​ you can also choose an option from 
  the ​Telling Blow​ list, even on a 6-: 
  ●
  You cripple, hobble, or disarm them. 
  ●
  You stun, blind, or otherwise disable them. 
  ●
  You push, pull, or otherwise move them where you want 
  them. 
   
  ❑ ​E​VASION 
  Requires: Level 6+, Impeccable Grace 
  When you ​Defy Danger​,​ on a 12+, you transcend the danger. 
  You not only do what you set out to do, but the GM will offer 
  you a better outcome, a moment of true beauty, or a show of 
  unearthly grace. 
   
  ❑ ​T​ELLING ​T​ALL ​T​ALES 
  Requires: Level 6+, Upsell 
  When you tell an outrageous or grandiose lie or falsehood 
  that nobody in their right mind would believe,​ roll+Cunning. 
  On a 7+, everyone believes you anyway, at least until they 
  see or hear something that convinces them otherwise. On a 
  7-9, they’ll be fooled, but not for long. 
  You can’t ​Tell Tall Tales​ to people who are actively hostile or 
  suspicious towards you. Other players are always suspicious 
  of you, because you’re the Thief. 
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Worlds of Adventure/Worlds of Adventure v0.3 Preview.pdf