TEXT: Dungeon World 
  War and Wonders Pack 
   
  Seven new base classes for Dungeon World 
  the Beast, 
  the Warlord, 
  the Mask Master, 
  the Gunslinger, 
  the Warlock, 
  the Fool, 
  and the Villager 
  and new rules for investigation, exploration, and mental stress 
   
  For use with the role-playing game Dungeon World, by Sage LaTorra and Adam Koebel 
   
   
   
   
   
   
  Written by Peter Johansen. Version January 24, 2017 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, 
  California, 94041, USA. 
  
  The Beast 
   
  The wastelands and far places of Dungeon 
  World teem with dangerous beasts. You 
  should know, you’re one of them. 
  Humans and their kind think that theirs is 
  the only civilization that matters, staying in 
  their haughty castles. They grow soft, afraid 
  of the unknown and what is unlike their own 
  little world. They fear you for what you 
  represent; your sharp fangs or your 
  predator’s eyes, the markings of one whose 
  lineage is that of a monster.  
  For untold generations, your people have 
  thrived far beyond human civilization, 
  where the weak die and the strong survive. 
  Your instincts and claws are as sharp as any 
  blade, and serve you better than any armor. 
  Whether a wandering nomad or a would-be 
  warrior, you’ve left your home in search of 
  more beyond your ancestral lands. Among 
  other such adventurers, you’ve found a sort 
  of acceptance, a new pack among these 
  “civilized” folk. When you return, you will 
  be a legend among your kind, bearing gold, 
  wisdom, and the taken fangs of your foes. 
   
  A different take on the barbarian, the Beast 
  is a character that is either inhuman or half-
  human, their blood mixed with that of a 
  monster race, such as arakkoa, minotaur, or 
  half-ogre. Your heritage is the source of 
  your prowess, in the form of moves taken 
  from your monstrous ancestors. 
   
  The Warlord 
   
  How many battles have you seen? Ten? A 
  hundred? You’ve probably lost count. 
  Most people think that war is chaotic or 
  uncontrollable. But you know better. You 
  can feel the ebb and flow of the battlefield in 
  your fingertips. You can see in someone’s 
  eyes when they will stand firm, and when 
  they will rout. When you smell blood and 
  steel in the air, your voice booms like 
  thunder to stir the spirit. 
  In times of war, you can be counted on to 
  keep a cool head. You’ve survived battles 
  that anyone else would have written off as a 
  lost cause. Your tactical advice and 
  commanding presence has turned the tide of 
  a war. No armchair general are you; you 
  lead from the front and by example. War 
  comes as naturally to you as breath. 
  If war is Hell, then you’re the devil himself. 
   
  The Warlord is a skilled fighter, proficient in 
  combat tactics and strategy. They are leaders 
  both on and off the battlefield, rallying their 
  followers to great acts of valor. 
   
   
   
   
   
   
  
  The Mask Master 
   
  Have you ever wished you were someone 
  else? What if you could change who you 
  were? 
  A mask is a most useful tool in your hands. 
  When you put on a mask, you take on a 
  whole new persona. The mask makes you 
  strong. It gives you confidence, it gives you 
  power. Why, with the right mask, you could 
  be anything… except yourself, of course. 
  Maybe you’ve forgotten who you used to be, 
  or you’re hiding something terrible under 
  that mask. Whatever it is, you’re not willing 
  to settle for a life of mundanity. Maybe you 
  need something to believe in, maybe you 
  want more of the fame and glamour. Perhaps 
  out in the world, you’ll find out the truth 
  about yourself.  
   
  A master of theatricality, mystique and 
  imitation, the Mask Master conceals their 
  identity behind their magical masks. The 
  Mask Master has the ability to duplicate the 
  abilities of their allies, or switch up their 
  own powers as needed by the masks they 
  wear. 
   
   
   
   
   
  The Gunslinger 
   
  There are legends of long-lost weapons of 
  incredible power and danger. Some say they 
  summon the thunder of the gods to strike 
  down even the most heavily armored of 
  knights. Perhaps only a few master 
  craftsman in the world can make them, or 
  the technology has been forgotten, and the 
  few remaining weapons in existence are 
  well-hidden. Either way, you have chosen to 
  make one of these awesome weapons your 
  own. How will you change the world with 
  your gun? How will your gun change you? 
  To carry a gun is not only a symbol of 
  power, but one of responsibility as well. To 
  be a gunslinger requires not only a steady 
  mind, but a steady heart. Anyone can learn 
  how to shoot a gun. In your hands, your gun 
  is more than a weapon. It’s a way of life. To 
  master yourself is to master your gun. 
   
  The Gunslinger is a fighter whose weapon 
  of choice is a firearm. A powerful weapon in 
  its own right, but one capable of even more 
  when wielded with conviction and certainty. 
  The Gunslinger keeps to a code of honor to 
  steady their aim and perform amazing feats 
  with their gun. 
   
   
   
   
  
  The Warlock 
   
  Forgotten lore abounds in Dungeon World. 
  Cults of ancient gods or powerful beings 
  from beyond reality lurk everywhere, until 
  they are put down by the forces of law. The 
  altars to these old ones are forgotten, but 
  they are far from powerless. 
  A wealth of power awaits someone bold or 
  foolhardy enough to let one of these beings 
  into their souls. You are the conduit for one 
  of them. No years of study or prostration 
  before a mortal priest for you. You’ve taken 
  things into your own hands. You are the 
  eyes, voice, and hands of a being of godlike 
  power, and in return for your service, they 
  have let a bit of that power into your hands.  
  The old ones promise much for your service, 
  but demand much in return. It’s okay though. 
  You’re still in control of the deal. 
  … For now. 
   
  Like the cleric, the warlock enjoys a 
  relationship with a being of divine or near-
  divine power. Unlike the cleric, the 
  relationship between warlock and patron is 
  much more intimate, so much so that patron 
  may reach out into the world through the 
  warlock. Demon princes, arch-fey, and elder 
  beings from beyond reality are all potential 
  patrons for the warlock. 
   
   
   
  The Fool 
   
  This all started as one big joke to you. “Go 
  off and explore the world,” they said. “It’ll 
  be fun,” they said. You left your perfectly 
  good life behind you to take your chances 
  out here, and now you’re hip deep in terrible 
  danger. 
  But that doesn’t get you down. You can still 
  be a hero. You’ve got big dreams, and the 
  good fortune and courage to pursue them. 
  Maybe not the skills, but hey, can’t have 
  everything, right? You’ve got your friends 
  to watch your back. They keep you out of 
  the worst of the trouble, and you help them 
  keep their perspective on things. With a 
  smile on your face and a song in your heart, 
  things will turn out okay, eventually.  
  Hey, what does this thing do? 
   
  The Fool is one who succeeds through luck, 
  often times in spite of themselves. They 
  have great aspirations, but fate or 
  happenstance loves to throw them surprises. 
  Whether accidental hero, unwilling hero, or 
  just comic relief, you can never count the 
  Fool out. They always seem to find a way to 
  beat the odds. 
   
   
   
   
  
  The Villager 
   
  Hero? Oh no, no. You’re not a hero. You’re 
  just a normal person. Thank the gods. 
  Adventures are terrible, dangerous things. 
  People who go on adventures come back 
  maimed or wrong in the head, and that’s if 
  they come back at all. Staying in the village 
  is much better. You’ve got a relatively safe, 
  if unexciting life here. 
  You’ve lived in the village all your life, or at 
  least most of it. You’ve got roots here; 
  family, friends, a steady job. You know, 
  responsibilities. There’s turnips to be 
  planted, a fence to be mended, a little sister 
  to look after, meals to be cooked… 
  … Okay, maybe you could use a little 
  excitement. 
   
  The Villager is a nascent or potential hero, 
  suitable for a prequel game or a “level zero” 
  adventure. A party of Villagers may mature 
  into a full-fledged adventuring group. While 
  weak to start with, the Villager is designed 
  to be easy to learn and quick to pick up and 
  play. Since the playbook grows with you, it 
  makes a good introduction to Dungeon 
  World. 
   
  The playbook is based upon a previous 
  edition of the Villager for Dungeon World 
  by Jason Morningstar. 
   
   
   
  We’ve included some new moves intended 
  to promote player authorship while 
  simultaneously removing the need for GM 
  prep. Based on John Wick’s idea of a “Dirty 
  Dungeon”, they reward the players for 
  introducing dangers while giving the GM 
  license to twist things around, and they can 
  create some interesting complications. We 
  have also included rules for events or 
  monsters that may control or manipulate the 
  minds of your characters. 
   
   
   
   
  Few toys are as ingenious or as rewarding as 
  the ones that let us create new things, and 
  role-playing games like Dungeon World 
  exemplify these traits for me. I am deeply 
  grateful to my colleagues in the DW G+ 
  group for their advice, critiques, and support 
  over the last year.  
  Special thanks go to Johnstone Metzger and 
  his excellent book Class Warfare, without 
  which these new playbooks would never be 
  possible, and Jeremy Strandberg for his help 
  in formulating many of these new moves.  
  
   
    
  o Good 
  Endanger yourself to combat an unnatural threat. 
  o Neutral 
  Teach someone the ways of your people. 
  o Chaotic 
  Eschew a convention of the civilized world. 
   
   
  o Warrior 
  Your damage die is a d10, and choose one of the following tags 
  to add to your natural weapons from Fight Like a Beast: messy, 
  forceful, or precise. 
  o Hunter 
  Add either “Track by scent” or “Move silently” to your list of 
  heritage moves. This does not count towards your maximum 
  number of heritage moves. 
  o Counselor 
  You may be a Beast, but you’re not uncivilized. When you 
  Parley, you roll with WIS instead of CHA. 
  o Nomad 
  You’ve travelled the wide world over. When you arrive in a 
  steading, ask the GM about any important traditions, rituals, and 
  so on, they’ll tell you what you need to know. 
   
   
  Fill in the names of your companions in at least one: 
   
  ______________ thinks I am a monster; I’ll prove them wrong. 
   
  ______________ wouldn’t last a day in the wild without me; I’ll 
  teach them how to survive. 
   
  I owe ______________ a debt of blood that I have yet to repay.
  Beast-Blooded 
  Your heritage includes the blood of a beast or a monster. Describe your species, 
  appearance, and cultural heritage, choosing anything or any combination of things that 
  sounds interesting to you. Choose up to three heritage moves to start with, based on the 
  monster moves that best match your heritage. Then choose a method of how you honor 
  your heritage: 
  o 
  Acquiring lost knowledge and technology 
  o 
  Proving your might or superiority 
  o 
  Guarding or purifying the natural world 
  o 
  Enforcing your people’s code of honor 
  o 
  Obeying your elders 
  o 
  Venerating your ancestors or ancestral deity 
   
  When you gain a new appreciation for your heritage, add a new heritage move or 
  change an existing one, up to a maximum of three. 
   
  Blood and Tradition 
  At the beginning of a session, or when you honor your heritage, roll+CON. *On a 10+, 
  hold 4. *On a 7-9, hold 3. *On a 6-, hold 2, in addition to whatever the GM says. Spend a 
  hold to make a heritage move; no other roll is necessary, you just make that move. 
   
  Fight Like a Beast 
  Your horns, fangs, claws, or talons are lethal weapons with a range of hand. 
   
  King of the Jungle 
  You can speak with and understand animals, and even closely study them and Parley with 
  them as if they were people. When you exert your will over a wild animal, roll+WIS. 
  *On a 10+, the animal will perform one simple task for you before departing, to the best of 
  its ability. *On a 7-9, the animal will either run away or attack you, your choice.  
   
   
  Heritage Moves 
   
  __________________________________    __________________________________ 
   
  __________________________________    __________________________________ 
   
  __________________________________    __________________________________ 
   
   
   
  10 
  Names: Kornelius, Akah, Natokh, Jagara, Willa, Nayda, Hurrick, Char, Sauro, Addicus, 
  Mongo, Ta-She, Zaxx 
  Golden Eyes, Slit Pupils, or Bulging Eyes  
  Short Fur, Leathery Hide, or Tanned Skin  
  Crude Leathers, Tattered Robes, or Elaborate Body Designs 
  Hunched Body, Willowy Body, or Lean Body 
  THE BEAST 
  Alignment 
  Background 
  
   
    
  Your load is 8+STR.  You start with dungeon rations (5 uses, 1 weight) and 
  an item that symbolizes your heritage, describe it! Choose your armament: 
  o Spear (reach, thrown, near, 1 weight) and hunting knife (hand, 1 weight) 
  o Makeshift club (close, 2 weight) and adventuring gear (5 uses, 1 weight) 
  Choose one: 
  o Antitoxin 
  o Poultices and herbs (2 uses, 1 weight) 
  o Hide armor (1 armor, 1 weight) 
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Eye of the Tiger 
  When you mark an animal (with mud, dirt, or blood), you can see through 
  that animal’s eyes as if they were your own, no matter what distance 
  separates you. Only one animal at a time may be marked in this way. 
  o Fair Form 
  With a bit of a disguise, such as a hooded cloak, you are able to hide your 
  heritage and pass as a member of another race, as long as you don’t use your 
  heritage moves or draw attention to yourself. 
  o Forager 
  When you Make Camp in the wilderness, you and one other person don’t 
  need to consume a ration. 
  o Night-Eyes 
  You can see clearly in the faintest of light; even starlight is enough for you.  
  o Pack Leader 
  Choose a second way you can honor your heritage. 
  o Pathfinder 
  You know places in the wilderness where secret paths lie unseen. When you 
  travel by a hidden path through the wilderness, roll+WIS. *On a hit, it 
  leads you where you want. *On a 7-9, choose a difficulty: 
  • 
  Others find the way who did not know it before 
  • 
  The journey takes much longer than it seemed to 
  • 
  The way is long and hard; each person who takes it must mark the 
  debility weak 
  • 
  You encounter some danger upon the road 
  o Predatory Instinct 
  When you use a heritage move, take +1d4 damage forward or +2 armor 
  forward. 
  o Savage Beast 
  Gain a non-multiclass move from the barbarian or ranger playbooks. 
  o Sharp Senses 
  When you Discern Realities about a location, add these questions to the 
  list: 
  • 
  How could I be accepted by the people here? 
  • 
  How could I best attract attention here? 
  • 
  What here is a source of evil? 
  • 
  Where could I best hide around here? 
  o Tarzan 
  When you use a heritage move to evade harm or avoid an obstacle, you 
  may also bring someone else along with you safely. 
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Akela 
  When you use King of the Jungle, on a 12+ the animal will either tag along 
  with you and assist you for a while, in its own way, or you may command it 
  to perform a very dangerous task for you. 
  o Ancient Heritage 
  You may now have up to five heritage moves. 
  o Awakened Blood 
  Choose another type of creature that has contributed to your heritage. When 
  you change your heritage moves, you may take moves from this new 
  heritage, if you wish. When you take this move, you may change one of your 
  existing heritage moves to a move from your new heritage. 
  o Bloody Roar 
  While you are afflicted by fear, mind control, or enchanting magic, you 
  may ignore the effect as long as you attack the closest enemy in sight. If you 
  have no enemies in sight, the GM chooses who you attack. 
  o Dire Beast 
  Gain a non-multiclass move from the barbarian or ranger playbooks. 
  o I Am the Tiger 
  Requires: Eye of the Tiger 
  When you touch and animal and push your thoughts into its mind, 
  roll+WIS. *On a hit, you can read the animal’s mind and memories, reliving 
  its past and seeing what it has seen. *On a 7-9, you have trouble separating 
  these memories from your own, and you exhibit some aspects of the animal’s 
  behavior for a while after you break the link. 
  o Killer Instinct 
  Replaces: Predatory Instinct 
  When you use a heritage move, take +1d8 damage forward or +4 armor 
  forward. 
  o Monster Blood 
  When you roll for Blood and Tradition, you get +1 hold, even on a 6-. 
  o Natural Medicine 
  Requires: Forager 
  When you have time to gather supplies in the wilderness, you can prepare 
  a poultice that will heal one debility next time you Make Camp. 
  o Nose For Trouble 
  When something hidden threatens you, the GM will give you a warning in 
  the form of a hunch about the nature of the danger, but not necessarily where 
  it lurks. 
  
   
    
  o Lawful 
  Choose honor over personal gain. 
  o Neutral 
  Defeat a worthy opponent. 
  o Evil 
  Kill a defenseless or surrendered enemy. 
   
   
  o Dwarf 
  You ignore the clumsy tag on any armor you wear. 
  o Orc 
  Add the following option to War Leader, and you may use this 
  option once per battle without spending hold: 
  • 
  Fall upon the enemy in a violent, howling frenzy 
  o Human 
  Hirelings under your command have +1 Loyalty. 
   
   
  Fill in the names of your companions in at least one: 
  __________ has stood by me in battle and can be trusted 
  completely. 
   
  __________ doesn’t think before they act, and it’s always 
  causing me trouble. 
   
  I met __________ in the last war, but we weren’t exactly on the 
  same side. 
   
  I’ve seen __________ turn the tide of a battle before. 
   
  __________ isn’t suited for battle; I’d better keep an eye on 
  them.
  War Leader 
  You can rally warriors to your banner at any time there are suitable people available for 
  you to recruit or lead. When you rally a war-band together, they will fight for you for 
  one battle, though they will demand a cut of any loot in exchange. The war-band’s 
  strength, equipment, and bearing will be proportionate to the quality of the warriors 
  available, as well as your level. 
   
  When you lead your war-band into battle, roll+CHA. *On a 10+, hold 3. *On a 7-9, 
  hold 2. *On a 6-, hold 1 anyway, but there will be hell to pay afterwards. Over the course 
  of the fight, spend a hold to make your war-band: 
  • 
  Make a strong assault 
  • 
  Stand firm against a strong assault 
  • 
  Make an organized retreat 
  • 
  Show mercy to their defeated enemies 
  • 
  Hold fast despite fear or danger 
  • 
  Restore discipline and form ranks after a lapse or break 
   
  After the battle, assuming your war-band is still fit for duty, you may spend a hold to call 
  them together and follow you into another battle. If you don’t, they disperse afterwards. 
   
  Tactician 
  When you use your knowledge of tactics, discipline, and strategy on the battlefield, 
  describe how you accomplish one of the following: 
  • 
  Create an advantage; you or an ally takes +1 forward when you exploit it 
  • 
  Disengage from melee with one enemy 
  • 
  Avoid a hazard on the battlefield without Defying Danger 
  • 
  Block a blow meant for you or someone else nearby, you take half damage 
  • 
  Shake off the effects of fear, confusion, or being stunned 
  Then roll+WIS. *On a 10+ you do it, no problem. *On a 7-9 you still get your desired 
  effect, but you also expose yourself to danger, retribution, or cost. 
   
  All For One, and One For All 
  When you Aid an ally in battle, on a hit, in addition to giving them +1, choose one of the 
  following: 
  • 
  They take +1d4 damage forward 
  • 
  They take +2 armor forward 
   
   
  10 
  Orc:  Garadh, Krogar, Argard, Morkrull, Tek'ra, Dagra, Sanuki, Brizara, Crask 
  Fear-drinker, Hell-walker, Bone-crusher, Storm-hammer, Axe-bearer, Wolf-hacker 
  Dwarf:  Dalthar, Bolfost, Garrund, Hagol, Mordria, Naldina, Chalunni, Kila, Ardred 
  Human:  Darius, Shingen, Marcus, William, Simon, Jeanne, Alianor, Catherine, Elizabeth  
  Hard Eyes, Weary Eyes, or Sharp Eyes 
  Plumed Hat, Horned Helmet, or Eyepatch 
  Military Uniform, Furred Mantle, or Worn Finery 
  Scarred Body, Bulky Body, or Lean Body 
  THE WARLORD 
  Alignment 
  Race 
  
   
    
  Your load is 11+STR.  You start with dungeon rations (5 uses, 1 weight), 
  chainmail (1 armor, 1 weight) and a melee weapon of your choice (close, 1 
  weight). Choose three: 
  o Adventuring gear (5 uses, 1 weight) 
  o Dagger (hand, 1 weight) and 5 coins 
  o Shield (+1 armor, 2 weight) 
  o Healing potion 
  o Bandages (3 uses) and 5 coins 
  o War horse 
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Battlefield Strategy 
  When you Spout Lore about a military unit or situation you have 
  observed, you may roll with WIS instead of INT. The first person acting on 
  your information takes +1 forward. 
  o Call to Arms 
  When you Recruit, also pick options equal to your CHA. *On a 10+ all of 
  them are true. *On a 7-9 only one of them is true, GM’s choice. *On a 6- 
  none of them are true: 
  • 
  You may Carouse in town before leaving without spending coins 
  • 
  Any hirelings you recruit have the cost “blind patriotism” instead 
  of their usual cost. 
  • 
  One hireling you recruit gets an additional skill point 
  • 
  You requisition a piece of equipment from the locals 
  o Crusader 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o Flanking Maneuver 
  When you Aid an ally in battle, on a hit, you give them both options from 
  All For One, And One For All. 
  o For the Cause 
  When you rally a war-band, the GM will tell you something they will accept 
  in lieu of a cut of any loot: either vengeance, glory, renown, or the greater 
  good. 
  o Hold the Line 
  While you are standing side by side with your allies on the front lines of 
  battle, you may Defend with CHA instead of CON.  
  o Reconnaissance  
  When you send your war-band to scout a dangerous place for you, you 
  may Discern Realities about the place as if you were there. 
  o Stentorian Voice  
  You can give Aid to anyone who can hear you with inspiring words, strategic 
  advice, or grisly threats, as long as you are within shouting distance. 
  o Tactical Eye 
  When you survey a battlefield or dangerous environment, ask the GM 
  two of the following questions. The GM will answer truthfully. 
  • 
  Is there a trap or ambush here, and if so, where? 
  • 
  Where is the best place to make a defensive stand? 
  • 
  Where is the best place to attack from? 
  • 
  What here is the biggest threat to me? 
  o Watch Duty 
  When you organize your camp’s defenses, everyone takes +1 to Take 
  Watch. 
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Drill Sergeant 
  As long as you’re around, no NPCs under your command will have 
  discipline problems. A hard glare or a sharp rebuke from you will snap them 
  back into line or banish any fear from them, and your war-band will never 
  rout on your watch. 
  o Field Logistics 
  When you Undertake a Perilous Journey, everyone takes +1 to their roles. 
  o Fingerspitzengefühl 
  When you use Tactician, on a hit you may also immediately ask one question 
  from the Discern Realities list. 
  o Lordly Caliber 
  When you use War Leader, you get +1 hold, even on a miss, and add the 
  following choices to the list: 
  • 
  Bring magical support to a situation 
  • 
  Fight and die to the last without fear 
  o Paragon 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o Reconnaissance-By-Force 
  Requires: Reconnaissance  
  When you use Reconnaissance, on a hit, the war-band provides an additional 
  service for you; choose one: 
  • 
  They make the enemy break formation or reveal a vulnerability 
  • 
  They make a hidden enemy or threat reveal itself 
  • 
  They distract, lure away, or sabotage the first foe they encounter 
  o Shield Wall 
  Requires: Hold the Line 
  You and all allies in your presence get +1 hold when they Defend, even on a 
  6-. 
  o Tactical Commander 
  When you use Tactician, you may apply your chosen effects to your war-
  band instead of you, as long as you are present to command them. 
  o Turn the Tables 
  Add the following options to Tactician: 
  • 
  Escape from a dangerous position 
  • 
  Lure or push an enemy into a bad position for them 
  o War Stories 
  When you share tales of glorious battles with your comrades, lose any 
  hold on this move and roll+CHA. *On a 10+, hold 3. *On a 7-9, hold 2. *On 
  a 6-, hold 1 anyway, but there will be trouble when it is spent. Anyone may 
  spend a hold from this move to immediately make the Tactician move, 
  rolling for it as usual with their own WIS and taking +1 to the roll. 
  
   
    
  o Good 
  Help someone else while protecting your anonymity. 
  o Neutral 
  Earn recognition for your skills. 
  o Chaotic 
  Upset the status quo. 
   
   
  Yeah, right! Like you’d ever let anyone know about the real you. 
  Who you were and where you’re from doesn’t matter now, it’s 
  all about the masks for you.  
   
  Instead, privately tell the GM one thing about yourself that you 
  must keep a secret. When that secret is revealed to everyone, 
  you must retire this playbook and choose a new one, starting 
  over again from level 1. You keep your gear but nothing else. 
   
   
  Fill in the names of your companions in at least one: 
   
  I tried being like ____________ once, but I got into a lot of 
  trouble. 
   
  I wish I was as brave as ____________. 
   
  ____________’s power makes me a little envious, so I mimic 
  them whenever I can. 
   
  If I help ____________ accomplish their goal, maybe I’ll find 
  out the truth about myself too. 
   
  My acting skills can fool anyone… except ____________.
  Masks For All Occasions 
  You possess several masks that grant you—and only you—special abilities while you 
  wear them. Each mask in your possession has 1 weight. Donning a mask takes several 
  seconds of uninterrupted concentration, and you may only wear one mask at a time. 
  Choose three masks from the list: 
  o 
  Iron Mask: You have 3 armor, but you also get -1 to all WIS and CHA rolls. 
  o 
  Death Mask: Undead creatures ignore you unless you draw attention to 
  yourself, and you may cast the Wizard spell Speak With Dead by spending 1 
  HP. 
  o 
  War Mask: Your damage die is d10. 
  o 
  Mystic Mask: You can see and interact with spirits of any kind. They can sense 
  this, and will be more inclined to appear before you. 
  o 
  Demon Mask: When you make eye contact with someone, they feel fear and 
  will react accordingly as long as you keep staring at them, as per the spell Cause 
  Fear with you as the subject. 
  o 
  Plague Mask: When you use an item that restores HP, either on yourself or 
  someone else, the item heals additional HP equal to your level. 
  o 
  Blank Mask: When you hide amongst a crowd or act inconspicuous, no one 
  will notice you unless you draw attention to yourself. 
  o 
  Dashing Mask: When you would Defy Danger, you may roll with CHA instead 
  of what the GM tells you. 
  While you are not wearing a mask or anything covering your face, your confidence is 
  shattered; take -1 ongoing to all moves until you put on a mask again. 
   
  Mimic 
  When you Make Camp, choose a person you have at least one Bond with and gain hold 
  equal to the number of Bonds you have with them. When you witness that person 
  perform a move, you may spend 1 hold to immediately perform that move as well, even 
  if they are using a move that you don’t have. If you mimic a move that would require you 
  to spend some other kind of hold, you spend HP instead of hold, 1-for-1. 
   
  Inscrutable 
  The masks you wear have their own identity. Any actions you take while wearing a certain 
  mask will be attributed to that mask, and only that mask. No one will recognize your true 
  identity if you wear a different mask. 
   
  Additionally, you never make the Outstanding Warrants move, and any attempts to read 
  your mind or scry on your location automatically fail. 
  7 
  Names: Helena, Valentine, Lucille, Campbell, Diego, Bruce, Percy, Marguerite, Basil 
  Clay Masks, Wooden Masks, or Paper Masks 
  Turban, Hooded Mantle, or Feathered Hat 
  Garish Clothing, Voluminous Robes, or Mismatched Clothing 
   
  THE MASK MASTER 
  Alignment 
  Background 
  
   
    
  Your Load is 10+STR.  You start with dungeon rations (5 uses, 1 weight) 
  and your masks (1 weight each). Choose your armament: 
  o Mace (close, 1 weight) and wooden shield (+1 armor, 1 weight) 
  o Staff (close, two-handed, 1 weight) and enchanted robes (1 armor, 1 
  weight) 
  o Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight) 
  Choose one: 
  o Halfling pipeleaf (6 uses, 0 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Two bandages (3 uses each, 0 weight)
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Behind the Mask 
  When you engage someone in conversation, you can ask their player a 
  question from the list below. They must answer it truthfully, then they may 
  ask you a question from the list. If you lie, you cannot use this move on them 
  ever again. If you tell the truth, you can. 
  • 
  What are your present intentions? 
  • 
  What do you most desire? 
  • 
  What do you not want me to know? 
  • 
  What do you want from me? 
  o Doppelgänger 
  When you craft and wear a mask in the guise of another specific person 
  whom you have studied closely, you create a disguise of that person. When 
  you put your disguise to the test, roll+CHA. *On a 10+, only that person’s 
  most intimate associates can tell it’s you. *On a 7-9, only those who do not 
  know the person are fooled. 
  o Grand Debut 
  When you make a spectacular entrance while wearing a mask, roll+CHA. 
  *On a 10+, choose three options from the list below. *On a 7-9, choose two. 
  *On a 6-, choose one, in addition to whatever the GM tells you. 
  • 
  Someone desires to meet you later, the GM will tell you who 
  • 
  Someone becomes infatuated with you, the GM will tell you who 
  • 
  Someone will give you a gift, the GM will tell you who 
  o Identity Crisis 
  Donning a mask takes only a moment for you now. 
  o Impresario 
  You never have to spend money to Carouse, and you roll with CHA instead 
  of coins spent. If there is already a gathering happening, you may Carouse 
  without having returned triumphant. 
  o Improv 
  When you use Mimic, you get +1 hold. 
  o Masquerade 
  Gain an additional mask from the list. 
  o Method Actor 
  When you don a mask, choose a stat: you take +1 ongoing to rolls using that 
  stat until you remove the mask. The GM will also choose a stat: you take -1 
  ongoing to rolls using that stat until you remove the mask. 
  o Supporting Actor 
  When you Aid Another, on a 10+ you upstage them; choose an extra effect: 
  • 
  Your Aid gives +2 instead of +1 
  • 
  Any consequences from their move affect you instead of them 
  o Understudy 
  Gain a non-multiclass move from a playbook no one else is currently using.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Beyond the Mask 
  Requires: Behind the Mask 
  When you use Behind the Mask, you may also ask “How are you vulnerable 
  to me?” Your subject may not ask this question of you. 
  o Clone 
  Replaces: Doppelgänger 
  When you craft and wear a mask in the guise of another specific person 
  whom you have studied closely, you look just like them. Your actions may 
  give you away, but anyone who does not know the person intimately will be 
  fooled by your appearance. When you meet someone who is intimately 
  associated with the person you are impersonating, roll+CHA. *On a 10+, 
  they are fooled, even by strange behavior, until you give yourself away for 
  certain. *On a 7-9, they are suspicious of you. 
  o Curtain Call 
  Requires: Grand Debut 
  Instead of choosing one of the options from the list, you may choose a 
  member of the audience. The GM will choose how they react from the list. 
  o Encore 
  When you Mimic a move, you can use that move again by spending another 
  hold, until the next time you Make Camp.  
  o Mirrormask 
  When an enemy’s move makes you Defy Danger, on a 12+ not only do you 
  defy the danger, you may also immediately use that move against your 
  enemy, without rolling or spending hold from Mimic. 
  o Performance Artist 
  When you Mimic a move and need to roll for it, you roll with CHA instead 
  of the usual stat. 
  o Poker Face 
  When you tell a lie or a half-truth, it will be accepted as fact by anyone 
  who does not have a history with you. As long as no one reveals hard 
  evidence to the contrary, anything you say will be accepted as open honesty. 
  o Super Swing 
  Gain a non-multiclass move from a playbook no one else is currently using. 
  o Theater Games 
  Requires: Supporting Actor 
  Add the following option to the Supporting Actor list: 
  • 
  You immediately Mimic their move without spending hold 
  o Two-Faced 
  You may wear two masks at once, gaining the benefit of both at the same 
  time. 
  
   
    
  o Lawful 
  Bring a criminal to justice. 
  o Neutral 
  Solve someone else’s problem without getting emotionally 
  invested. 
  o Evil 
  Make a profit off of someone else’s misery. 
   
  o Human 
  When you kill a monster with the Large, Huge, Intelligent, or 
  Terrifying tags, gain +1 Aim, but only once per kill. 
  o Dwarf 
  When you make a sacrifice or put yourself in danger to save 
  someone else, gain +1 Aim. 
  o Gnome 
  When you seek out excitement despite the danger to yourself, 
  gain +1 Aim.  
   
   
  Fill in the names of your companions in at least one: 
   
  I once had ______________ in my sights, but I let them live. 
   
  I made a promise to ______________ that I haven’t yet kept. 
   
  ______________ doesn’t have what it takes to get the job done. 
   
  ______________ is my lover, or was, or would have been, or…  
  it’s complicated. 
   
   
   
  This is my Boom-Stick! 
  You own a unique firearm. Only you can use this gun; it will not function for anyone else. 
  Your gun has 2 weight, and the following tags: near, ignores armor, loud and reload. 
  Choose two upgrades for your gun: 
  o 
  Buckshot: Add messy 
  o 
  Double-Barreled: Add forceful 
  o 
  Incendiary: Add the fiery tag, and your shots can start fires 
  o 
  Longarm: Add far range and two-handed, +1 weight 
  o 
  Full Metal Jacket: +1 damage 
  o 
  Compact: -1 weight, and your gun is small enough that you can conceal it on 
  your person, though it will still be found if you are searched 
  o 
  Bayonet: You can Hack and Slash with your gun at a range of close, rolling with 
  DEX instead of STR 
   
  Gunslinger’s Oath 
  Choose up to three tenets of your personal code of honor: 
  o 
  Never leave a comrade behind. 
  o 
  Always keep your sworn word. 
  o 
  Always protect the weak. 
  o 
  Always show courage in the face of danger. 
  o 
  Always avenge a slight or dishonor. 
  o 
  Always assist anyone in distress if it is within your power to do so. 
  o 
  Never accept a reward for any help that you give. 
  o 
  Never let a ____________ live. 
   
  As long as you keep true to your oath, your gun will fire true for you. You begin play 
  with 1 Aim. Your maximum Aim is equal to the number of tenets of your Gunslinger’s 
  Oath. If you break your oath, reduce your Aim to 0, and while you have 0 Aim, you take 
  -1 ongoing to any rolls that involve using your gun.  
   
  Trick Shot 
  When you go for an improbable shot with an unusual effect, describe what you want to 
  happen and roll+Aim. *On a 10+, choose one thing you have to do to pull off the shot. 
  *On a 7-9, choose one, and the GM chooses one: 
  • 
  Reduce your Aim by 1 (you may not choose this option if you have 0 Aim) 
  • 
  Spend some time lining up the shot 
  • 
  Get into a vulnerable position 
  • 
  Sacrifice or endanger something important 
   
   
   
  8 
  Human: Hugh, Rowan, Clifton, Anne, Kitty, Nancy, Marion, Rose, Vincent 
  Dwarf: Thorek, Mordin, Alric, Kenric, Kionna, Gottra, Sifna, Bazri 
  Gnome: Alston, Nolvri, Belton, Cogstrom, Sarabolt, Gelena, Tidget, Meriline 
   
  Blue Eyes, Cold Eyes, or Eye-patch 
  Bandanna, Black Mask, or Bad-Ass Hat 
  Long Coat, Old Military Uniform, or Foreign Clothes  
  Lean Body, Grizzled Body, or Long Shanks 
  THE GUNSLINGER  
  Alignment 
  Race 
  Aim: 
  
   
    
  Your load is 9+STR.  You start with dungeon rations (5 uses, 1 weight), your 
  gun (2 weight), and a bag of bullets (3 ammo, 1 weight). Choose three: 
  o A bag of bullets (3 ammo, 1 weight) 
  o Leather armor (1 armor, 1 weight) 
  o Bandages (3 uses, slow, 0 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Long knife (hand, 1 weight) 
  o Antitoxin (0 weight) 
  o 6 coins 
   
   
   
   
   
  (A bag of bullets costs 4 coins, comes with 3 ammo and has 1 weight. If a 
  bag of bullets ever gets soaked in water, lose 1 ammo from it.) 
  Choose a look for your gun: 
  o 
  Gears, clockwork, and steam 
  o 
  Eldritch machinery 
  o 
  Sleek and well-made 
  o 
  Old and well-worn 
  o 
  Fancy and ornate 
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Big Damn Hero 
  When you go above and beyond the call of duty to uphold your 
  Gunslinger’s Oath, gain +1 Aim. 
  o Gunsmith 
  Choose an additional upgrade for your gun. 
  o Listen Up, You Primitive Screw-heads! 
  When you dramatically fire your gun into the air and spend 1 ammo, you 
  may Parley with +Aim instead of CHA.  
  o Manhunter 
  Gain a non-multiclass move from the ranger playbook. 
  o Mysterious Stranger 
  When you make the Outstanding Warrants move, you may have the results 
  of your roll apply to one of the other players instead of yourself. 
  o Quick Draw 
  You’re never caught by surprise. When an enemy would get the drop on you, 
  you get to act first instead. You can draw and fire your gun in the blink of an 
  eye. 
  o Scattershot 
  When you Volley with your gun, you may spend extra ammo before rolling. 
  For each point of ammo spent you may choose an extra target. Roll once and 
  apply damage to all targets. 
  o Silver Bullets 
  When you have time and materials to fashion special bullets, describe 
  what kind of bullets you want to make and roll+INT. *On a 10+, the GM 
  chooses one from the following list. *On a 7-9, the GM chooses up to three. 
  • 
  You only get 1 ammo (otherwise, you get 3 ammo) 
  • 
  You’ll need an additional material beyond what you have now 
  • 
  You need help or someone else’s expertise to make it 
  • 
  The best you can do is a lesser version, unreliable and limited 
  o Steady Hand 
  When you make a Trick Shot, on a 12+ you succeed beyond all expectation. 
  Choose nothing from the list.  
  o Thousand-Yard Stare 
  When you fix someone with your cold, hard stare, roll+CHA. *On a 10+, 
  you get both effects. *On a 7-9, choose one. 
  • 
  They flinch or hesitate. 
  • 
  You learn something about their true nature. The GM will tell you 
  what. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Bulletproof 
  When you take damage or suffer serious harm, you may lower your Aim 
  by 1 to prevent that damage or otherwise evade the harm. You may not use 
  this move if you have 0 Aim. 
  o Bullet Time 
  Requires: Quick Draw 
  When you Defy Danger with your quick reflexes you cannot get a 6-, treat 
  that as a 7-9 result. 
  o Bushwhacker 
  Gain a non-multiclass move from the ranger playbook. 
  o Dead Man’s Trigger 
  Nothing can make you drop your gun, but it can still be forcibly taken from 
  you. When you are reduced to zero HP, you may immediately fire your gun 
  one final time before you take your Last Breath, even if you have no ammo. 
  o Eagle Eye 
  When you Discern Realities, ask one additional question, even on a 6-, and 
  add these options to the list of questions: 
  • 
  What is my best escape route? 
  • 
  Where is my best cover? 
  • 
  Which of my allies is the most vulnerable? 
  o The Face of My Father 
  Your maximum Aim is increased by 1. 
  o Long Shot 
  Add reach and far to your gun’s ranges. If your gun already has far, add 
  really far instead. 
  o More Dakka! 
  When you deal damage with your gun, you may deal additional damage 
  equal to your Aim. If you do, that gunshot is very, very loud. 
  o Semper Fidelis 
  Requires: Big Damn Hero  
  When you Defy Danger while acting to uphold your Gunslinger’s Oath, 
  you cannot get a 6-, treat that as a 7-9 result. 
  o Wanderlust 
  You always know the way back to the nearest steading. When you act on this 
  knowledge the GM will give you a choice of a long, safe path or a shorter, 
  more dangerous path. When you arrive at your destination, if anything has 
  changed since your last visit, you spot it right away. 
  
   
    
  o Lawful 
  Strike a bargain with someone, and keep your end of it. 
  o Neutral 
  Increase your patron’s influence among mortals. 
  o Evil 
  Gain power or prestige for yourself at someone else’s expense. 
   
   
  o Elf 
  You can see clearly in darkness, including magical darkness. 
  o Human 
  You are immune to any effects that would control or manipulate 
  your mind, including fear. 
  o Tiefling 
  Brimstone is a rote for you, and deals +1 damage. 
   
   
  Fill in the names of your companions in at least one: 
   
  My patron greatly desires ____________’s soul. 
   
  ____________ thinks they call the shots around here, but they’re 
  wrong. 
   
  I have learned something of ____________’s deepest desires. 
   
  I need help from ____________ to achieve my patron’s goals. 
  Pact 
  You have made a pact with a powerful being from beyond your reality that desires more 
  influence in your world. In exchange, it has given you power. Fill in the following blanks: 
  “My patron is __________________, master of the domain of ______________________, 
  known among mortals as the ___________________________. It appears in my visions as 
  _______________________, and has marked me with ____________________________. 
  Its desire for this world is to ____________________________, and I am its agent in this.  
   
  Invocation 
  When you roll for another move while invoking the power of your patron, you may 
  choose options equal to your WIS or less and then tell the other players: 
  • 
  ...how your patron’s domain manifests itself on earth. 
  • 
  ...what your patron asks for in return. 
  • 
  ...how your patron empowers your action. 
  • 
  ...why your patron has taken an interest in this affair. 
  *On a 10+, all that you say is true. *On a 7-9, the GM chooses one statement to be false, 
  the others are true. *On a 6-, no guarantees. 
   
  Cast a Spell 
  When you unleash a spell granted to you by your patron, roll+CHA. *On a 10+, the 
  spell is successfully cast and your patron does not revoke the spell, you may cast it again. 
  *On a 7-9, the spell is cast, but choose one: 
  • 
  After you cast it, the spell is revoked. You cannot cast the spell again until you 
  commune and have it granted to you. 
  • 
  You draw unwelcome attention or put yourself in a spot. The GM will tell you 
  how. 
  • 
  Your casting warps your mind—take -1 ongoing to cast a spell until the next 
  time you commune. 
  Note that maintaining spells with ongoing effects will sometimes cause a penalty to your 
  roll to cast a spell. 
   
  Commune 
  When you spend uninterrupted time (an hour or so) in a trance to hear the will of 
  your patron, you: 
  • 
  Lose any spells already granted to you. 
  • 
  Are granted new spells of your choice, whose total levels don’t exceed your own 
  level+1, and none of which is a higher level than your own level. 
  • 
  Prepare all of your rotes, which never count against your limit.
   
   
   
  6 
  Human: Talon, Simon, Seifer, Marlowe, Alistair, Riley, Zada, Lyra, Pamela, Mercy 
  Elf: Kindroth, Ardreth, Belanor, Azariah, Syndra, Xaniel, Neryani 
  Tiefling: Aranmir, Zerrias, Erdos, Garmong, Lewala, Sarissa, Shadani, Daborys 
  Inky-Black Eyes, Glowing Eyes, or Blindfold 
  Unkempt Hair, Tattooed Scalp, or Deep Hood 
  Meticulously Groomed, Alien Robes, or Corpulent Body 
  Missing Shadow, Chilling Skin, or Conspicuous Mark 
  THE WARLOCK 
  Alignment 
  Race 
  
   
    
  Your load is 7+STR.  You start with dungeon rations (5 uses, 1 weight) and a 
  mark placed upon you by your patron. Describe it! Choose three: 
  o Carved ritual staff (close, two-handed, 1 weight) 
  o Sacrificial dagger (hand, 1 weight) 
  o Antitoxin  
  o Bag of books (5 uses, 2 weight) 
  o Enchanted robes (1 armor, 1 weight) 
  o A suitable sacrifice or offering that will please your patron, describe it! 
  o The name of someone else that worships your patron in another steading 
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Elder Sign 
  When you attempt to banish a creature from another plane of existence, 
  roll+WIS. *On a hit, it may not approach you further unless you allow it to 
  (or you let your guard down). *On a 10+, if it lacks an anchor in this world, 
  it must return to whence it came. 
  o Forbidden Knowledge 
  When you pray to your patron for knowledge, you may Spout Lore with 
  WIS instead of INT, though you may get more than you bargained for… 
  o Mister Nick 
  At the end of the session, if someone else willingly yielded to temptation or 
  committed an act of betrayal as a result of your actions, mark XP. 
  o The Power Flows Through Me 
  When you fulfill your patron’s desire, you are granted some useful 
  knowledge or boon related to one of your patron’s domains. The GM will tell 
  you what. 
  o Sandman 
  When you touch a sleeping person, you can see what they are dreaming 
  about, as well as the nature of any influences upon their mind. 
  o Serpent’s Tongue 
  When you Parley with someone, on a 10+ you also learn something about 
  their true nature or what they desire most, the GM will tell you what. Take 
  +1 forward when you act on this information. 
  o The Stars Are Right 
  When you perform a ritual to summon a monster from beyond this 
  world, say what it’s for, one thing it is, and one thing it is not. Then 
  roll+WIS, and find out what comes through. *On a 10+, both. *On a 7-9, 
  choose one or the other: 
  • 
  It fulfills its purpose and leaves without incident 
  • 
  It’s perfect for the job 
  *On a 6-, it isn’t what you said it is, but it is what you said it is not. 
  o Thaumaturgy 
  Gain a non-multiclass move from the cleric playbook. 
  o Things Man Was Not Meant to Know 
  Add the following choices to Invocation: 
  • 
  …what secret knowledge your patron reveals to you. 
  • 
  …who is briefly stunned by horrifying visions. 
  o Wolf Among The Flock 
  While you are not using any of your powers, your true nature is concealed. 
  Anyone who examines you, either physically or magically, will believe you 
  to be mundane and harmless, as long as you don’t obviously threaten them or 
  start using your powers again.  
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Chaos Magic 
  When you cast a spell, you can choose to double the spell’s effects or double 
  the number of targets affected, but you must also choose one: 
  • 
  The land around you is warped or tainted, the GM describes how 
  • 
  The spell has additional, unwanted effects 
  • 
  You must shed your own blood, take 1d6 damage, ignoring armor 
  o Dark Avatar 
  When you choose options for Invocation, you may also choose to take on the 
  likeness of your patron, describe it! Anyone witnessing your acts will react 
  accordingly. This manifestation lasts until you stop channeling your patron’s 
  power.  
  o Dorian Grey 
  When you gain this move, choose a vessel to store your soul in. While the 
  vessel is intact you are unkillable; you automatically get a 10+ on Last 
  Breath, and any taint, burdens, or judgments upon your soul affect the vessel 
  instead. When your vessel is destroyed, you die instantly, no Last Breath. 
  o Empowered Pact 
  Add an additional desire and domain to your Pact. 
  o Hellfire 
  Your Brimstone spell now conjures the black fires of Hell. This fire does not 
  burn with heat and ignores armor, scorching the soul itself. Even creatures 
  normally immune to fire are harmed by this type of flame, but creatures 
  without souls are not. 
  o Mystical Puppet Strings 
  When you use magic to control a person’s actions, they have no memory 
  of what you had them do and bear you no ill will. 
  o Nightmare 
  Requires: Sandman 
  When you touch a sleeping person, you may also plant a post-hypnotic 
  suggestion in their minds; they will carry out your command at a convenient 
  time when they awaken, as long as it does not directly endanger them. 
  o Revelations 
  When you fulfill your patron’s desire, you may also ask the GM any one 
  question. The GM will answer truthfully. You or your allies take +1 forward 
  when acting on the answer. 
  o Serpent’s Guile 
  Requires: Serpent’s Tongue 
  When you Parley with someone, on a 12+ you may ask their player one 
  question, which they must answer truthfully. 
  o Theurgy 
  Gain a non-multiclass move from the cleric playbook. 
  
   
    
   
   
  WARLOCK SPELLS 
   
  Every time you Commune, you gain access to all of your rotes without 
  having to select them or count them toward your allotment of spells. 
  o Corpse Whispers 
  Rote 
   
  Cast this spell when you touch a corpse. You experience that person’s last 
  moments of life through one of their senses—you see what they saw or hear 
  what they heard, for example. 
  o Contract 
  Rote 
   
  When you sign a contract you have cast this spell upon, you are mystically 
  notified if the other party breaks it. 
   
  o Unseen Servant 
  Rote  
  ongoing 
  You conjure a simple invisible construct that can do nothing but carry items. 
  It has Load 3 and carries anything you hand to it. It cannot pick up items on 
  its own and can only carry those you give to it. Items carried by an unseen 
  servant appear to float in the air a few paces behind you. An unseen servant 
  that takes damage or leaves your presence is immediately dispelled, dropping 
  any items it carried. Otherwise the unseen servant serves you until you end 
  the spell. 
   
   
   
   
   
   
  o Brimstone 
  level 1 
  ongoing 
  A burst of magical flame flies from your hands. Deal 2d4 damage to one 
  target within near range. 
  o Terrorize 
  level 1  
  ongoing 
  Choose a target you can see and a nearby object. The target is afraid of the 
  object so long as you maintain the spell. Their reaction is up to them: flee, 
  panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You 
  cannot target entities with less than animal intelligence (magical constructs, 
  undead, automatons, and the like). 
  o Speak With Dead 
  level 1 
   
  A corpse converses with you briefly. It will answer any three questions you 
  pose to it to the best of the knowledge it had in life and the knowledge it 
  gained in death. 
   
   
   
  o Trust In Me 
  Level 1 
   ongoing 
  The person (not beast or monster) you touch while casting this spell counts 
  you as a friend until they take damage or you prove otherwise. 
  o Ring of Gyges 
  level 1  
  ongoing 
  Touch an ally: nobody can see them. They’re invisible! This spell persists 
  until the target attacks or you dismiss the effect. While this spell is ongoing, 
  you can’t cast another spell. 
  o The Urge 
  level 1 
  You touch someone and create an urge in them—escape, greed, hunger, 
  sexual desire, or thirst, for example. You choose the urge, but they react of 
  their own free will. The urge fades after a few hours. 
   
   
   
   
   
   
  o Arise! 
  level 3 
   ongoing 
  You summon forth a servant of your patron, which aids you as best it can. 
  Describe it! Treat it as your character, but with access to only the basic 
  moves. It has +1 modifier for all stats, 1 HP, and uses your damage dice. The 
  monster also gets your choice of 1d4 of these traits: 
  • 
  It has +2 instead of +1 to one stat. 
  • 
  It has some useful extra ability, the GM will tell you what. 
  • 
  It’s not reckless. 
  • 
  Its bond to your plane is strong: +2 HP for each level you have.  
  The creature remains on this plane until it dies or you dismiss it. While the 
  spell is ongoing you take -1 to cast a spell. 
  o Disjunction 
  level 3 
  Choose a spell or magical effect in your presence; this spell rips it apart. 
  Lesser spells are ended, powerful magic is just reduced or dampened so long 
  as you are nearby. 
   
   
   
   
  o Bloodfury 
  level 3 
  ongoing 
  Supernatural bloodlust fills the veins of a person you touch. When the target 
  deals damage in melee, they roll their damage twice and take the better 
  result. This spell ends when the target does anything besides attack 
  mindlessly. 
  o Nightfall 
  level 3 
  ongoing 
  Choose an area you can see: it’s filled with supernatural darkness and 
  shadow. While this spell is ongoing you take -1 to cast a spell. 
  o CHAOS BLAST 
  level 3 
   
  A burst of dark energy surges from the ground underneath your target, 
  inflicting 2d6 damage which ignores armor to the target and everyone 
  nearby. 
  o Mimic 
  level 3 
  ongoing 
  You take the form of someone you touch while casting this spell. Your 
  physical characteristics match theirs exactly but your behavior may not. This 
  change persists until you take damage or choose to return to your own form. 
  While this spell is ongoing you can’t cast spells. 
   
   
  First Level Spells 
  Third Level Spells 
  Rotes 
  
   
    
   
   
  WARLOCK SPELLS 
   
  o Trap Soul 
  level 5 
   
  You trap the soul of a dying creature within a gem. The trapped creature is 
  aware of its imprisonment but can still be manipulated through spells, parley, 
  and other effects. All moves against the trapped creature are at +1. You can 
  free the soul at any time but it can never be recaptured once freed. 
  o Chill of the Void 
  level 5 
   
  With a snap of your fingers, the temperature in a location you can see 
  plummets below freezing. Crops die, animals flee, and people who aren’t 
  protected may suffer frostbite if they remain in the cold. The temperature and 
  weather does not return to normal for the remainder of the day, unless you 
  wish it to. 
  o Contact Other Plane 
  level 5 
   
  You send a request to another plane. Specify who or what you’d like to 
  contact by location, type of creature, name, or title. You open a two-way 
  communication with that creature. You or the creature you contacted can cut 
  off your communication at any time. 
  o Solomon’s Seal 
  level 5 
   
  Cast this spell upon a location with clearly defined boundaries, or a circle 
  marked with chalk, paint, or blood. Then name a type of creature; the spell 
  prohibits that type of creature from entering or leaving the specified area. 
  o Divination 
  level 5 
   
  Name a person, place, or thing you want to learn about. Your patron grants 
  you visions of the target, as clear as if you were there. 
  o Pestilence 
  level 5  
  ongoing 
  Choose a creature you can see. Until you end this spell, the target suffers 
  from a disease of your choice. While this spell is ongoing you take -1 to cast 
  a spell. 
   
   
   
   
   
   
  o Star Gate 
  level 7 
   ongoing 
  You open a gateway to another dimension or plane of existence. You can 
  pass through this gate, either entering this other location or passing through it 
  to get to another place in your present dimension. You can bring a number of 
  others with you equal to your level, if they are willing, or you can send one 
  target of your choice that you touch through, by themselves. 
  o Mindshatter 
  level 7 
  ongoing 
  Psychic trauma overwhelms a target you can see, reducing their intelligence 
  and personality to that of an animal. While under the effect of this spell, they 
  are unable to speak, understand language, or do anything else involving 
  higher thought or willpower. While this spell is ongoing you take -1 to cast a 
  spell. 
   
   
   
  o The Sight 
  level 7 
  ongoing 
  You see all things as they truly are. This effect persists until you tell a lie or 
  dismiss the spell. While this spell is ongoing you take -1 to cast a spell. 
  o Dominate 
  level 7 
  ongoing 
  Your touch pushes your mind into someone else’s. You gain 1d4 hold. Spend 
  one hold to make the target take one of these actions: 
  • 
  Give you something they hold. 
  • 
  Make a concerted attack on a target of your choice. 
  • 
  Speak a few words of your choice. 
  • 
  Truthfully answer one question. 
  If you run out of hold the spell ends. If the target takes damage you lose 1 
  hold. While the spell is ongoing you cannot cast a spell. 
   
   
   
   
   
  o False World 
  level 9  
  ongoing 
  With a touch, you can put someone’s body into an enchanted sleep and their 
  mind into a false world that they believe is real. Until the spell is ended, they 
  continue to live on in a world entirely of your creation, never knowing it is a 
  lie and that their body lies sleeping somewhere else. 
  o Plague 
  level 9  
  ongoing 
  Name a city, town, encampment, or other place where people live. As long 
  as this spell is active that place is beset by a plague appropriate to your 
  deity’s domains (locusts, death of the first born, etc). While this spell is 
  ongoing you take -1 to cast a spell. 
   
   
   
   
   
   
  o Hellfire 
  level 9 
   
  You call down fire from the sky. Choose a specific area: everyone in that 
  area takes 2d8 damage, which ignores armor. 
  o Gateway Runes 
  level 9 
  This spell may be used to create two effects. The first effect is to place a gate 
  rune upon a location. The second use of this spell transports yourself and a 
  small handful of other people from one gate rune to another, no matter the 
  distance between. When the spell is cast, you may only do one or the other, 
  not both. 
   
  Fifth Level Spells 
  Seventh Level Spells 
  Ninth Level Spells 
  
   
    
  o Good 
  Give hope or cheer to someone who needs it. 
  o Neutral 
  Accomplish something great in spite of yourself. 
  o Chaotic 
  Evade responsibility for the consequences of your actions. 
   
   
  o Dwarf 
  You hold your liquor like a pro. You can drink anyone under the 
  table. Anyone. 
   
  o Human 
  At the end of the session, if all of the other players mark XP 
  from A Very Special Episode, you mark XP too. 
  o Halfling 
  You have sticky fingers. When you depart from a steading, a 
  small trinket “appears” in your pocket; the GM will tell you what 
  you found. 
   
   
  Fill in the names of your companions in at least one: 
  __________ doesn’t think I’m cut out for this life. I’ll show 
  them! 
   
  __________ is taking this all way too seriously.  
   
  __________ talked me into this adventure, which just goes to 
  show who the real fool is. 
   
  __________ is a friend of a friend, so if they don’t get me out of 
  this mess, they’re going to be in trouble! 
   
  Why does __________ never believe anything I tell them? …Oh, 
  right. That.
  Fool’s Luck 
  When you Make Camp, set your Luck to 3. When you roll and get a 6-, you may lower 
  your Luck by 1 to re-roll. Take the second result, and if it is a hit, explain how you 
  succeeded only through sheer luck. When your Luck is zero, you may not lower it further. 
   
   
  I’m On An Adventure! 
  Gain a starting move from a playbook no one else is using. When you use that move, if 
  you fail, after the GM makes their move, you can add a comical or embarrassing detail to 
  your failure. Your move is still a miss, of course. 
   
   
  Comic Relief 
  When you make everyone else laugh, including the GM, take +1 forward. When 
  someone else Aids or Interferes with you, they take +1.  
   
  When the rest of the group ditches you or sets you up to die, you will meet up with 
  them again at the next available opportunity; describe how you improbably cheated certain 
  death to rejoin them. Alternatively, you may choose to give up this character. If you do, 
  the Fool will return again someday… but as a villain under the GM’s control, looking for 
  revenge. 
   
   
  A Very Special Episode 
  At the end of the session, each other player may tell you something they learned from 
  you—a positive moral for everyone to take home and reflect upon. If they do, they mark 
  XP. 
  6 
  Your character has the same name as you. What did you expect? You picked the Fool. 
  Bright Eyes, Innocent Eyes, Shifty Eyes 
  Unkempt Hair, Bunny Hood, or The Most Awesome Hat Ever 
  Mismatched Clothing, Plain Clothing, or Homemade Costume 
  Gangly Body, Rotund Body, or Short Body 
  THE FOOL 
  Alignment 
  Race 
  
   
    
  Your load is 6+STR.  You start with whatever you grabbed on your way out 
  the door, choose three: 
  o A really interesting looking rock (thrown, near) 
  o A sturdy walking stick or cooking implement (close, 1 weight) 
  o A letter to you from someone important 
  o A packed lunch from your mom (ration, 1 use, 1 weight) 
  o A magic potion, though you don’t know what it does 
  o An extra change of underclothes 
  o A map of a nearby dungeon 
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Curly Shuffle 
  When you Hack and Slash while you’re all fired up, on a 10+, choose one 
  in addition to dealing your damage: 
  • 
  Your foe stumbles and is knocked flat on their face 
  • 
  You snatch something from your foe in the confusion  
  • 
  You open your foe up to someone else’s attack instead of dealing 
  damage 
  o Hey, What Does This Do? 
  When you put yourself at risk to check something out, ask the GM any 
  one question related to the risks and roll+Luck. *On a 10+, the GM will 
  answer it, as clearly as the circumstances allow. *On a 7-9, the GM will tell 
  you what more you need to do to find the answer yourself. 
  o Fool’s Wisdom 
  When you Spout Lore, don’t roll. Instead, just blurt out the first thing that 
  comes to mind. When the truth of what you say is put to the test, 
  roll+INT. *On a 10+, you were right, more or less. *On a 7-9, you messed 
  up or forgot a key detail. 
  o I Think I’m Getting The Hang Of This 
  Gain a non-multiclass move from the playbook you chose for I’m On An 
  Adventure! You may not choose a move that requires level 6 or higher.  
  o Look, A Distraction! 
  When you Volley, on a 10+ you may draw your target’s attention elsewhere 
  instead of dealing damage. 
  o Oooh, Something Shiny 
  When you’re in the presence of something hidden and valuable, you 
  notice it right away. 
  o Party Crasher 
  When you brazenly stride into a place you’re not supposed to be, 
  roll+CHA. *On a 10+, your entrance goes unnoticed until you draw attention 
  to yourself. *On a 7-9, someone is already suspicious of you. 
  o Short Attention Span 
  When you take advantage of the fact that no one is paying attention to 
  you to discreetly do something, roll+DEX. *On a hit, no one will notice 
  what you did until you're no longer around. *On a 10+, they won’t even 
  think to blame you unless you personally tell them you did it. 
  o Take One For The Team 
  When you take damage that was intended for someone else, you get +1 
  Luck. You may not spend Luck to negate this damage. 
  o Was That Wrong? 
  When you do something so incredibly stupid that everyone else can only 
  stare at you in disbelief, you get +1 Luck. You’ll probably need it soon.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Fool’s Errand 
  When you con someone into taking an unwise or imprudent course of 
  action, roll+CHA. *On a 10+, they are tricked, and don’t realize the error of 
  their ways until the consequences fall on them. *On a 7-9, they’re either not 
  fooled for long, or they’ll hold a grudge against you, GM’s choice. 
  o Four-Leaf Clover 
  When you Make Camp, set your Luck to 4 instead of 3. When you take 
  damage, you may lower your Luck by 1 to ignore it; describe the comedic, 
  contrived, or outright miraculous circumstances that saved you from harm. 
  o I Meant To Do That 
  When you fail a move, you can choose to not mark XP. If you do, choose 
  someone who will either stare at you dumbfounded or double over in 
  uncontrolled laughter. Describe the epic failure of yours that causes them to 
  react that way. You have to fail; if you spend Luck to succeed, this move is 
  not triggered.  
  o Idiot Savant 
  When you gain this move, pick one of the following moves: Hack and Slash, 
  Volley, Defend, or Discern Realities. You may choose to make that move 
  with +Luck instead of the usual stat from now on. 
  o Mostly Harmless 
  While you show a friendly face and act charming, anyone not already 
  actively hostile to you will treat you as a friend until proven otherwise. 
  o Nyuk Nyuk Nyuk 
  You may lower your Luck by 1 to deal 1d10 damage to an enemy. Describe 
  how you embarrass, humiliate, or accidentally clobber them. 
  o Pop Goes the Weasel 
  Requires: Curly Shuffle 
  When you Hack and Slash while you’re all fired up, deal +1d4 damage. 
  o Robin Goodfellow 
  When you publicly mock someone of higher social standing than you, 
  roll+CHA. *On a hit, your audience takes it in good humor, and you avoid 
  reprisal... for now. *On a 10+, you may ask the subject of your mockery one 
  question, which they must answer honestly and publicly. 
  o Should I Not Have Done That? 
  Requires: Was That Wrong? 
  When you draw unwanted attention or are put in a spot, you can choose 
  not to personally suffer the consequences. Someone or something else 
  nearby, possibly your equipment but certainly not you, suffers the 
  consequences instead. 
  o Woo Woo Woo 
  When you Defy Danger by running around in an idiotic panic, you roll 
  with +Luck instead of whatever the GM says, and on a 12+ you turn the 
  danger back on itself, describe the ridiculous circumstances that caused it. 
  
   
    
  7 
  You have a skill that you’ve learned and use to earn your keep 
  around the village. How did you learn it? When you put what 
  you’ve learned in your profession to good use, gain 1 
  goodwill. 
   
  My profession in the village is:___________________________ 
   
  You have one tool that is relevant to your profession, not armor 
  or a weapon more sophisticated than a knife or a staff. You have 
  no coins, but luckily you live in a tightly connected community 
  where a filling meal and warm bed are always available to you—
  provided you do your share. 
   
   
   
   
  o Laborer 
  When you put the good of your village before your own 
  desires, gain 1 goodwill. 
  o Militia 
  When you fight for the honor of your village, gain 1 goodwill. 
  o Apprentice 
  When your knowledge aids the village in some important 
  way, gain 1 goodwill. 
  o Knave 
  When you help the village while helping yourself, gain 1 
  goodwill. 
  o Stranger 
  When your actions earn you the trust of the village, gain 1 
  goodwill. 
   
   
  Assigning Stats 
  You start with all of the basic moves. When you make a move with a stat for the first time, 
  pick the modifier you wish for that stat: -1, +0, +1 or +2. You can have one -1, two +0, 
  two +1, and one +2 stat. You must have all six stats assigned before you can level up. 
   
  Goodwill 
  Goodwill is earned by using your alignment and background. You can spend goodwill, 1 
  for 1, to add +1 to your roll during any move involving fellow villagers (including other 
  PCs). You will also spend goodwill for the Life of Adventure move when you level up. 
   
  Bonds 
  Add Bonds with your fellow would-be adventurers as you get to know them and have 
  memorable experiences. Do you trust them? Do they owe you a debt? Do you know their 
  secrets? Do you want to prove something to them? Do they need you to keep them safe? 
  When you write a Bond, you may let the player whose character you just wrote a Bond 
  with assign a modifier to one of your unused stats for you. If you let them do this, you 
  gain 1 goodwill. You must write at least two Bonds before you can level up. 
   
  When you write a Bond with another character, you also gain one of the following 
  advanced moves, up to a maximum of two: 
  o 
  Hometown Hero: When you take this move, you immediately gain 2 goodwill. 
  o 
  Martial Training: Your damage die is now a d6. 
  o 
  Toughness (Requires: CON+1 or higher): Your maximum HP is now 10. 
  o 
  Determined Defender: When you Defend, you may spend goodwill as if it 
  were hold. 
  o 
  Faithful (Requires: WIS+1 or higher): Describe a deity that you follow. When 
  you pray to your deity for guidance, your deity tells you what it would have 
  you do. If you do it, gain 1 goodwill. 
  o 
  Healing Touch (Requires: Faithful): When you touch someone else, skin to 
  skin, and pray for their well-being, roll+WIS. *On a hit, you heal them for 
  1d6 HP. *On a 7-9, you also take a debility of your choice in exchange. 
  o 
  Trap Finder: Add “Is there a trap here and if so, what triggers it?” to the list of 
  Discern Realities questions: 
  o 
  Student (Requires: INT+1 or higher): When you take this choice, the next time 
  you Spout Lore, instead of rolling, you automatically take the 10+ result. 
  o 
  Hocus Pocus (Requires: Student): When you weave a simple spell, choose one 
  of the following effects: 
  • 
  You create a small light to follow you around 
  • 
  You conjure a very simple illusion, affecting only one sense 
  • 
  A person you touch takes +1 armor forward 
  • 
  Deal 1d4 magical damage to a target you can see 
  …then roll+INT. *On a 10+ the spell works for just as long as you need it. *On a 7-9 
  things go a little awry, choose one: 
  • 
  You cannot use the chosen effect again, cross it off the list 
  • 
  The spell doesn’t work quite as you intended it to 
  • 
  You expose yourself to danger, retribution, or cost 
   
   
  Start here: Give your villager a name, and choose options for their look. 
  Choose a profession, and a tool associated with it, and a background. 
  Introduce yourself to your fellow players. You may then write one Bond with another 
  villager, based upon first impressions or past history you have with them. 
  Mischievous Eyes, Angry Eyes, or Innocent Eyes 
  Messy Hair, Tied-back Hair, or Cropped Hair 
  Ragged Clothes, Carefully Mended Clothes, or Plain Clothes  
  Stout Body, Lanky Body, or Filthy Body 
   
  THE VILLAGER 
  Bonds 
  Background 
  Goodwill 
  Profession 
  
   
    
  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, 
  deal your damage to the enemy and the enemy makes an attack against you. 
   
  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 make the shot, placing you in danger of the GM’s 
  choice 
  • 
  You have to take what you can get: -1d6 damage (minimum 1) 
  • 
  You have to take several shots, reducing your ammo by one. (you 
  cannot choose this option if you are using a thrown weapon) 
   
  Defy Danger 
  When you act despite an imminent threat or suffer a calamity, say how 
  you deal with it and roll. If you do it... 
     …by powering through, +STR 
     …by getting out of the way or acting fast, +DEX  
     …by enduring, +CON 
     …with quick thinking, +INT 
     …through mental fortitude, +WIS 
     …using charm and social grace, +CHA 
  *On a 10+, you do what you set out to do; the threat doesn’t come to bear. 
  *On a 7-9, you stumble, hesitate, or flinch: the GM will offer you a worse 
  outcome, hard bargain, or ugly choice. 
   
  Defend 
  When you stand in defense of a person, item, or location under attack, 
  roll+CON. *On a 10+, hold 3. *On a 7-9, hold 1. So long as you stand in 
  defense, when you or the thing you defend is attacked you may spend hold, 1 
  for 1, to choose an option: 
  • 
  Redirect an attack from the thing you defend to yourself 
  • 
  Halve the attack’s effect or damage 
  • 
  Open up the attacker to an ally giving that ally +1 forward against the 
  attacker   
  • 
  Deal 1 damage to the attacker  
   
  Spout Lore 
  When you consult your accumulated knowledge about something, 
  roll+INT. *On a 10+ the GM will tell you something interesting and useful 
  about the subject relevant to your situation. *On a 7-9 the GM will only tell 
  you something interesting—it’s on you to make it useful. The GM might ask 
  you “How do you know this?” Tell them the truth, now. 
   
  Discern Realities 
  When you closely study a situation or person, roll+WIS. *On a 10+ ask the 
  GM 3 questions from the list below. *On a 7-9 ask 1. Take +1 forward when 
  acting on the answers. 
  • 
  What happened here recently? 
  • 
  What is about to happen? 
  • 
  What should I be on the lookout for?  
  • 
  What here is useful or valuable to me?   
  • 
  Who’s really in control here? 
  • 
  What here is not what it appears to be? 
   
  Aid or Interfere 
  When you help or hinder someone you have a bond with, roll+Bonds with 
  them. *On a 10+ they take +1 or -2, your choice. *On a 7-9 you also expose 
  yourself to danger, retribution, or cost. 
   
  Parley 
  When you have leverage on an NPC and manipulate them, roll+CHA. 
  Leverage is something they need or want. *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. 
  Dungeon World is a game of adventure fantasy. Though you are just a 
  humble villager now, a dangerous world of adventure is knocking at your 
  door, and you will get your first taste of it here. The adventure and your 
  destiny will emerge around the decisions you make. 
   
  Your characters already have some history one another, so we can get right 
  into the action. This shared history is represented in the Bonds on your sheet. 
  The gamemaster (GM) will ask you questions about where your character is 
  from, what the world is like, and what they are doing. Your answers will 
  shape the world and your adventure. We play to find out what happens. 
   
  Playing Dungeon World means having a conversation; somebody says 
  something, then you reply, maybe someone else chimes in. Players take turns 
  in the natural flow of the conversation, which always has some back-and-
  forth. The GM says something, the players respond. The players ask 
  questions or make statements, the GM tells them what happens next. The 
  conversation works best when we all listen, ask questions, and build on each 
  other’s contributions. 
   
  Sometimes, the GM may tell you that your actions have triggered a move, 
  such as Defy Danger. To make a move, roll two six-sided dice and add the 
  indicated ability from your sheet.  
  • 
  If the total is 10 or higher, you’ve achieved a strong hit; you’ve 
  succeeded at your task.  
  • 
  If the total is between 7 and 9, it’s a weak hit; a success that comes 
  at some cost. Perhaps there’s a downside to your action, or you 
  don’t get everything you wanted. 
  • 
  If the total is 6 or less, it’s a miss; your attempt has gone poorly, 
  and the GM can now make their move against you. 
   
   
   
  When everyone has assigned all their stats and written at least two Bonds, 
  your adventuring group is ready to level up. To make the leap to first level, 
  each of you must do the following: 
  • 
  Embrace your heroic destiny. Leave your villager playbook 
  behind. Consider your race and stats and then choose a new 
  playbook to fill out. 
  • 
  Gain a true name and a new, cooler look. 
  • 
  Gain an alignment. Your companions vote on your alignment 
  based on your chosen class and your past behavior. Ties are broken 
  by the GM. 
  • 
  Copy the stats you chose to your new playbook and assign 
  appropriate ability scores: 16(+2), 15(+1), 13(+1), 12(+0), 9(+0), 
  and 8(-1). 
  • 
  Gain all the resources and abilities of a first-level character, 
  including gear and class moves, but keep any Bonds you’ve 
  already written. If you new class gives you more Bonds that what 
  you’ve already written, write some more. 
  • 
  Lose any villager abilities you may have acquired, including your 
  profession and background.  
  • 
  Tell the other players how you learned the basics of your class. 
  The GM may ask you questions about your time in training. 
  Finally, make the following move: 
   
  When you leave your home for a Life of Adventure, spend all of your 
  remaining goodwill and roll+goodwill spent. *On a 10+, you enjoy a warm 
  send-off. The village’s hopes and dreams go with you, along with a small 
  object of great sentimental value. *On 7-9, choose one: 
  • 
  You have unfinished business here that is likely to come find you 
  wherever you go. 
  • 
  You are leaving behind someone that needs you badly and can’t 
  survive without you. 
  • 
  You are abandoning something precious to be claimed by a 
  loathsome rival. 
  • 
  You’ve been rejected by the village. You no longer belong here, 
  and maybe never will. 
  *On a 6- there can be no return. Grim portents accompany you.   
  Basic Moves 
  How to Play 
  Leveling Up 
  
  Tavern Tales 
   
  When you spend time swapping tales and sorting 
  through information about a dangerous place you 
  have yet to explore, name a place you want to know 
  more about, then spend at least 1 preparation and 
  roll+preparation spent. *On a hit, choose one from 
  the list and tell us how you get it. *On a 7-9, your 
  information will be slightly off, out of date, or 
  incomplete when you try to use it.  
  • 
  You acquire part of a map, draw it out or 
  otherwise present it to the group. 
  • 
  You learn of a trap or similar hazard, 
  describe it. When you encounter it, take +1 
  forward. 
  • 
  You learn of a valuable treasure, describe it 
  and where it’s kept. 
  • 
  You learn of a dangerous enemy or group in 
  the area, describe and/or name them. When 
  you encounter them, take +1 forward. 
  • 
  You learn something useful about the area’s 
  history, layout, or politics, tell us what.  
  • 
  You acquire something that will be 
  particularly useful in there (a key, a 
  password, etc.), tell us what you got. 
  *On a 6-, choose one anyway, but don’t describe it 
  yet. Instead, ask the GM what it will cost you to gain 
  that knowledge, and even then what you get will be 
  slightly off, out of date, or incomplete when you try 
  to use it. 
   
  Examples: 
  "Hey, isn't there supposed to be a passage here? It's 
  on the map..." 
   
  "That trap? Oh, it wasn't a sliding blade, it's an alarm. 
  You hear a growl coming from deeper within the 
  dungeon." 
   
  "Oh yes, there's ogres. They're servants of the demon 
  that's taken up residence deeper inside." 
   
  "Why yes, this is the tomb of the ancient king Dalboz. 
  Did you remember to wear his colors so his undead 
  servants wouldn't think you're tomb robbers and 
  attack you?" 
   
  "Here's the secret door, right where the guy in the 
  tavern said it would be. Anyone got the key? Because 
  it's locked." 
   
   
   
   
   
  Guard Your Mind 
   
  When something attempts to control or 
  manipulate your mind, roll+WIS. *On a 10+, you 
  shake it off. *On a 7-9, choose one: 
  • 
  You’re stunned for a few moments while 
  you shake it off. 
  • 
  You feel a brief compulsion, take -1 forward 
  to act against the source of the effect. 
  *On a 6-, don’t mark XP yet. Instead, give the GM a 
  notecard with your character’s name on it.  
   
   
   
   
  When the GM hands you a notecard with your 
  name on it, read the command on the back (to 
  yourself, don't discuss it with others). Then choose 
  one: 
  • 
  Do what it tells you to the best of your 
  abilities, then mark XP and tear up the card. 
  • 
  Drop to your knees, clutch your head, and 
  the source of the command deals its damage 
  to you, ignoring armor. Then tear up the 
  card. 
   
   
   
  Circles 
   
  When you declare that you know someone who can 
  help you solve a task and have an unassigned 
  Bond available, describe that person and write a 
  Bond describing your relationship with them. Then 
  roll+CHA. *On a hit, you can get help from your 
  contact. *On a 7-9, there’s a catch, choose one and 
  explain why this is: 
  • 
  Your contact holds some enmity towards 
  you, you owe him a debt, or his help will 
  cost you. 
  • 
  Reaching your contact will be inconvenient 
  or dangerous. 
  • 
  You contact can’t directly help you, but he 
  can at least point you in the right direction. 
  *On a miss, choose one from the list, and the 
  situation will be worse than you expected when you 
  reach your contact. Your contact may still be able to 
  help you, but expect a steep cost. 
   
  When you work with your contact to solve your 
  problems, you may resolve the Bond and mark XP 
  as usual, or you may keep the Bond. If you use an 
  established contact to seek help from, you can make 
  this move again without needing an unassigned Bond, 
  and add +Bond to the roll. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Playbooks/Collections & Packs/Peter Johansen Packs/War and Wonders Pack.pdf