TEXT: spACe vvurm
  spACe vvurm
  
  Name & Title: 
  Space Wurm 
  Space Tyrant 
  ■ Space Tyrant 
  Choose two sectors of society that you
  control: 
  ○ 
  Aliens. 
  ○ 
  Cybernetics. 
  ○ 
  The Imperial throne. 
  ○ 
  Interstellar transpor. 
  ○ 
  Religion. 
  ○ 
  The secret police. 
  ○ 
  The spice. 
   
  Then cross two off: they don’t exist. If you
  gain control of the remaining three, you
  win the game. 
  Alignment 
  Space Wurm is always evil, but having only 
  one of anything is never enough. Choose 
  another alignment: 
  □ Chaotic 
  Defy the rules you make for others. 
   
  □ Lawful 
  Follow your own rules. 
   
  □ Neutral 
  Get what you want. 
  □ Autochthonous 
  No one ever gave you anything. All that you
  have now, you took for yourself. Take
  +1 forward to any attempt to keep your
  treasure close. 
   
  □ Born to Rule 
  You inherited your glorious position. Now
  what will you make of it? When you recruit
  from the two sectors of society you start
  the game in control of, you always succeed
  as if you had rolled a 10+, and these hirelings
  start with loyalty+2, in addition to their
  other stats. 
   
  □ Construct 
  You were made to be what you are now. But
  why and by whom? Choose a common
  hazard, such as fire, hunger and thirst,
  lasers, poison, being cut, or a lack of air. You
  are immune to it. 
  Origins
  Bonds 
  For 
  each 
  of 
  the 
  other 
  PCs 
  (except
  Moonicorn), 
  decide 
  whether they are
  treasure or just currency, like so: 
  
  _______________ is [just currency / treasure]. 
  You can change your mind about them
  whenever you like, except Moonicorn is
  always treasure. 
   
   
  When you give aid to your treasure,
  roll+2.  
   
   
  When you interfere with those who are
  just currency, roll+2. 
   
   
  Otherwise, roll+nothing when you aid or
  interfere. Treasures take an extra +1 when
  they roll to aid or interfere with you. 
   
  Bonds: 
   
  Your load is 8+STR. 
   
  As far as gear goes, you have access to
  anything you want, if it comes from the
  sectors of society that you control, is part of
  your collection, or can be bought with
  money. 
   
  Gear: 
  Gear
  ARMOUR: 
  Rating
  Type:
  DAMAGE: 
   
  d10 
   
  Special:
  WEIGHT: 
  Carried
  Encumbrance
  LOAD: 
  Max.
  = 8+STR
  CURRENT HP: Current 
  Wounds:
  MAX. HP: 
  Max. 
  = 4+Intelligence
  LEVEL: 
  XP
  On a miss: ○○○○○○○
   
   
  Assign these scores to your stats:
  16 (+2), 15 (+1), 13 (+1), 12 (0), 9 (0), 8 (-1).
  WISDOM 
  Bonus
   
  WIS
  ○ Confused 
  -1
  Score 
  CHARISMA 
  Bonus
   
  CHA
  ○ Scarred 
  -1
  Score 
  INTELLIGENCE 
  Bonus
   
  INT
  ○ Stunned 
  -1
  Score 
  CONSTITUTION 
  Bonus
   
  CON
  ○ Sick 
  -1
  Score 
  DEXTERITY 
  Bonus
   
  DEX
  ○ Shaky 
  -1
  Score 
  STRENGTH 
  Bonus
   
  STR
  ○ Weak 
  -1
  Score 
  Look 
  Black Hearted, Fire in the Blood, or  
  Sleeps Beneath a Mountain. 
  Burning Eyes, Greedy Gaze, or Sly Looks. 
  Calm and Collected, Quiet Step, or  
  Vise-Like Grip. 
  Coiling, Royal, or Sinister. 
  No one calls you Space Wurm to your face! Of course you have a name and a title, like
  God-Empress or Khalifa, but the most important thing is what form of address others use
  when they speak to you. Choose one (or more if you are greedy): Holiness, Magnificence,
  Most Glorious One, O Revered Excellency, Our Most Illustrious Leader, Your Grace,
  Your Great and Terrible Eminence, Your Imperial Majesty, Your Most Serene Highness.
  
  Starting Moves 
  You start with these four moves, as well as Space Tyrant: 
  ■ Bargaining 
  When you bargain with an NPC in a
  ritual manner, take +1 to parley with them.
  When you bargain with another PC in a
  ritual manner, you can offer them access to,
  or resources from, whichever sectors of
  society you control. 
  If they are just currency, you can also offer
  them: 
  
  One use of your voice of authority, as if 
  they were you. 
  
  They can resolve a bond with you and 
  write a new one with someone else. 
  If they are treasure, you can also offer
  them: 
  
  +1 forward to anything that involves 
  you in some way. 
  
  One use of ceremony, as if they were 
  you. 
  
  They can resolve a bond with someone 
  else and write one with you. 
   
  ■ Collector 
  You have near-countless wealth, riches
  almost beyond imagining. What do you
  collect in particular? Choose two: 
  ○ 
  Animals as varied as creation itself. 
  ○ 
  Civil architecture. 
  ○ 
  Gardens of every type. 
  ○ 
  Libraries full of knowledge. 
  ○ 
  Mansions and palaces. 
  ○ 
  Mind-altering experiences. 
  ○ 
  Servants of great and wondrous skill. 
  ○ 
  Strange, unique inventions. 
  ○ 
  Treasures of the ancient world. 
  When you want to use a thing from one
  of your collections, describe it and say
  where it is. 
  ■ Ceremony 
  When you devise a ceremonial activity in
  order to change the nature of a social
  group you have authority over, tell the
  GM what you’re trying to achieve. The GM
  will state one to four requirements from the
  list below, perhaps mercifully connecting
  two of them with the word “or,” and
  perhaps not. You must accomplish or abide
  by these requirements in order to effect the
  change you want: 
  
  Change will be superficial at best. 
  
  It must be ruthlessly enforced. 
  
  It requires a vast expenditure of 
  resources. 
  
  It will take a long, long time. 
  
  You and your minions risk danger from 
  _______________. 
  
  You must dismantle _______________ to do it. 
  
  You need help from _______________. 
  
  You need to obtain _______________ first. 
   
  ■ Voice of Authority 
  When you command an organization or
  group you control to take action, roll+INT.
  On a 10+, they obey relatively quickly, but
  may need to weed out those who resist. On
  a 7-9, they act slowly, or in the face of
  resistance. On a miss, they encounter
  disaster trying to execute your orders. An
  organization or group can only undertake
  one command at a time. 
   
  Space Wurm 
  A character class by Johnstone Metzger,
  for use with Space Wurm vs. Moonicorn. 
  Advanced Moves
  When you gain a level from 2-5, choose from these moves:
  □ The Bait 
  When you let someone into your private
  space (or spaces) for longer than a
  moment, 
  they 
  will 
  inevitably 
  find
  something that they want. You always know
  what it is. When it becomes theirs and is
  no longer yours, if they are a PC, they mark
  XP. 
   
  □ Claws 
  When 
  you 
  would 
  deal 
  damage 
  to
  someone other than Moonicorn, either
  directly or through your minions, you may
  instead choose to spend 1 XP and capture
  them. The current scene ends, they suffer
  no damage, and you frame a new scene
  immediately with just the two of you. They
  cannot leave the scene until you let them or
  they defeat you, and other characters may
  not 
  enter 
  the 
  scene 
  without 
  your
  permission. 
   
  □ Exclusive Collection 
  Choose one collector option to be exclusive
  to your possessions. At the very least, you
  own every single exemplary specimen of this
  thing in the galaxy. At most, there are no
  examples of this thing outside of your
  possession at all. The choice is yours. 
   
  □ Fifth Colum 
  When you send your underlings to
  infiltrate an organization you have no
  authority over, roll+INT. On a hit, you can
  use ceremony on this organization as if you
  had authority over them, but on a 7-9, your
  underlings are discovered and purged when
  you do so. 
   
  □ Hoarder 
  Add two more things to your collection,
  from the list or not, as is your whim. You
  may not add the GM’s dangers nor the other
  PCs. 
  □ Jealous Coils 
  When you defend your treasure, you can
  redirect attacks made against your treasure
  to yourself without spending hold until
  your defence ends. If you also interfere with
  a PC you treasure while you’re defending or
  guarding 
  them, 
  don’t 
  roll. 
  You
  automatically get a 10+. 
   
  □ Swap Meat 
  When you bargain with another PC, you
  can also offer to trade bodies with them.
  This lasts as long as you want it to or until
  either of you take damage. The damage
  remains with the body that was harmed. 
   
  □ Vader 
  If you make an example of someone when
  you have only one more requirement left
  in order to effect a change via ceremony,
  the change occurs anyway, but on a
  temporary basis. After an event happens
  that challenges those changes, they reverse
  themselves. 
   
  □ The Wealth of the Galaxy 
  Choose 
  a 
  move 
  from 
  another 
  class.
  Consider yourself one level lower for
  purposes of qualifying. 
   
  □ Weirding Module 
  When you command an individual,
  roll+INT. On a hit, they must choose one: 
  
  Attack you now. 
  
  Flee in terror. 
  
  Obey your commands. 
  Additionally, on a 10+, if they attack you,
  you may deal your damage to them first. On
  a miss, you must either flee or obey one of
  their commands. 
  
  Space Wurm 
  Advanced Moves 
  When you gain a level from 6-10, choose from these moves or the level 2-5 moves:
  □ Blood Rite 
  When you organize a ceremony and the
  GM gives you conditions to meet, you
  may ignore one of them if you meet either of
  the following conditions instead: 
  
  You must declare war and engage the 
  enemy. 
  
  You must sacrifice something 
  personally important to you. 
   
  □ Command Economy 
  When you use your voice of authority, on
  a 
  12+, 
  your 
  orders 
  are 
  carried 
  out
  immediately and without question, no
  matter what. 
   
  □ Machines 
  You can spend an XP to create a machine
  that allows you to use any one move from
  another class that has not been taken by
  another PC. When you use it, on a miss,
  spend an additional XP or your machine
  breaks and becomes unusable. You can let
  PCs you treasure use your machines but if
  you do, you can’t spend XP to stop them
  from breaking on a miss. 
   
  □ Monuments in Darkness 
  When you erect a monument in your own
  honour, you can see through its eyes and
  hear through its ears whenever you like, as
  long as it still stands. 
   
  □ Never Enough 
  Requires: The Wealth of the Galaxy 
  Choose 
  a 
  move 
  from 
  another 
  class.
  Consider yourself one level lower for
  purposes of qualifying. 
   
   
  □ Research Department 
  You can pose a question to one of your
  minions and have them perform research to
  find the answer. At the beginning of each
  session, or after a period of downtime,
  roll+CHA. On a 10+, you are presented with
  the answer. On a 7-9, they’re making
  progress but need more of something to
  continue, the GM will tell you what. 
   
  □ Rough Trade 
  Replaces: Swap Meat 
  When you bargain with another PC, you
  can also offer to trade bodies with them.
  This lasts as long as you want it to. If you
  trade back when you take damage, apply it
  to your trade partner instead of yourself. 
   
  □ Safe as Houses 
  Requires: Jealous Coils 
  When you defend your treasure, you get
  +1 hold, even on a miss. 
   
  □ Scales 
  Once per session, you can take a form that is
  all coils and talons. In this beastly form,
  you have 4 armour, and you can roll with
  INT instead of STR when you hack and
  slash, and with CON instead of DEX to
  volley by breathing fire. 
   
  □ Throne of Blood 
  Requires: Vader 
  When you sacrifice someone’s life in
  order to effect change via ceremony when
  you have only one more requirement left,
  the change occurs anyway. 
  Dungeon World Basic Moves
  Defend 
  When you stand in defence of a person,
  item, or location under attack, roll+CON.
  On a 10+, hold 3. On a 7-9, hold 1. As long
  as you stand in defence, when you or the
  thing you defend is attacked you may spend
  hold, 1 for 1, to choose an option: 
  
  Deal damage to the attacker equal to 
  your level. 
  
  Halve the attack’s effect or damage. 
  
  Open up the attacker to an ally giving 
  that ally +1 forward against the attacker.
  
  Redirect an attack from the thing you 
  defend to yourself. 
   
  Defy Danger 
  When you act despite an imminent threat
  or suffer a calamity, say how you deal with
  it and roll. If you do it… 
  
  by enduring, roll+CON.  
  
  by getting out of the way or acting fast, 
  roll+DEX. 
  
  by powering through, roll+STR. 
  
  through mental fortitude, roll+WIS. 
  
  using charm and social grace, roll+CHA.
  
  with quick thinking, roll+INT. 
  On a 10+, you do what you set out to, the
  threat doesn’t come to bear. On 
  a
  7-9, you stumble, hesitate, or flinch: the GM
  will offer you a worse outcome, hard
  bargain, or ugly choice. 
   
  Discern Realities 
  When you closely study a situation or
  person, roll+WIS. On a 10+, ask the GM
  three questions from the list below. On a 7-
  9, ask one. Either way, take +1 forward when
  acting on the answers. 
  
  What happened here recently? 
  
  What here is not what it appears to be? 
  
  What here is useful or valuable to me? 
  
  What is about to happen? 
  
  What should I be on the lookout for? 
  
  Who’s really in control here?
  Hack and Slash 
  When you attack an enemy in melee,
  roll+STR. On a 10+, you deal your damage to
  the enemy and avoid their attack. At your
  option, you may choose to do +1d6 damage
  but expose yourself to the enemy’s attack.
  On a 7-9, you deal your damage to the
  enemy and the enemy makes an attack
  against you. 
   
  Parley 
  When you have leverage on a GM
  character and manipulate them, roll+CHA.
  On a 10+, they do what you ask if you first
  promise what they ask of you. On a 7-9,
  they will do what you ask, but need some
  concrete assurance of your promise, right
  now. 
   
  Spout Lore 
  When you consult your accumulated
  knowledge about something interesting,
  roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the
  subject relevant to your situation. On a 7-9,
  the GM will only tell you something
  interesting—it’s on you to make it useful.
  The GM might ask you “How do you know
  this?” Tell them the truth. 
   
  Volley 
  When you take aim and shoot at an
  enemy at range, roll+DEX. On a 10+, you
  have a clear shot—deal your damage. On a
  7-9, choose one (whichever you choose, you
  deal your damage): 
  
  You have to move to get the shot, 
  placing you in danger as described by 
  the GM. 
  
  You have to take several shots, 
  reducing your ammo by one. 
  
  You have to take what you can get:  
  -1d6 damage. 
   
   
  Dungeon World by Sage LaTorra and
  Adam Koebel. www.dungeon-world.com 
  
  Moonicorn
  Moonicorn
  
  Name: 
  Moonicorn 
  Choose a hopeful, normal, or rebellious name, or one from the list:
  Angela, Asantewa, Aurobindo, Bolivar, Chennamma, Cherchiz, Corazon, Emmeline,
  Gwendolene, Hope, Ibrahim, Ignaty, Johnny, Laskarina, Leon, Nehanda, Ñusta, Nzinga,
  Obavva, Pachen, Rennyo, Rosa, Ryan, Sankara, Shamil, Sutomo, Vilma, Vusumzi,
  Washington, Yatsen, Yoshimi, Zenobia. 
  LEVEL: 
  XP
  On a miss: ○○○○○○○
   
   
   
   
   
  INTEGRITY: 
  Integrity
  Start with Integrity+2.
  Gear 
  Your load is 7+STR. 
   
  Choose one weapon: 
  
  High security passcard. 
  
  Lightsaber (close, precise,   
  two-handed, 2 weight). 
  
  Signals jammer ( 1 weight). 
   
  Choose one defence: 
  
  Medkit (3 uses, 2 weight). 
  
  Pocket television (1 weight). 
  
  Poison sniffer. 
   
  More Gear: 
  Alignment
  Moonicorn is always good. Choose a drive 
  instead of an alignment: 
  □ Freedom 
  Free someone else from the bonds of 
  oppression. 
   
  □ Friendship 
  Successfully defend your friends and 
  comrades from harm. 
   
  □ Love 
  Search for your one true love. 
  Bonds 
  At the start of the game, you have one bond with each of the other PCs. Choose each of their
  names to answer one of the following questions and write a bond to reflect that: 
  
  Who are you trying to rescue, and from what? 
  
  Who do you feel most comfortable around? 
  
  Who do you go to for help when you need it? 
  
  Who do you have something to prove to and what is it? 
  
  Who do you look up to most and why? 
  
  Who do you owe a debt to? 
  
  Who have you heard the most stories about? 
  
  Who has been your friend the longest? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  At the end of each session, you can either resolve a bond and mark XP like everyone else, or
  you can write a new bond with any PC and add it to the ones you have already. There is no
  upper limit on the total number of bonds you can have, but you can’t get more than +3 when
  you roll+bonds. 
  Hunters
  ARMOUR: 
  Rating
  Type:
  DAMAGE: 
   
  d4 
   
  Special:
  WEIGHT: 
  Carried
  Encumbrance
  LOAD: 
  Max.
  = 7+STR
  CURRENT HP: Current 
  Wounds:
  MAX. HP: 
  Max. 
  = 10+Charisma
  Assign these scores to your stats:
  16 (+2), 15 (+1), 13 (+1), 12 (0), 9 (0), 8 (-1).
  WISDOM 
  Bonus
   
  WIS
  ○ Confused 
  -1
  Score 
  CHARISMA 
  Bonus
   
  CHA
  ○ Scarred 
  -1
  Score 
  INTELLIGENCE 
  Bonus
   
  INT
  ○ Stunned 
  -1
  Score 
  CONSTITUTION 
  Bonus
   
  CON
  ○ Sick 
  -1
  Score 
  DEXTERITY 
  Bonus
   
  DEX
  ○ Shaky 
  -1
  Score 
  STRENGTH 
  Bonus
   
  STR
  ○ Weak 
  -1
  Score 
  Look 
  A Single Horn, Magic, or Rainbows. 
  Blessed, Our Last Hope, or Survivor. 
  Modest Gaze, Stoic Stare, or  
  Translucent Eyes. 
  Mohawk, Tousled Elf-Locks, or  
  White Mane. 
  
  Moonicorn 
  A character class by Johnstone Metzger,
  for use with Space Wurm vs. Moonicorn. 
  Starting Moves 
  You start with these five moves, as well as Integrity: 
  ■ Full of Grace 
  When you take a stand or expose yourself
  to danger, you may choose options equal to
  your DEX or less (but not fewer than none),
  and you may choose one extra if you spend
  a point of Integrity: 
  
  You become immune to one obvious 
  environmental danger here; say how. 
  
  You draw the immediate attention of 
  everyone around you. 
  
  You inspire someone watching you, the 
  GM decides who. 
  
  You reveal your true feelings for 
  someone, without using words. 
  If you’re making a move, roll as normal, but
  also: On a 10+, all the options you chose are
  true. On a 7-9, only one option you chose is
  true, you pick which. On a miss, the GM
  chooses which are true. 
   
  ■ Hunted 
  They’re out there looking for you, looking
  to crush your spirit, take away your liberty,
  and ruin the dreams of everyone you love.
  Whichever three sectors of society Space
  Wurm doesn’t control, that’s where they
  come from, though they might find allies
  elsewhere. When they come for you—not
  their hounds or minions, but the hunters
  themselves—you can choose one: 
  
  Call out for help, and anyone who 
  comes to your aid gets 1 XP. 
  
  Look straight at them and ask the GM 
  one question about them. 
  
  Stand up to them and gain an extra 
  point of Integrity. 
  If you defeat them all, for good, you win
  the game. 
  ■ I Believe In You 
  When someone else rolls less than 10 for a
  move, you can look them in the eye, tell
  them you believe in them, and spend a point
  of Integrity. If you do, their roll changes
  from a 7-9 to a 10+, or from a miss to a 7-9. 
   
  ■ Revolution Now! 
  When you come into contact with the
  authorities for the first time (or once again
  after a long time apart), roll+Integrity.
  Consider each organization or group in a
  position of power as a separate authority.
  On a 10+, people speak out about the
  authority’s inadequacies or rise up against
  its injustices, GM’s choice. On a 7-9, you
  can see either what crucial resource the
  authority is lacking or what would cause
  people to withdraw their support, GM’s
  choice. On a miss, the authority’s internal
  failings—abuses 
  of 
  power, 
  corruption,
  incompetence, or venality, perhaps—are
  exposed. 
   
  ■ Wish Upon a Star 
  When another PC who has a bond with
  you tells you what they wish for most, say
  what you think of their wish, and whether
  or not you believe in it. If you believe in it,
  they take +1 forward to accomplish it. If you
  don’t believe in it, they take -1 ongoing to
  accomplish it until they resolve a bond with
  you and write a new one with someone else.
   
  Moonicorn 
  A character class by Johnstone Metzger,
  for use with Space Wurm vs. Moonicorn. 
  □ Alien Moon 
  Your home is unique, like nowhere else in
  the galaxy. Are you an alien, too? You can
  spend a point of Integrity to make someone,
  or everyone, notice you and pay attention,
  even if you do nothing else. 
   
  □ Crescent Moon 
  Your people are few and far between, living
  off what little they have been left by other,
  more powerful classes. They have so much
  more than you, but you’ve always known
  how to make do. When you hold
  something inanimate in your hand, you
  can spend a point of Integrity to add a new
  tag to it, your choice which. 
   
  □ Full Moon 
  You call the centre of the universe your
  home. This capital, teeming with untold
  multitudes, gave you your life and your
  ideals. When you spout lore about your
  vast knowledge of the galaxy, you can
  spend a point of Integrity for a +1, even after
  you roll. 
   
  □ New Moon 
  Your home was destroyed, and now you
  must look for a new one. When you defend
  someone else, you can spend a point of
  Integrity to get +1 hold, even on a miss. 
   
  □ Waning Moon 
  Your home was once great and powerful, its
  influence felt across the galaxy. But no
  more. How much of this slide into obscurity
  have you witnessed over the course of your
  life, 
  Moonicorn? 
  When 
  you 
  discern
  realities, you may spend a point of Integrity
  to ask one of these questions, even on a
  miss: 
  
  What here was great once, but no longer? 
  
  What is most destructive or ruinous here? 
  
  What is wrong with this, and how could it 
  be fixed? 
  Origins
  ■ Integrity 
  Integrity is important to you, maybe more
  important than anything else. It’s also an
  extra stat you have, and you start with
  Integrity+2. 
   
  You gain a point of Integrity when you…:
  
  Follow through on something 
  important you said you were going to 
  do. 
  
  Share an intimate, solitary moment 
  with someone else—without crossing 
  the line. 
  
  Stand up to authority. 
  
  Take the moral high ground. 
   
  Did you do any of those? 
   
   
  You lose a point of Integrity when you…: 
  
  Humiliate or demean someone. 
  
  Indulge in vice. 
  
  Lie. 
  
  Make an unprovoked attack. 
   
  Did you do any of those? 
   
   
  You lose all your Integrity when you…: 
  
  Betray someone. 
  
  Commit cold-blooded murder. 
  
  Have sex with someone. 
  
  Lose all your hope. 
   
  Did you do any of those? 
   
   
  You may not spend or gain Integrity doing
  something that would also cause you to lose
  Integrity. You can’t have less than no
  Integrity (Integrity+0). 
   
   
  Integrity
  
  Moonicorn 
  Advanced 
  Advanced Moves 
  When you gain a level from 2-5, choose from these moves:
  □ Aura of Innocence 
  When you are injured, you may spend a
  point 
  of 
  Integrity to make someone
  empathize with you and feel your pain. If
  they are a PC, they mark XP if they come to
  your aid or defend you. If they are an NPC,
  they cannot use violence against you until
  you attack them or they depart and
  encounter you again later. 
   
  □ Change of Heart 
  When you parley with someone, on a 12+,
  not only do they do what you want, but they
  also become a rebel like you. Choose one: 
  
  They take up a cause (your choice 
  which) and go out to support it. 
  
  They turn against one of your enemies 
  right now. 
  
  They will always support you when you 
  take a stand. 
   
  □ Disarm 
  When you hack and slash, you may use
  CHA instead of STR. On a hit, you may
  disarm your foe or maneuver them into a
  bad position instead of dealing your
  damage. 
   
  □ Full Spectrum 
  You can produce light in the form of
  rainbows. They can take any shape or
  intensity as long as there is some gradation
  of colour in them. You may choose the
  colours of the rainbows you create. 
   
  □ A Good Person 
  When you ask or tell another PC to do
  something and spend a point of Integrity,
  they mark XP if they do what you want. If
  this makes a third party happier to no one’s
  expense, you also mark XP. 
  □ Multiclass Hero 
  Get one move from another class. Treat
  your level as one lower when choosing.
  Ignore any stat modifier mentioned. Instead,
  if the move affects another PC, roll with the
  number of bonds you have with them, and if
  it doesn’t, roll+Integrity. 
   
  □ My Heart is Your Shield 
  When you defend someone you love, take
  +1 armour forward and roll using bonds if
  they’re a PC, or CHA if they’re not, instead
  of CON. 
   
  □ Sacred Grove 
  Your living space is a sanctified location.
  NPCs in this space cannot resort to violence
  except against a PC who has missed a roll. If
  a PC uses violence in this space, they take
  a penalty to their rolls equal to your
  Integrity until they desist or leave. 
   
  □ Speak From the Heart 
  You can communicate effectively with
  anyone and everyone in your presence,
  whether they are alien, animal, or human
  being. This does not necessarily mean they
  have much to say to you, but you can parley
  with them if you have something they want.
   
  □ White Knight 
  When you fight to protect someone else,
  your base damage is 1d8, but if you reduce
  someone to zero HP, they are not killed,
  only knocked unconscious or immobilized
  instead. 
   
  □ Words of Encouragement 
  When you tell someone you believe in
  them, if you also spend a point of Integrity,
  they heal 1d8 damage. 
  Advanced Moves
  When you gain a level from 6-10, choose from these moves or the level 2-5 moves: 
  □ Angels’ Grace 
  You can spend as much Integrity on full of
  grace as you have left, choosing one option
  for each point spent. You may also choose
  the same option more than once, if you like.
   
  □ Fortress of Solitude 
  You have a safe place you can always retreat
  to. A day spent in your fortress of solitude
  counts as a week if you bolster yourself or
  recover. No one else can find your fortress
  until you bring someone else there. Choose
  what type of fortress you have (choose one):
  ○ 
  Cabin in the woods. 
  ○ 
  Deserted planet. 
  ○ 
  Rebel stronghold. 
  ○ 
  Underwater base. 
  ○ 
  Your old bedroom, at your parents’ 
  house. 
   
  □ Heroic Saviour 
  Replaces: White Knight 
  When you fight to protect someone else,
  your base damage is d12, but if you reduce
  someone to zero HP, they are not killed,
  only knocked unconscious or immobilized
  instead. 
   
  □ The Last of Your Kind 
  Replaces: Aura of Innocence 
  When you are injured, you may spend a
  point of Integrity to make everyone present
  empathize with you and feel your pain. Any
  PC that comes to your aid or defends you
  gets 1 XP, and no NPC can continue to use
  violence against you until you attack them
  or they depart and encounter you again
  later. 
  □ Multiclass Legend 
  Requires: Multiclass Hero 
  Get one move from another class. Treat
  your level as one lower when choosing.
  Ignore any stat modifier mentioned. Instead,
  if the move affects another PC, roll with the
  number of bonds you have with them, and if
  it doesn’t, roll+Integrity. 
   
  □ My Heart is Your Castle 
  Replaces: My Heart is Your Shield 
  When you defend someone you love, take
  +3 armour forward and roll using bonds if
  they’re a PC, or CHA if they’re not, instead
  of CON. 
   
  □ Prophecies 
  When you predict the result of someone’s
  move before they make it, spend a point of
  Integrity, then roll+Integrity. On a 10+, they
  don’t roll. Instead, the result of their move is
  automatically a 12+ or a miss, your choice.
  On a 7-9, your prophecy comes true, but
  not like you thought it would, or with
  different effects. 
   
  □ Sacred Trust 
  Requires: Sacred Grove 
  The power of your sacred grove also extends
  to the living spaces of people under your
  protection. 
   
  □ Words of Inspiration 
  Replaces: Words of Encouragement 
  When you tell someone you believe in
  them, if you also spend a point of Integrity,
  they heal 2d8 damage. 
  
  the lover
  the lover
  
  Name: 
  The Lover 
  Choose a beautiful, innocent, or sultry name, or one from the list:
  Adonis, Alcibides, Aleqasina, Alphonse, Anarkali, Banu, Byron, Caesar, Cerinthus, Cypris,
  Fermina, Florentino, Hadrian, Heathcliff, Helena, Isolde, Juliet, Lucrezia, Pyramus, Romeo,
  Sappho, Scheherezade, Sulpicia, Thisbe, Tristan, Xaviera. 
   
  LEVEL: 
  XP
  On a miss: ○○○○○○○
   
   
  Bonds 
  
  I have a feud going with ____________________. 
  
  I want ____________________. 
  
  I was in a band with ____________________. 
  
  I’ve gotten into trouble with ____________________ 
  before. Good times. 
  
  ____________________ always takes sides. They 
  should take mine. 
  
  ____________________ is my best friend. 
  ARMOUR: 
  Rating
  Type:
  DAMAGE: 
   
  d4 
   
  Special:
  WEIGHT: 
  Carried
  Encumbrance
  LOAD: 
  Max.
  = 7+STR
  CURRENT HP: Current 
  Wounds:
  MAX. HP: 
  Max. 
  = 10+Charisma
  Alignment
  □ Chaotic 
  Make it clear that no one else controls you, 
  no matter what your heart feels. 
   
  □ Evil 
  Deny someone your love to teach them a 
  lesson. 
   
  □ Good 
  Inspire someone to commit an act of
  selflessness or self-sacrifice. 
  □ Human 
  You have seen more than enough fighting.
  When you try to stop someone from
  being violent, you get +2 armour. 
   
  □ Inhuman 
  You are not human, and you never were.
  Whether alien, synthetic, or possessed by
  spirits, your outsider perspective gives you
  insights into others. When you study
  another person, you can discern realities
  with CHA instead of WIS. 
   
  □ Posthuman 
  You have transcended the limits of your
  humanity. 
  You 
  can 
  end 
  someone’s
  fascination with you in order to choose one: 
  
  You communicate without requiring a 
  common language for one 
  conversation. 
  
  You forgo a human requirement—like 
  air, food, or sleep, for example—for a 
  day. 
  
  You heal 1d6 damage. 
  Race
  Gear 
  Your load is 7+STR. 
   
  Choose one weapon: 
  
  Camera (1 weight). 
  
  Guitar (2 weight). 
  
  Handcuffs. 
  
  Switchblade (hand, 1 weight). 
   
  Choose one defence: 
  
  Long jacket (1 armour, 1 weight). 
  
  Mirrorshades. 
  
  Portable apartment (2 weight). 
   
  More Gear: 
  Assign these scores to your stats:
  16 (+2), 15 (+1), 13 (+1), 12 (0), 9 (0), 8 (-1).
  WISDOM 
  Bonus
   
  WIS
  ○ Confused 
  -1
  Score 
  CHARISMA 
  Bonus
   
  CHA
  ○ Scarred 
  -1
  Score 
  INTELLIGENCE 
  Bonus
   
  INT
  ○ Stunned 
  -1
  Score 
  CONSTITUTION 
  Bonus
   
  CON
  ○ Sick 
  -1
  Score 
  DEXTERITY 
  Bonus
   
  DEX
  ○ Shaky 
  -1
  Score 
  STRENGTH 
  Bonus
   
  STR
  ○ Weak 
  -1
  Score 
  Look 
  Avante Garde, High Class, or Street Casual. 
  Bright Colours, Earth Tones, or  
  Smouldering Darkness. 
  Hungry Mouth, Idle Eyes, or Not Shy. 
  Smooth Hands, Strong Hands, or  
  Tattooed Hands. 
  
  You start with these four moves: 
  Starting Moves 
  ■ Between Two Worlds 
  You’re caught in a triangle between two
  lovers: Space Wurm and Moonicorn. How
  they feel about you isn’t the issue—you love
  them both and you can’t pick one over the
  other. Write down what it is, specifically,
  that you love the most about each of your
  lovers. These count as bonds, and you can
  rewrite the wording, but you can’t resolve
  them for XP. If one of your lovers betrays
  what you love most about them, you can
  choose another PC to replace them as one of
  your lovers, as long as they are not your
  lover already. 
  What I love most about Moonicorn is: 
   
   
   
   
  What I love most about Space Wurm is: 
   
   
   
   
  ■ Heartstrings 
  When one of your lovers makes a move in
  your presence while trying to live up to
  what it is you love most about them, they
  can choose one: 
  
  They can ask an additional question, 
  even on a miss. 
  
  They gain +1 hold, even on a miss. 
  
  They take +1 to their roll. 
  
  You suffer the consequences of the 
  move, if at all plausible. 
  Tell them not to pick one that doesn’t make
  sense. 
  ■ Fascination Street 
  When you are alone with someone, decide
  whether you are attracted to them or not. If
  you are, but you tell them why you can’t be
  together, they become fascinated with you.
  If you aren’t, but you tell them what
  they’ve got going for them to let them down
  easy, they become fascinated with you. If
  they’re already fascinated with you, that
  doesn’t 
  change. 
  You 
  can 
  end 
  that
  fascination at any time in order to choose
  one: 
  
  They are distracted by thoughts of you 
  and must defy danger or lose an 
  opportunity. 
  
  They are inspired by thoughts of you 
  and take +1 forward. 
  
  They must meet you again. 
  
  They tell you a secret. 
  They can end their fascination with you at
  any time by doing something you tell them
  to do, giving you something you want, or
  fighting to protect you. 
   
  ■ A Lover Not a Fighter 
  When you put yourself between two or
  more people in order to stop them from
  fighting, roll+CHA. On a 10+, no one may
  commit further violence while they can hear
  you speak. Anyone you have a bond with
  can mark XP if they back down peacefully.
  On a 7-9, they can still fight, but if you take
  damage because of it, everyone fighting
  takes the same damage too. On a miss, no
  one may continue fighting until they attack
  you first. If you start fighting, this move no
  longer has any effect. 
  The Lover 
  A character class by Johnstone Metzger,
  for use with Space Wurm vs. Moonicorn. 
  Advanced Moves
  When you gain a level from 2-5, choose from these moves:
  □ Are You Experienced? 
  At the end of the session, ask both of your
  lovers if they tried to live up to what it is
  you love most about them. If either of them
  answer “yes,” they can mark experience. 
   
  □ Conscientious Objector 
  Take a non-violent move from another
  class. 
   
  □ In Love With Love 
  When you ask someone to do a favour for
  you, out of the kindness of their heart or
  whatever, roll+CHA. On a hit, they do it so
  long as it’s not too dangerous and, on a 7-9,
  if it’s also pretty quick. How they feel about
  it after is up to them—if they regret what
  they did, they won’t be affected by this
  move again until you make it up to them.
  How you can make it up to them is their call.
   
  □ Inspiring 
  Your lovers can always get the bonus from
  Heartstrings when they try to live up to
  what you love most about them, even if
  you’re not around, but you pick which
  bonus they get. 
   
  □ K-I-S-S I’m in Distress 
  Anyone who sees you in distress can take
  +1 forward if they come to your aid. 
  □ Mercy is my Weapon 
  When you have a clear opportunity to
  punish someone for crossing you and you
  forgive them or spare them instead, they
  become fascinated with you. 
   
  □ Spooked 
  When you run into someone’s arms, they
  choose one: 
  
  They hold you tight and you both take 
  +1 forward. 
  
  They push you away and a new danger 
  arrives, GM’s choice. 
   
  Additionally, if Moonicorn holds you
  tight, he is healed for 1d8 damage, and if
  Space Wurm holds you tight, she gets
  3 hold to defend you with until she lets you
  go. If you run into someone’s arms again
  before being parted from them for at least a
  scene, none of these benefits apply. 
   
  □ Strange Animal 
  When someone is fascinated by you, they
  cannot deal damage to you until you deal
  damage to them. 
   
  □ Tainted Love 
  When someone is fascinated with you,
  your base damage is d10 if you attack them
  and you get +1 armour if they attack you. 
  Advanced 
  
  The Lover 
  Advanced Moves 
  When you gain a level from 6-10, choose from these moves or the level 2-5 moves:
  □ Celebrity Couple 
  You can end your lover’s fascination with
  you in order to use one of their moves as if it
  was yours. 
   
  □ Conditional 
  When you aid someone you have a bond
  with, instead of rolling, you can name one
  condition upon which your help is given. If
  they comply, they get +1 to their roll. If they
  refuse, they take -2. 
   
  □ Exes and Ohs 
  Requires: Conscientious Objector 
  Choose a move from another class. 
   
  □ Fascination Ends 
  Someone who is fascinated with you can
  only end their fascination if they also get
  into trouble for doing what you tell them,
  giving you what you want, or fighting to
  protect you. 
   
  □ Just Can’t Quit You 
  Requires: In Love with Love 
  You can end someone’s fascination with
  you in order to make it up to them, so you
  can use in love with love on them again. 
  □ More Than Words 
  When you are alone with your lover, you
  can fascinate them without saying anything
  at all. 
   
  □ Rapture 
  Replaces: Strange Animal 
  When someone is fascinated by you, they
  cannot attack you until you attack them. 
   
  □ Red Thread 
  When 
  your 
  lover 
  triggers 
  your
  heartstrings move, they can choose one
  option and you can choose another. 
   
  □ Rogue’s Touch 
  Requires: Spooked 
  When you run into someone’s arms,
  choose one of their moves. You can use this
  move as if it were yours until the end of the
  session or until you gain another move in
  this manner. If you choose a monster move,
  you must defy danger when you use it. 
   
  Dungeon World Basic Moves
  Defend 
  When you stand in defence of a person,
  item, or location under attack, roll+CON.
  On a 10+, hold 3. On a 7-9, hold 1. As long
  as you stand in defence, when you or the
  thing you defend is attacked you may spend
  hold, 1 for 1, to choose an option: 
  
  Deal damage to the attacker equal to 
  your level. 
  
  Halve the attack’s effect or damage. 
  
  Open up the attacker to an ally giving 
  that ally +1 forward against the attacker.
  
  Redirect an attack from the thing you 
  defend to yourself. 
   
  Defy Danger 
  When you act despite an imminent threat
  or suffer a calamity, say how you deal with
  it and roll. If you do it… 
  
  by enduring, roll+CON.  
  
  by getting out of the way or acting fast, 
  roll+DEX. 
  
  by powering through, roll+STR. 
  
  through mental fortitude, roll+WIS. 
  
  using charm and social grace, roll+CHA.
  
  with quick thinking, roll+INT. 
  On a 10+, you do what you set out to, the
  threat doesn’t come to bear. On 
  a
  7-9, you stumble, hesitate, or flinch: the GM
  will offer you a worse outcome, hard
  bargain, or ugly choice. 
   
  Discern Realities 
  When you closely study a situation or
  person, roll+WIS. On a 10+, ask the GM
  three questions from the list below. On a
  7-9, ask one. Either way, take +1 forward
  when acting on the answers. 
  
  What happened here recently? 
  
  What here is not what it appears to be? 
  
  What here is useful or valuable to me? 
  
  What is about to happen? 
  
  What should I be on the lookout for? 
  
  Who’s really in control here?
  Hack and Slash 
  When you attack an enemy in melee,
  roll+STR. On a 10+, you deal your damage to
  the enemy and avoid their attack. At your
  option, you may choose to do +1d6 damage
  but expose yourself to the enemy’s attack.
  On a 7-9, you deal your damage to the
  enemy and the enemy makes an attack
  against you. 
   
  Parley 
  When you have leverage on a GM
  character and manipulate them, roll+CHA.
  On a 10+, they do what you ask if you first
  promise what they ask of you. On a 7-9,
  they will do what you ask, but need some
  concrete assurance of your promise, right
  now. 
   
  Spout Lore 
  When you consult your accumulated
  knowledge about something interesting,
  roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the
  subject relevant to your situation. On a 7-9,
  the GM will only tell you something
  interesting—it’s on you to make it useful.
  The GM might ask you “How do you know
  this?” Tell them the truth. 
   
  Volley 
  When you take aim and shoot at an
  enemy at range, roll+DEX. On a 10+, you
  have a clear shot—deal your damage. On a
  7-9, choose one (whichever you choose, you
  deal your damage): 
  
  You have to move to get the shot, 
  placing you in danger as described by 
  the GM. 
  
  You have to take several shots, 
  reducing your ammo by one. 
  
  You have to take what you can get:  
  -1d6 damage. 
   
   
  Dungeon World by Sage LaTorra and
  Adam Koebel. www.dungeon-world.com 
  
  the Mogul
  the Mogul
  
  Name: 
  The Mogul 
  Choose a totally boss name, or one from the list: 
  Avon, Dahlia, Destrix, Dombey, Fisk, Galt, Griselda, Gulshara, Isalina, Jameson, Kane,
  Mildred, Montana, Qudsiya, Ramus, Rearden, Ruqayya, Staristina, Swede, Victoria, Volkov,
  Zinat. 
  LEVEL: 
  XP
  On a miss: ○○○○○○○
   
   
  Bonds 
  
  I have a deep respect for ____________________. 
  
  I trusted ____________________ with an important 
  secret of mine. 
  
  ____________________ has challenged my authority 
  before. 
  
  ____________________ would make an excellent 
  ally. I must get on their good side. 
  Alignment
  □ Evil 
  Successfully attack another power structure.
   
  □ Good 
  Make someone you have authority over 
  happy. 
   
  □ Lawful 
  Make someone else follow your rules. 
  Gear 
  Your load is 8+STR. 
   
  You 
  start 
  with 
  whatever 
  equipment
  someone in your position would reasonably
  have, and one possession that seems
  unusual for someone in your position to
  have. Say what it is and how you came to
  have it. 
   
  Gear: 
  □ Alien 
  You have this additional pillar of support: 
  ● Alien Legion: An elite cadre of alien
  operatives or warriors has pledged their
  loyalty to you. You always have access to
  suitable hirelings, with loyalty+2 and other
  skill points equal to your level. 
  My alien legion is called:  
   
   
   
   
  ○ Once your alien legion is disbanded, the 
  survivors scatter to the four winds. You may 
  cross someone off your owe list to declare 
  that an alien supporter of yours appears 
  before them. 
   
  □ Human 
  Your organization is extensive. Choose up
  to four things to be the boss of, instead of
  just one or two. 
   
  □ Synthetic 
  You have an uncanny knack for always
  turning up. You may cross off someone’s
  name from your owe list to show up,
  wherever they are, fully prepared to do
  whatever it is you intend to do. 
  Race
  ARMOUR: 
  Rating
  Type:
  DAMAGE: 
   
  d8 
   
  Special:
  WEIGHT: 
  Carried
  Encumbrance
  LOAD: 
  Max.
  = 8+STR
  CURRENT HP: Current 
  Wounds:
  MAX. HP: 
  Max. 
  = 4+Constitution
  Assign these scores to your stats:
  16 (+2), 15 (+1), 13 (+1), 12 (0), 9 (0), 8 (-1).
  WISDOM 
  Bonus
   
  WIS
  ○ Confused 
  -1
  Score 
  CHARISMA 
  Bonus
   
  CHA
  ○ Scarred 
  -1
  Score 
  INTELLIGENCE 
  Bonus
   
  INT
  ○ Stunned 
  -1
  Score 
  CONSTITUTION 
  Bonus
   
  CON
  ○ Sick 
  -1
  Score 
  DEXTERITY 
  Bonus
   
  DEX
  ○ Shaky 
  -1
  Score 
  STRENGTH 
  Bonus
   
  STR
  ○ Weak 
  -1
  Score 
  Look 
  Branded Empire, Manicured Narratives, or  
  Popular Appeal. 
  Covetous Eyes, Generous Eyes, or  
  Hawkish Eyes. 
  Flashy Clothes, Robes of Office, or  
  Stylish Uniform. 
  Like a Boss. 
  
  The Mogul 
  A character class by Johnstone Metzger,
  for use with Space Wurm vs. Moonicorn. 
  You start with these three moves, as well as Pillars of Your Rule:
  Starting Moves 
  ■ The Boss 
  You run things somewhere, in your own
  scene. You aren’t the boss of everything, but
  you’re the boss of your thing. Choose one or
  two: 
  ○ 
  You control a business. 
  ○ 
  You have a top government position. 
  ○ 
  You lead a criminal gang. 
  ○ 
  You run party time. 
  ○ 
  You’re a captain of industry. 
  ○ 
  You’re the chief of police. 
  ○ 
  You’re the mayor of the capital. 
   
  When you discern realities concerning
  someone 
  or 
  something 
  under 
  your
  authority, you may ask an extra question,
  even on a miss, and add the following to the
  list of questions you can ask: 
  
  How could I get your character to __________? 
  
  What here poses the greatest threat to me? 
  
  Who is most vulnerable to me here? 
  
  What is my best way in, out, or through? 
   
  ■ Debts 
  When you do something that someone
  else asked you to do, write their name on
  your Owe List. When someone asks you
  for a favour and you deliver, write their
  name on your Owe List. When someone
  breaks their word to you, no matter how
  slight, write their name on your Owe List.
  You can only have someone’s name on your
  Owe List once, at any one time. After you
  cross it out, you can write it again. 
  ■ The Owe List 
  Cross someone’s name off your Owe List to
  make one of the following true: 
  
  They mess up somehow. This can’t 
  change another player’s roll of 7+ into a 
  miss, but it can add a complication to a 
  move. 
  
  You may consider them under your 
  authority for the purposes of one move 
  you make. 
  
  You take an item or object from their 
  possession. Now it is yours! 
  Owe List
  Pillars of Your Rule
  ■ Internal Support 
  When you command your most loyal
  supporters to take action against outsiders,
  you may roll to defend, hack and slash, or
  volley as if they were your character, using
  your CHA instead of the usual stats. 
  My most loyal supporters are:  
  □ Once you lose the internal support of 
  your organization, you have to micromanage 
  everything to keep it from falling part. You 
  can show up anywhere someone under your 
  authority is, whenever you want to, as long 
  as you are not incarcerated at the time. 
   
  ■ The Means of Production 
  While you control a means of production,
  you have access to any items your
  organization can produce, in any reasonable
  amount. 
  I am able to produce:  
  □ Once you lose the ability to produce 
  goods, anyone on your Owe List counts as 
  being under your authority until you cross 
  them off. 
  ■ Reputation 
  You have a good reputation, which allows
  you to petition other power structures and
  authority figures. When you do so, they
  cannot ignore you. They must respond in
  some way. If their response runs counter to
  your reputation, take +1 forward against
  them. 
  My reputation is based on:  
   
   
   
   
  □ Once your good reputation is ruined, 
  there’s nothing left to hold you back. Mark 
  XP every time you defeat another authority 
  figure or their organization. 
   
  ■ Second in Command 
  Your second counts as a hireling with HP
  equal to your Charisma, loyalty+2, and skill
  points equal to your level. You choose
  which skills. 
  My second in command is:  
   
   
   
   
  □ Once your second is gone, who can you 
  trust? When you order an underling to 
  undertake a mission, you may control them 
  as if they were your character, but with HP 
  equal to your level. If they lose all their HP, 
  though, don’t roll for their last breath—they 
  just die. 
  You have several pillars of support, keeping you on top of your little empire. Each one gives
  you an advantage, and each one leaves something behind if, and when, it is lost to you.
  A pillar can be destroyed in play, like anything else, or you can sacrifice it instead of taking
  your last breath. If you do so, you are also restored to your maximum HP. When you lose a
  pillar, you lose the advantage that comes with it. 
   
  The four pillars are the internal support of your organization, the means of production, your
  reputation, and your trusty second-in-command. 
  
  Advanced Moves 
  When you gain a level from 2-5, choose from these moves:
  □ Access 
  You can spend a preparation to make one of
  the following true: 
  
  You have access to an event or location. 
  
  You have an item available. 
  
  You have an underling nearby, ready to 
  take action. 
   
  □ Always Prepared 
  When you arrive at a place that is under
  your authority, ifyou need a certain piece
  of equipment that isn’t unique or a piece of
  information that isn’t secret, name it and
  someone will hand it to you. 
   
  □ Best Served Cold 
  When someone deals damage to you,
  write their name on your Owe List. 
   
  □ Bodyguards 
  When you are accompanied by one or
  more underlings, you get +1 armour. 
   
  □ Charismatic Leadership 
  You can ask the GM what the people under
  your authority need or want, and they will
  tell you. If you pursue what they want,
  take +1 forward. If you give it to them,
  mark XP. 
   
  □ Dogs of War 
  When you attack with your underlings,
  your base damage is d8, not d4. 
  □ Endless Minions 
  When you recruit from a pillar of your
  rule, if you still control that pillar, you
  succeed as if you had rolled a 10+, and if you
  have lost that pillar, whomever you manage
  to recruit is secretly loyal to another PC. 
   
  □ Executive Lunch 
  If you demand face time with someone
  and they refuse, write their name on your
  Owe List. 
   
  □ Non-Partisan 
  When you defeat another authority
  figure or their organization, write both
  Space Wurm’s and Moonicorn’s names on
  your Owe List. 
   
  □ Personal Restructuring 
  Choose a move from another playbook.
  Treat your level as equal to the number of
  pillars you have lost, for choosing the move.
   
  □ Secret Pillar 
  Choose one pillar of your rule that you have
  lost. You may use both abilities that come
  with this pillar, as if you still have control of
  it and it is lost. 
   
  □ 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. 
  Advanced Moves
  When you gain a level from 6-10, choose from these moves or 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? 
   
  □ Bonds of Blood 
  When someone resolves a bond with you,
  write their name on your Owe List. When
  someone writes a new bond with you,
  write their name on your Owe List. When
  you write a new bond with someone,
  write their name on your Owe List. 
   
  □ Brazil 
  When you mess with an organization’s
  paperwork, roll+WIS. On a hit, choose one:
  
  They move one of their operations 
  (your choice) to a different location 
  (GM’s choice). 
  
  They now consider one person of your 
  choice to be an ally, until proven 
  otherwise. 
  
  They now consider one person of your 
  choice to be an enemy. 
  
  They release someone they hold 
  captive. 
  On a 7-9, you also attract unwelcome
  attention to yourself. 
   
  □ Overseer 
  You have devices that allow you to see (and
  thus discern realities concerning) anyone
  who is under your authority, just by asking
  for them by name. 
  □ Faithful Entourage 
  Replaces: Bodyguards 
  When you are accompanied by one or
  more underlings, you get +2 armour. You
  can sacrifice one of your underlings, and
  reduce your armour bonus by 1 (but not less
  than zero) to ignore an attack against you.
  Your armour bonus returns to normal the
  next time you increase your entourage. 
   
  □ Heard Around the World 
  When you first meet someone important
  (your call), roll+CHA. On a 10+, say what
  they have heard about you. They must act
  accordingly. On a 7-9, you say one thing
  they have heard about you, the GM says
  another. On a miss, they have heard only
  lies, and act accordingly. 
   
  □ Monopoly 
  When you order your people to take over
  the markets, choose a resource (something
  more specific than food or metal, for
  instance), and roll+CHA. On a 10+, no one
  else has access to that resource except by
  your permission or if they take it from you
  by force. On a 7-9, you are one of two
  remaining suppliers. The GM will tell you
  who the other is. On a miss, you flood the
  market instead and this resource becomes
  cheap and readily available. 
   
  □ Palace Guard 
  Replaces: Dogs of War 
  When you attack with your underlings,
  your base damage is d12, not d4. 
   
  □ Profit Sharing 
  Choose a move from another class. Treat
  your level as one lower for choosing the
  move. 
  The Mogul 
  Advanced 
  Dungeon World by Sage LaTorra and
  Adam Koebel. www.dungeon-world.com 
  
  the other
  the other
  
  Name: 
  The Other 
  Choose a strange or unpronouncable name, or one from the list:
  Algol, Amacis, Cagan, Cally, Camu, Codrum, Dahlgren, Dylan, Emon, Fyodor, Kalsoy, Kay,
  Lowry, Mar-Ko, Merian, Meursault, Nadja, Nyah, Olaudah, Pallache, Po, Spiral, Tanna, Van,
  Wazzan, Ymir. 
  LEVEL: 
  XP
  On a miss: ○○○○○○○
   
   
   
   
   
  ALIENATION: 
  Current
  It starts at zero.
  ARMOUR: 
  Rating
  Type:
  DAMAGE: 
   
  d6 
   
  Special:
  WEIGHT: 
  Carried
  Encumbrance
  LOAD: 
  Max.
  = 8+STR
  CURRENT HP: Current 
  Wounds:
  MAX. HP: 
  Max. 
  = 6+Constitution
  Bonds 
  
  I found myself in trouble here, but 
  ____________________ saved me. 
  
  I learned something important about 
  this galaxy because of ____________________. 
  
  ____________________ has caught a glimpse of my 
  Otherworld. 
  
  ____________________ held my heart in their hands, 
  then gave it back to me. 
  
  ____________________ reminds me of home, and I 
  want to get closer. 
  Alignment
  □ Chaotic 
  Get involved in a situation you don’t
  understand. 
   
  □ Good 
  Show someone that good can also come
  from your Otherworld. 
   
  □ Lawful 
  Learn something new about this galaxy. 
  □ Created 
  You are an artificial being, made by
  someone or something—a mad scientist, a
  sentient ocean, or the best minds of a
  manufacturing planet, for example. When
  you defend someone else, you may use
  Alienation 
  instead 
  of 
  CON. 
  Your
  Otherworld could be your creators, a secret
  laboratory (suitably isolated), the stuff your
  were created from, or even the void of
  uncreation. 
   
  □ Enslaved 
  You are part of an oppressed underclass.
  When someone else has possession of
  your heart, you may hack and slash or
  volley with Alienation instead of STR or
  DEX. Your Otherworld could be a real place
  as long as it is isolated from the rest of the
  galaxy, or it could be an underground
  organization of slaves, or even a fantasy
  world of hopes and dreams. 
   
  □ Summoned 
  Something drew you here from a place far
  away. When you’re in your element, you
  may defy danger with Alienation instead of
  another stat. Your Otherworld could be the
  astral plane, a completely unknown galaxy,
  Dimension X, hyperspace, or something
  equally strange.
  Origins
  Gear 
  Your load is 8+STR. 
   
  Choose one weapon: 
  
  Bag of books (5 uses, 2 weight). 
  
  Laser pistol (near, 1 weight) and 
  radiation crystals (3 ammo,  
  1 weight). 
  
  Ornate staff (reach, two-handed,  
  1 weight). 
  
  Otherwordly gems (1 weight). 
   
  Choose one defence: 
  
  Food from your home (5 meals,  
  1 weight). 
  
  Personal vehicle. 
  
  Special suit (1 armour, 1 weight). 
  
  Towel. 
   
  More Gear: 
  Assign these scores to your stats:
  16 (+2), 15 (+1), 13 (+1), 12 (0), 9 (0), 8 (-1).
  WISDOM 
  Bonus
   
  WIS
  ○ Confused 
  -1
  Score 
  CHARISMA 
  Bonus
   
  CHA
  ○ Scarred 
  -1
  Score 
  INTELLIGENCE 
  Bonus
   
  INT
  ○ Stunned 
  -1
  Score 
  CONSTITUTION 
  Bonus
   
  CON
  ○ Sick 
  -1
  Score 
  DEXTERITY 
  Bonus
   
  DEX
  ○ Shaky 
  -1
  Score 
  STRENGTH 
  Bonus
   
  STR
  ○ Weak 
  -1
  Score 
  Look 
  Absurd Life, Escape from the Mechanism, 
  or The Sky Reflecting. 
  After-Dream, Halo of Nembutals, or  
  Protoplasmic Bubbles. 
  Autumn, Summer, or Winter. 
  Human Form, Humanoid Body, or  
  Inhuman Shape. 
  
  You start with these three moves, as well as Tell-Tale Heart:
  Starting Moves 
  ■ Familiar Element 
  You find this world strange and unfamiliar,
  but there is one place where you feel at
  home. You’re in your element only when
  you’re… (choose one): 
  ○ 
  engaged in battle. 
  ○ 
  immersed in liquid. 
  ○ 
  in a tightly confined space. 
  ○ 
  in the bitter cold. 
  ○ 
  in total darkness. 
  ○ 
  in warm, direct sunlight. 
  ○ 
  making love. 
  While you’re in your element,
  take
  +1 ongoing. If you stay longer than a few
  hours, it counts as being attended by a
  healer, you can make camp without
  expending 
  a 
  ration, 
  and 
  you 
  gain
  +1 preparation. 
   
  ■ Homesick 
  When you ask your Otherworld to
  provide you with something useful,
  roll+Alienation. On a hit, your home brings
  you something similar, either from itself or
  by seizing something from this galaxy.
  Either way, it is always marked by its
  Otherworldliness. On a 7-9, trouble comes
  with it also. On a miss, gain 1 Alienation. 
   
  Your Otherworld is a place unlike this
  galaxy, where things are different. It may be
  an isolated area inside this galaxy, or a place
  outside of it. You might be able to return,
  but the other PCs cannot go there. The
  nature of your Otherworld depends upon
  your origins, and this determines what you
  can ask it for. 
  ■ Alienated 
  You are not from this place and you do not
  understand. Sometimes people here treat
  you like an outsider, and this only increases
  your sense of Alienation, which is an extra
  stat you have. It starts at zero. 
   
  In addition to how other moves affect your
  Alienation, the following things are also
  true: 
   
   
  When someone makes you leave a
  location, group, or event against your
  will, gain 1 Alienation. 
   
  Did this happen to you? 
   
  When 
  someone 
  rewards 
  you 
  for
  participating 
  in 
  a 
  group 
  event 
  or
  endeavour, or for being a member of an
  organization, lose 1 Alienation. 
   
  Did this happen to you? 
   
  Your maximum Alienation is 3. When
  you’re at your maximum Alienation, you
  take -1 ongoing. When you’re at your
  maximum Alienation and you gain more
  Alienation, instead choose one: 
  
  You attack someone you care about, 
  then lose 1 Alienation. 
  
  You destroy or ruin a thing that 
  someone else cares about, then lose  
  1 Alienation. 
  The Other 
  A character class by Johnstone Metzger,
  for use with Space Wurm vs. Moonicorn. 
  ■ Tell-Tale Heart 
  Your heart appeared in this galaxy at the
  same time you did. It is small enough to be
  held in a person’s hands, and anyone can
  take possession of it. Your heart cannot be
  destroyed. Describe it. 
   
  When someone gains possession of your
  heart, they dictate at least one change in
  your appearance. Your physical form in this
  galaxy is malleable, except for your tell,
  which is something related to your familiar
  element that is present and obvious no
  matter what you look like. Choose one or
  two visible signifiers that will make your
  identity obvious—you might, for example,
  always be aquatic, a black man, covered in
  jewels, eight-limbed and furry, or wreathed
  in blue firelight. The person who has
  possession of your heart, whether that’s you
  or someone else, can change other aspects of
  your appearance whenever they want. 
  Tell-Tale Heart
  As long as someone else has possession of
  your heart, the following holds true as
  well: 
   
  When they tell you to do something, you
  take +1 forward to accomplish the task, and
  you can roll+Alienation if you must defy
  danger while doing so. If you do it and they
  don’t give you back your heart, gain
  1 Alienation. 
   
  When you act directly against the person
  who has possession of your heart, lose
  1 Alienation but if you make any moves
  while doing so you can’t add more than your
  Alienation to your roll, even if your stat is
  higher. 
   
  If someone gives you back your heart, lose
  all your Alienation. 
  Describe it here. 
  Your Heart
  
  Advanced Moves 
  When you gain a level from 2-5, choose from these moves:
  □ Fluid Mobility 
  Your body is malleable enough that you can
  walk on walls and ceilings, fit through small
  openings, swim like a fish, and generally
  make the best use of your environment
  while moving. If you need mechanical tools
  or weapons, you can change your hands to
  mimic them. Add the reach tag to all your
  attacks. 
   
  □ Gift-Giver 
  When you give someone from this galaxy
  a thing from your Otherworld and they
  accept it, lose 1 Alienation and take
  +1 forward. 
   
  □ Learn Something New 
  Take a move from another class. Count
  yourself as one level lower to determine if
  you can take the move. 
   
  □ The Missing 
  When 
  you 
  touch 
  an 
  object 
  from
  this 
  galaxy 
  and 
  send 
  it 
  to 
  your
  Otherworld, roll+Alienation. On a 10+, it is
  gone forever, unless your Otherworld
  brings it back. On a 7-9, it is gone but so is
  something else, the GM will tell you what. 
   
  □ Oceans Tell You Their Secrets 
  When you’re in your familiar element
  with someone else, you can ask their player
  one of these questions (one per character): 
  
  What do you desire (or whom)? 
  
  What do you hope for the future? 
  
  What makes you feel like an outsider? 
  
  What secret pains do you hold in your 
  heart? 
  
  When were you at your lowest? 
   
  □ Resistance 
  Because of your Otherworldly nature, you
  have 2 armour against attacks from this
  galaxy. 
  □ Rejuvinated 
  When you enter your familiar element
  after a break, you heal 1d8 damage. If
  someone else is with you, you may spend
  1 Alienation to heal them of 1d8 damage as
  well. 
   
  □ Secret Ways 
  When you pass through your Otherworld
  in order to get somewhere, roll+WIS. On a
  10+, it deposits you anywhere in this galaxy
  you want to go, faster than other methods of
  travel. On a 7-9, it gets you exactly where or
  when you want, but not both. 
   
  □ Space Invader 
  When in your element or obeying
  someone who has possession of your
  heart, your base damage is d10, not d6.
  When you lash out at someone who has
  treated you like an outsider and they fight
  you, lose 1 Alienation. 
   
  □ Sweet Dreams 
  When you resolve a bond and write a new
  one, you may also choose one: 
  
  Gain 1 Alienation. 
  
  Lose 1 Alienation. 
   
  □ Visions from Beyond 
  When you ask your Otherworld for
  information about a topic, you can spout
  lore with CHA instead of INT. The GM tells
  you what the Otherworld knows, not what
  you know. Your Otherworld also tells you
  something that it wants, and what it will
  trade you for it. 
  Advanced Moves
  When you gain a level from 6-10, choose from these moves or the level 2-5 moves: 
  □ Becoming Human 
  Choose another class that is not in play.
  You can use any moves from that class that
  don’t replace or require other advanced
  moves, but each time you do, mark the
  debility 
  of 
  your 
  choice 
  and 
  gain
  1 Alienation. If you already have six
  debilities, you cannot use the moves of this
  other class. 
   
  □ Extreme Resistance 
  Replaces: Resistance 
  Because of your Otherworldly nature, you
  have 3 armour against attacks from this
  galaxy. 
   
  □ A Heart Grown Fonder 
  Your maximum Alienation is 4, instead of 3.
   
  □ Messiah 
  You are now the focus of a new faith or
  philosophical 
  movement. 
  When 
  you
  command your followers to take action,
  roll+CHA. On a 10+, choose three. On a 7-9,
  choose two: 
  
  They build something amazing. 
  
  They don’t cause any collateral damage.
  
  Theydon’t make any demands of you. 
  
  They topple an existing authority. 
  On a miss, choose one anyway, but things
  still get out of hand. 
   
  □ More at Home than Before 
  You are becoming more familiar with this
  galaxy. Choose a second familiar element. 
  □ Never Stop Learning 
  Requires: Learn Something New 
  Take a move from another class. Count
  yourself as one level lower to determine if
  you can take the move. 
   
  □ Presents for Days 
  Replaces: Gift-Giver 
  When you give someone a suitable gift
  (your call) and they accept it, lose
  1 Alienation and take +1 forward. 
   
  □ Rebirth 
  Replaces: Rejuvenated 
  When you enter your familiar element
  after a break, you heal 2d8 damage or a
  debility. If someone else is with you, you
  may spend 1 Alienation to heal them of
  2d8 damage or a debility as well. 
  The Other 
  Advanced 
  Dungeon World by Sage LaTorra and
  Adam Koebel. www.dungeon-world.com 
  
  the spY
  the spY
  
  Name: 
  The Spy 
  Choose an exotic, ordinary, or secretive name, or one from the list:
  Allison, Ames, Blake, Cherkashtin, Cynthia, Deriabian, Donovan, Dulles, Duquesne, Elyesa,
  Emeline, Falcon, Farago, Felfe, Felix, Gabriele, Ghaffar, Golitsyn, Inayat, Karla, Kim,
  Lafayette, Margaretha, Mawby, Melita, Reilly, Sasha, Smiley, Somerset, Sorge, Ursula,
  Violette, Virginia, Walsingham, Wolf, Yoshiko. 
  LEVEL: 
  XP
  On a miss: ○○○○○○○
   
   
  Bonds 
  
  I know a secret about ____________________. 
  
  I like having ____________________ around, so I can 
  spy on them. 
  
  ____________________ knows one of my secrets. 
  
  _____________________ will prove very useful to my 
  master. 
  ARMOUR: 
  Rating
  Type:
  DAMAGE: 
   
  d6 
   
  Special:
  WEIGHT: 
  Carried
  Encumbrance
  LOAD: 
  Max.
  = 10+STR
  CURRENT HP: Current 
  Wounds:
  MAX. HP: 
  Max. 
  = 6+Intelligence
  Alignment
  □ Chaotic 
  Sabotage the plans of your master (either
  one). 
   
  □ Evil 
  Cause harm by doing someone else’s
  bidding. 
   
  □ Neutral 
  Benefit personally from spying. 
  □ Alien 
  Your body is fluid and malleable. You can
  impersonate someone without having their
  clothes, as long as you have been intimate
  with them or you have their genetic code or
  a piece of their body. 
   
  □ Human 
  When 
  you 
  spread 
  rumours 
  about
  someone, pick one NPC. No matter what
  else happens, they believe the rumours. 
   
  □ Machine 
  When you take damage or suffer a
  debility while impersonating someone,
  you can choose to reveal your true identity
  to anyone watching and ignore the harm. If
  no witnesses reveal their discovery, you may
  continue the impersonation. 
  Race
  Gear 
  Your load is 10+STR. 
   
  Choose the tools of your trade (one or
  two): 
  
  All-spectrum visor (1 weight). 
  
  Antitoxin and 3 uses of poison. 
  
  Ceramic knife (hand, ignores armour, 
  1 weight). 
  
  Hand-held document replicator  
  (1 weight). 
  
  Painwave module (reach, near, stun,  
  2 weight). 
  
  Raygun (near, far, 1 weight). 
  
  Remote control recorder moth. 
  
  Rope gun (2 weight). 
   
  Other Gear: 
  Assign these scores to your stats:
  16 (+2), 15 (+1), 13 (+1), 12 (0), 9 (0), 8 (-1).
  WISDOM 
  Bonus
   
  WIS
  ○ Confused 
  -1
  Score 
  CHARISMA 
  Bonus
   
  CHA
  ○ Scarred 
  -1
  Score 
  INTELLIGENCE 
  Bonus
   
  INT
  ○ Stunned 
  -1
  Score 
  CONSTITUTION 
  Bonus
   
  CON
  ○ Sick 
  -1
  Score 
  DEXTERITY 
  Bonus
   
  DEX
  ○ Shaky 
  -1
  Score 
  STRENGTH 
  Bonus
   
  STR
  ○ Weak 
  -1
  Score 
  Look 
  Beyond Good and Evil, Criminal Mind, or  
  Guilty Conscience. 
  Bloody Palms, Steady Hands, or Sticky 
  Fingers. 
  Confidante, Muzzled, or Voyeur. 
  Eyes of a Stranger, Sunglasses at Night, or 
  Wrapped Up in Silence. 
  
  You start with these four moves: 
  Starting Moves 
  ■ Every Breath You Take 
  If two or more other PCs are in a scene and
  you are not, you may decide you are
  watching. If you do, roll+INT. On a 10+, no
  one knows. On a 7-9, another PC notices
  you (GM’s choice). If they don’t draw
  attention to you, they take +1 forward. 
   
  ■ Fine Birds in Fine Feathers 
  You can put on someone else’s clothes and
  pass as them. The first time you are seen
  after dressing up, roll+CHA. On a 10+, your
  appearance is perfect and will not give you
  away, though your actions might. On a 7-9,
  as above except for a tell that will give you
  away if revealed. The GM will tell you what.
  When you undress, the impersonation is
  over and you become yourself again. 
   
  ■ Master and Servant 
  You are either one of Moonicorn’s trusted
  comrades, or one of Space Wurm’s top
  aides. Whichever one you choose becomes
  your master, and you can write an extra
  bond with them. When you lie to your
  master 
  about 
  something 
  you 
  did,
  roll+CHA. On a 10+, both. On a 7-9, choose
  one: 
  
  If they believe you, they can mark XP. 
  
  If they don’t believe you, they take  
  -1 forward. 
  ■ The Propaganda Machine 
  When 
  you 
  spread 
  rumours 
  about
  someone, roll+INT. On a 10+, the rumour
  sticks. Anyone leveraging your victim’s new
  reputation takes +1 forward against them.
  On a 7-9, the rumour isn’t widely believed,
  but someone takes a shine to it. The GM
  will tell you who. 
   
  ■ Tight Leashes and Tethers 
  Your master is either Space Wurm or
  Moonicorn, but your true master—your
  spymaster—is someone else. Choose at the
  start of the game or during the first session.
  You can choose one of the other PCs who is
  not your master, or an NPC who represents
  a sector of galactic society that Space Wurm
  does not control. When pursuing your
  spymaster’s explicit agenda, take +1 to defy
  danger. When you refuse to undertake
  your spymaster’s orders, take -1 forward. 
  The Spy 
  A character class by Johnstone Metzger,
  for use with Space Wurm vs. Moonicorn. 
  Advanced Moves
  When you gain a level from 2-5, choose from these moves:
  □ All Your Evidence 
  When you destroy evidence, roll+INT. On
  a 10+, no one can tie it to you, and the
  memories of NPCs become confused. On a
  7-9, someone can tie it to you, and everyone
  remembers what they saw. They just don’t
  have the proof anymore. 
   
  □ Armour of Faith 
  When pursuing your spymaster’s explicit
  agenda, you have +2 armour. 
   
  □ Biomechanical 
  Choose a second race move, even if that
  race doesn’t exist in your setting. 
   
  □ Double Agent 
  You are accompanied by a double, that
  looks as much or as little like your character
  as you want. It is not a person. You can see
  through its eyes and control it, as if it were
  yourself in another body. At any point
  during a scene that involves either yourself
  or your double, but not both, you may
  reveal that what others thought was your
  double is really you, or that you are really
  your double. Once this deception is
  revealed, it remains true until you have a
  chance to make a switch, at which point this
  ability may once again be used. 
   
  □ Feathers Made of Gold 
  If your actions might give you away to
  another PC while you are passing, they
  can instead choose to ignore your strange
  behaviour. If they do, they can mark XP. 
   
  □ Feathers Made of Knives 
  If your actions might give you away while
  you are passing, whoever notices must
  choose one: 
  
  Ignore your strange behaviour for now. 
  
  See through your disguise and suffer 
  1d6 damage (ignores armour). 
   
  □ Keep Your Silence Up 
  You can move silently in any situation. Any
  time a sound would give away your
  presence, you remain undetected. 
   
  □ Method Acting 
  When you dress up as someone, you may
  ask one question from the discern realities
  list about them or their life, and the GM or
  another player must answer it truthfully. 
   
  □ The Perfect Replica 
  When you undress for two or fewer
  people, you can keep passing as whomever
  owned the clothes you were wearing. 
   
  □ Tradecraft 
  When you attempt to make contact with
  someone covertly, roll+INT. On a 10+, you
  get a message to them or you can play a
  scene with them, and your secret is kept. On
  a 7-9, someone intercepts your message or
  your conversation. The GM will tell you
  who… at some point. 
  Advanced 
  Dungeon World by Sage LaTorra and
  Adam Koebel. www.dungeon-world.com 
  
  Advanced Moves 
  When you gain a level from 6-10, choose from these moves or the level 2-5 moves:
  □ The Big Reveal 
  When 
  you 
  dramatically 
  drop 
  your
  disguise and reveal your true identity, any
  witnesses must choose one: 
  
  Drop what they are holding. 
  
  Leave in embarassment. 
  
  Remain motionless in surpirse for a 
  critical moment. 
  
  Reveal their plans unintentionally. 
   
  □ Cover Story 
  Choose a move from another class. When
  you are impersonating someone else, you
  can use this move. When you’re not, you
  can’t. 
   
  □ A Deadly Trap 
  When you prepare or reveal an elaborate
  trap, roll+INT. On a 10+, choose three
  components. On a 7-9, choose two. On a
  miss, choose one component anyway, but
  your trap has backfired: 
  ○ 
  Acid. 
  ○ 
  Lasers. 
  ○ 
  Crushing. 
  ○ 
  Moving mechancal 
  ○ 
  Drowning. 
  parts 
  ○ 
  Falling. 
  ○ 
  Sharks. 
  ○ 
  ____________________. 
  You can write an eight option, but you can’t
  change it while you are playing a scene. 
   
  □ Doubting Thomas 
  When your spymaster gives you orders,
  ask one question from the discern realities
  list. 
   
  □ Feathers Made of Swords 
  Replaces: Feathers Made of Knives 
  If your actions might give you away while
  you are passing, whoever notices must
  choose one: 
  
  Ignore your strange behaviour for now. 
  
  See through your disguise and suffer 
  1d10 damage (ignores armour). 
  The Spy 
  Dungeon World Basic Moves
  Defend 
  When you stand in defence of a person,
  item, or location under attack, roll+CON.
  On a 10+, hold 3. On a 7-9, hold 1. As long
  as you stand in defence, when you or the
  thing you defend is attacked you may spend
  hold, 1 for 1, to choose an option: 
  
  Deal damage to the attacker equal to 
  your level. 
  
  Halve the attack’s effect or damage. 
  
  Open up the attacker to an ally giving 
  that ally +1 forward against the attacker.
  
  Redirect an attack from the thing you 
  defend to yourself. 
   
  Defy Danger 
  When you act despite an imminent threat
  or suffer a calamity, say how you deal with
  it and roll. If you do it… 
  
  by enduring, roll+CON.  
  
  by getting out of the way or acting fast, 
  roll+DEX. 
  
  by powering through, roll+STR. 
  
  through mental fortitude, roll+WIS. 
  
  using charm and social grace, roll+CHA.
  
  with quick thinking, roll+INT. 
  On a 10+, you do what you set out to, the
  threat doesn’t come to bear. On 
  a
  7-9, you stumble, hesitate, or flinch: the GM
  will offer you a worse outcome, hard
  bargain, or ugly choice. 
   
  Discern Realities 
  When you closely study a situation or
  person, roll+WIS. On a 10+, ask the GM
  three questions from the list below. On a
  7-9, ask one. Either way, take +1 forward
  when acting on the answers. 
  
  What happened here recently? 
  
  What here is not what it appears to be? 
  
  What here is useful or valuable to me? 
  
  What is about to happen? 
  
  What should I be on the lookout for? 
  
  Who’s really in control here?
  Hack and Slash 
  When you attack an enemy in melee,
  roll+STR. On a 10+, you deal your damage to
  the enemy and avoid their attack. At your
  option, you may choose to do +1d6 damage
  but expose yourself to the enemy’s attack.
  On a 7-9, you deal your damage to the
  enemy and the enemy makes an attack
  against you. 
   
  Parley 
  When you have leverage on a GM
  character and manipulate them, roll+CHA.
  On a 10+, they do what you ask if you first
  promise what they ask of you. On a 7-9,
  they will do what you ask, but need some
  concrete assurance of your promise, right
  now. 
   
  Spout Lore 
  When you consult your accumulated
  knowledge about something interesting,
  roll+INT. On a 10+, the GM will tell you
  something interesting and useful about the
  subject relevant to your situation. On a 7-9,
  the GM will only tell you something
  interesting—it’s on you to make it useful.
  The GM might ask you “How do you know
  this?” Tell them the truth. 
   
  Volley 
  When you take aim and shoot at an
  enemy at range, roll+DEX. On a 10+, you
  have a clear shot—deal your damage. On a
  7-9, choose one (whichever you choose, you
  deal your damage): 
  
  You have to move to get the shot, 
  placing you in danger as described by 
  the GM. 
  
  You have to take several shots, 
  reducing your ammo by one. 
  
  You have to take what you can get:  
  -1d6 damage. 
   
   
  □ Isolation Chamber 
  When you are alone with someone and
  they try to communicate with you, ask one
  question about them from the discern
  realities list first. 
   
  □ Prophetic Empathy 
  Replaces: Method Acting 
  When you dress up as someone, you may
  ask two questions about them or their life,
  and the GM or another player must answer
  them truthfully. 
   
  □ Spy Network 
  When you arrive at a settlement for the
  first time, you can make contact with a
  member of your spy network. Your contact
  functions as a hireling with loyalty+2 and
  skill points equal to your level. 
   
  □ Superior Tradecraft 
  Replaces: Tradecraft 
  When you make contact with someone
  covertly, you can get a message to them
  secretly or you can play a scene with them,
  and no one else hasto know—unless they
  are a PC and they use a special move. 
   
  □ True Colours 
  Choose a move from another class. You can
  use this move as long as you’re not
  impersonating someone else. 
   
  □ Written by the Victors 
  Requires: All Your Evidence 
  When you destroy evidence, on a 10-11,
  you can also replace the destroyed evidence
  with new evidence of your own devising,
  but someone sees you do this. On a 12+, you
  can replace the evidence and no one is the
  wiser. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Supplements/Space Wurm vs. Moonicorn/SWVM DW-Style Playbooks.pdf