TEXT: Inspired by Dungeon World (dungeon-world.com) 
  Setup 
   Get some dice. One person is the 
  game master (GM). Others use the 
  characters on the back of their cards.  
  Rolling the Dice 
   When you want to do something, tell 
  the GM. The GM will have you make an 
  ability check. If you attack a goblin with 
  your sword, you make a Strength check. 
  Roll 2d6 + your ability. A 6 or less is a 
  failure. A 7 – 9 is a partial success. A 
  10 or better is a full success.  
  Failure 
   On a failure, the GM may 
  have you miss the goblin, get 
  bitten by it, and accidentally 
  throw away your sword. 
  Partial Success 
   On a partial success, you succeed but 
  have a bad choice. The GM may have 
  you hit the goblin and do damage, but 
  you also must choose to take damage or 
  have another goblin appear. 
  Success 
   On a success, you succeed. For 
  example, you roll your damage die. 
  The Game Master 
   Be creative. When a player does 
  something, choose an ability and have 
  them roll 2d6 + their ability. Decide 
  what happens. Tell stories. Draw maps. 
  Make up monsters / traps, for example: 
  Goblin:  3 HP, 1 Armor, d6 damage 
  Zombie: 11 HP, 1 Armor, d6 damage 
  Vampire: 10 HP, 2 Armor, d8+5 damage 
  Dragon: 16 HP, 5 Armor, 2d12+5 dmg 
  Pit with spikes, d6+1 damage
  
   
  Strength 
  Dexterity 
  Constitution 
  Intelligence 
  Wisdom 
  Charisma 
  -1 
  +1 
  +0 
  +2 
  +1 
  +0 
  Magic 
  To cast a spell, roll 2d6+2. The GM will tell you the result. You 
  may cast spells as often as you wish, but when you cast an 
  advanced spell, you must spend 1 hit point. 
  Basic Spells 
  Light: an object that you touch gives off as much light as a torch. 
  Minor Illusion: you create a sound or an image but not both. 
  Unseen Servant: you create a creature who can carry things. 
  Advanced Spells 
  Charm Person: the target of this spell becomes your friend. 
  Invisibility: the target is invisible until attacking or using a spell. 
  Magic Missile: a bolt flies from your hand and does 3d4 damage. 
  Sleep: you put 1d4 enemies to sleep.  
  Custom spell: tell the GM what the spell should do. The 
  GM will tell you if it’s possible and what happens.  
  Combat 
  Hit Points 10 
  Armor 
  0 
  Damage 
  1d4 
  Gear 
  Bag of books 
  Dagger, Staff 
  1 Healing potion 
    (2d4 healing) 
  By Dustin Flesher. The rules and all the 
  characters: https://goo.gl/RFXOcp 
   
  
  Strength 
  Dexterity 
  Constitution 
  Intelligence 
  Wisdom 
  Charisma 
  +2 
  +1 
  +1 
  +0 
  -1 
  +0 
  Favorite Weapon 
   
   Circle one: sword / axe / hammer / spear / fists 
   
   This is your favorite weapon. When you attack 
  with this weapon, roll 2d6+2. If you hit with this 
  weapon, add +2 to the damage.  
  Feat of Strength 
   You can perform awesome feats of strength, like 
  bending steel bars or lifting a heavy weight. 
  Normally when you want to do a feat of strength, 
  you roll 2d6+2. If you spend 1 hit point, you can 
  roll 2d6 +4 instead.  
   
  Combat 
  Hit Points 15 
  Armor 
  2 
  Damage 1d10 
  Subtract armor 
  from damage 
  done to you. 
  Gear 
  Favorite weapon 
  Chainmail 
  1 Healing 
  potion (2d4 
  healing) 
   
   
  By Dustin Flesher. The rules and all the characters: https://goo.gl/RFXOcp 
   
  
  Strength 
  Dexterity 
  Constitution 
  Intelligence 
  Wisdom 
  Charisma 
  +1 
  +2 
  +0 
  -1 
  +0 
  +1 
  Dagger Master 
   When attacking an enemy, roll 2d6+2. You can 
  either swing or throw the dagger.  
  Sneaky 
   You are good at sneaking. For example, you can 
  climb, hide, pick a lock, pick a pocket, find a trap, 
  or disable a trap. Normally when you 
  want to do something sneaky, roll 
  2d6+2. If you spend 1 hit point, you 
  can roll 2d6+4 instead.  
  Backstab 
   If your enemy is unaware of your presence, you 
  can deal an extra 1d6 damage if you hit with an 
  attack. 
   
  Combat 
  Hit Points 12 
  Armor 
  1 
  Damage 
  1d8 
  Subtract armor 
  from damage 
  done to you. 
  Gear 
  Leather armor 
  4 daggers 
  1 Healing 
  potion (2d4 
  healing) 
   
   
  By Dustin Flesher. The rules and all the characters: https://goo.gl/RFXOcp 
   
  
  Strength 
  Dexterity 
  Constitution 
  Intelligence 
  Wisdom 
  Charisma 
  +1 
  +0 
  +1 
  +0 
  +2 
  -1 
  Healing 
   If you spend 1 hit point, you can heal another 
  person for 1d6 damage.  
  One with Nature 
   You can survive easily in the wilderness, finding 
  food and water. You can also track other creatures 
  through the wilderness. Roll 2d6+2 to successfully 
  find tracks.  
  Speak with Nature 
   You can speak with animals, insects, and plants. 
  Shapeshifter 
   If you spend 1 hit point, you can take the shape of 
  an animal, insect, or plant for one hour. You gain 
  the abilities of that creature, but your combat 
  abilities stay the same. 
  Combat 
  Hit Points 15 
  Armor 
  0 
  Damage 
  1d6 
  Subtract armor 
  from damage 
  done to you. 
  Gear 
  Spear 
  1 Healing 
  potion (2d4 
  healing) 
   
  By Dustin Flesher. The rules and all the characters: 
  https://goo.gl/RFXOcp 
   
  
  Strength 
  Dexterity 
  Constitution 
  Intelligence 
  Wisdom 
  Charisma 
  +2 
  +0 
  +1 
  +0 
  +1 
  +0 
  Divine Smite 
   If you spend 1 hit point, you can add +1d4 
  damage to one hit against an enemy.  
  Guidance 
   If you spend 1 hit point, you can give another 
  person +2 to their next roll.  
  Healing 
   If you spend 1 hit point, you can heal another 
  person for 2d4 damage.  
  Speak with the Dead 
   If you spend 1 hit point, roll 2d6+1. If you are 
  successful, you can ask three questions to a dead 
  creature. 
   
  Combat 
  Hit Points 13 
  Armor 
  3 
  Damage 
  1d8 
  Subtract armor 
  from damage 
  done to you. 
  Gear 
  Chainmail 
  Sword 
  Shield 
  Holy Symbol 
  1 Healing 
  potion (2d4 
  healing) 
  By Dustin Flesher. The rules and all the characters: https://goo.gl/RFXOcp 
   
  
  Strength 
  Dexterity 
  Constitution 
  Intelligence 
  Wisdom 
  Charisma 
  +1 
  +2 
  +1 
  +0 
  +0 
  -1 
  Camouflage 
   When you keep still in natural surroundings, enemies 
  never spot you. If you move, roll 2d6+2 to remain 
  hidden. 
  Master Archer 
   You are excellent with a bow. Roll 2d6+2 to attack. 
  If you hit, roll 1d8+1 for damage. If you spend 1 hit 
  point, you can roll 2d4+3 for damage instead.  
  One with Nature 
   You survive easily in the wilderness, finding food 
  and water. You can also track other creatures 
  through the wilderness. Roll 2d6+2 to successfully 
  find tracks. If you spend 1 hit point, roll 2d6+4 instead. 
   
  Combat 
  Hit Points 13 
  Armor 
  1 
  Damage 
  1d8 
  Subtract armor 
  from damage 
  done to you. 
  Gear 
  Leather armor 
  Sword 
  Long bow 
  20 arrows 
  1 Healing 
  potion (2d4 
  healing) 
  By Dustin Flesher. The rules and all the characters: https://goo.gl/RFXOcp 
   
  
SOURCE: textdata/thevault/Kid Friendly/3. Rules Lite Collection/Dungeons Roleplaying Game.pdf