TEXT: A BArBAriAn of 
  the red plAnet
  A BArBAriAn of 
  the red plAnet
  
  A Barbarian of the Red Planet
  Bonds
  To create a bond, choose one of the following 
  questions and answer it with the name of one of 
  the other characters. You may answer as many as 
  you like, but you can’t answer the same question 
  more than once or with more than one name.
  • 
  Who do you fi nd alluring and intriguing?
   
  • 
  Who do you think should be following the path 
  you walk?  
  • 
  Who do you trust to have your back in the midst 
  of battle?  
  • 
  Who earned your respect the hard way?
   
  • 
  Who has lived among your people and been 
  accepted?  
  • 
  Who reminds you of your home, and why?
   
  • 
  Who took your virginity?
   
  You can also make this move, which relies on your 
  bonds:
  ■ Help or Interfere
  When you help or interfere with someone who 
  When you help or interfere with someone who 
  is making a move,
  is making a move, roll+the number of bonds you 
  have with them. On a 7+,
  On a 7+, choose one, but on a 
  on a 
  7-9,
  7-9, you also expose yourself to danger, cost, or 
  retribution:
  • 
  They get +1 to their roll.
  • 
  They take -2 to their roll.
  On a 6 or less,
  On a 6 or less, you only cause trouble for yourself, 
  the GM says how.
  Notes:
  Special Moves
  Choose one of these when you start playing, and 
  Choose one of these when you start playing, and 
  a second one half-way through the game:
  a second one half-way through the game:
  □ Arsenal
  Whenever you need a primitive weapon or other 
  low-tech device, you either have it on you, or you 
  can make it out of nearby materials.
  □ Barbarian Horde
  You lead a horde of fellow barbarians. When you 
  When you 
  command them,
  command them, roll+Mighty. On a 7+,
  On a 7+, they do 
  what you want, but on a 7-9,
  on a 7-9, they also grumble 
  and protest until you reward them with riches 
  or make an example out of one of them. On a 
  On a 
  6 or less,
  6 or less, one of them makes a concerted bid to 
  supplant you as leader.
  □ Beastmaster
  You can summon wild animals to your presence, 
  and even command them if you can convince 
  them to follow you (roll for it when you summon 
  them). If you want them to attack,
  If you want them to attack, you may 
  roll+Mighty instead of Smarts to convince them.
  □ Conquering Hands
  When you seize an item by force,
  When you seize an item by force, it is yours and 
  choose one:
  • 
  Either it or its possessor is harmed, their 
  choice which.
  • 
  No one can take it away from you now.
  • 
  You seize it without suff ering harm.
  □ Wrecker
  When 
  you 
  break 
  a 
  technological 
  device, 
  When 
  you 
  break 
  a 
  technological 
  device, 
  roll+Mighty. On a 10+,
  On a 10+, smash! It is broken beyond 
  repair. On a 7-9,
  On a 7-9, it is broken but could be repaired. 
  On a 6 or less,
  On a 6 or less, you injure yourself. If you sabotage 
  If you sabotage 
  the device,
  the device, roll+Smart instead of Mighty and it 
  does not break until someone tries to use it.
  INSATIABLE:
  Want things.
  Insatiable
  MIGHTY:
  Fight, Suff er harm.
  Mighty
  SMART:
  Assess, Convince.
  Smart
  Name:
  Stats
  These are numbers you add to dice rolls.
  Choose one set:
  Choose one set:
   
  ○
  Insatiable +1, Mighty +1, Smart -1.
   
  ○
  Insatiable -1, Mighty +1, Smart +1.
  Then add +1 to one stat.
  Then add +1 to one stat.
  Role
  What is your role on the station?
  What is your role on the station?
   
  ○
  Cultural consultant.
   
  ○
  Geographer and guide.
   
  ○
  Security.
   
  ○
  Test subject.
  Your Moves
  When you describe your character undertaking any of the actions listed below, that’s called “making a 
  move.” Consult the rules to resolve the situation. “Roll” means two six-sided dice, add them together.
  ■ Assess
  When you assess your situation,
  When you assess your situation, ask a question 
  about it and roll+Smart. On a 10+,
  On a 10+, your question 
  is answered. The GM (or another player) tells 
  you all you need to know. On a 7-9,
  On a 7-9, the GM tells 
  you something useful and interesting. On a 6 or 
  On a 6 or 
  less,
  less, the GM tells you something interesting and 
  introduces a complication.
  ■ Do Something Dangerous
  When you do something personally dangerous 
  When you do something personally dangerous 
  other than fi ghting,
  other than fi ghting, say how you do it and roll.
  If you do it…
  • 
  …from a position of tactical superiority, 
  roll+Smart.
  • 
  …in order to seize something you want, 
  roll+Insatiable.
  • 
  …in order to fl ee to safety, like some soft, 
  timid city-dweller, roll but add nothing, you 
  coward!
  • 
  …instinctively and heroically, charging in 
  without thinking twice, roll+Mighty.
  On a 10+,
  On a 10+, you avoid falling prey to the danger and 
  put yourself in an advantageous position. Take 
  +1 to your next roll. On a 7-9,
  On a 7-9, you complete your 
  intended action, but there are complications or 
  consequences, GM says what. On a 6 or less,
  On a 6 or less, the 
  GM tells you the consequences.
  ■ Fight Your Foes
  When you fi ght your foes,
  When you fi ght your foes, no matter how 
  numerous they are, roll+Mighty. On a 7+,
  On a 7+, you 
  crush them or drive them before you, your choice, 
  but on a 7-9,
  on a 7-9, you do not remain unharmed in the 
  process. The GM says how you are injured. On a 6 
  On a 6 
  or less,
  or less, the GM tells you the consequences.
  ■ See a Thing You Want
  When you see or come to know about a thing 
  When you see or come to know about a thing 
  you want,
  you want, if you decide you must have it, 
  roll+Insatiable. On a 10+,
  On a 10+, ask three questions 
  about it from the list below, the GM answers. On 
  On 
  a 7-9,
  a 7-9, ask two. On a 6 or less,
  On a 6 or less, ask one anyway, but 
  your desire is betrayed to everyone:
  • 
  What happened to it recently?
  • 
  What is it really worth, all things considered?
  • 
  What protects it and keeps it where it is?
  • 
  Who will try to keep it from me?
  • 
  Who will want it once it is mine?
  ■ Suﬀ er Harm
  When you suff er serious harm and resist, 
  When you suff er serious harm and resist, 
  roll+Mighty. On a 10+,
  On a 10+, you take the blow but it 
  only makes you look even more dangerous and 
  intimidating. On a 7-9,
  On a 7-9, you are injured slightly 
  and suff er a setback, the GM says what. On a 6 or 
  On a 6 or 
  less,
  less, if this is the climactic end scene, you die. If 
  not, you are temporarily incapacitated.
  ■ Try to Convince
  When you try to convince or persuade an NPC 
  When you try to convince or persuade an NPC 
  who wants something you can off er,
  who wants something you can off er, roll+Smart. 
  On a 10+,
  On a 10+, they do what you want if you make 
  them a promise, the GM will tell you what. On 
  On 
  a 7-9,
  a 7-9, they do what you want if you give them 
  something concrete right now, the GM says what. 
  On a 6 or less,
  On a 6 or less, the GM tells you the consequences.
  Battle
  Between
  the Worlds
  
  the eArthling
  the eArthling
  
  Battle
  Between
  the Worlds
  The Earthling
  Bonds
  To create a bond, choose one of the following 
  questions and answer it with the name of one of 
  the other characters. You may answer as many as 
  you like, but you can’t answer the same question 
  more than once or with more than one name.
  • 
  Who do you enjoy having as a travelling 
  companion?  
  • 
  Who enjoys your tales of life on Earth?
   
  • 
  Who has an amazing sense of style, that you 
  admire?  
  • 
  Who introduced you to important people in this 
  galaxy?  
  • 
  Who is the fi rst person you met here, in this 
  strange new world?  
  • 
  Who promised to show you the galaxy, and why?
   
  • 
  Who saved you from certain doom?
   
  • 
  Who was a faithful friend when you had 
  nothing?  
  You can also make this move, which relies on your 
  bonds:
  ■ Help or Interfere
  When you help or interfere with someone who 
  When you help or interfere with someone who 
  is making a move,
  is making a move, roll+the number of bonds you 
  have with them. On a 7+,
  On a 7+, choose one, but on a 
  on a 
  7-9,
  7-9, you also expose yourself to danger, cost, or 
  retribution:
  • 
  They get +1 to their roll.
  • 
  They take -2 to their roll.
  On a 6 or less,
  On a 6 or less, you only cause trouble for yourself, 
  the GM says how.
  Notes:
  Special Moves
  Choose one of these when you start playing, and 
  Choose one of these when you start playing, and 
  a second one half-way through the game:
  a second one half-way through the game:
  □ Earth Science
  When you try to recreate the science and 
  When you try to recreate the science and 
  technology of Earth,
  technology of Earth, roll+Knowledge. On a 10+, 
  On a 10+, 
  the GM chooses one requirement. On a 7-9,
  On a 7-9, two 
  requirements:
  • 
  It will consume a great deal of physical 
  resources.
  • 
  It will only work for a short time, maybe 
  once or twice.
  • 
  It will take time.
  • 
  You’ll need someone else’s help.
  Fulfi ll the requirements and it works, just like it 
  does on Earth. On a 6 or less,
  On a 6 or less, the GM tells you the 
  consequences.
  □ Psychic Eyes
  When you engage in a conversation with 
  When you engage in a conversation with 
  someone,
  someone, you may ask one question from the list 
  below. They must answer it.
  • 
  How are you most vulnerable?
  • 
  What are your present intentions?
  • 
  What do you not want me to know?
  • 
  What do you want from me?
  • 
  What secret pain do you carry with you?
  □ Stranger in a Strange Land
  When you fi rst meet someone who’s heard of you, 
  When you fi rst meet someone who’s heard of you, 
  the stranger from far-away Earth, choose one:
  • 
  The GM decides what they’ve heard about 
  you and they are not (yet) hostile.
  • 
  You say what they’ve heard about you and 
  the GM says how they respond.
  □ Superhero
  Add +1 to your Heroism score.
  HEROISM:
  Convince.
  Heroism
  KNOWLEDGE:
  Assess.
  Knowing
  STEEL:
  Suff er harm.
  Steel
  Name:
  Stats
  These are numbers you add to dice rolls.
  Choose one set:
  Choose one set:
   
  ○
  Heroism +1, Knowledge +1, Steel -1.
   
  ○
  Heroism +1, Knowledge -1, Steel +1.
  Then add +1 to one stat.
  Then add +1 to one stat.
  Gear
  You brought something from Earth with you 
  when you came here. What is it?
  Your Moves
  When you describe your character undertaking any of the actions listed below, that’s called “making a 
  move.” Consult the rules to resolve the situation. “Roll” means two six-sided dice, add them together.
  ■ Asses
  When you assess your situation,
  When you assess your situation, ask a question 
  about it and roll+Knowledge. On a 10+,
  On a 10+, your 
  question is answered. The GM (or another player) 
  tells you all you need to know. On a 7-9,
  On a 7-9, the GM 
  tells you something useful and interesting. On a 
  On a 
  6 or less,
  6 or less, the GM tells you something interesting 
  and introduces a complication.
  ■ Do Something Dangerous
  When you do something personally dangerous, 
  When you do something personally dangerous, 
  say how you do it and roll. If you do it…
  • 
  …by using your brain, roll+Knowledge.
  • 
  …through sheer force of will, roll+Steel.
  • 
  …to defend or save someone else, 
  roll+Heroism.
  On a 10+,
  On a 10+, you avoid falling prey to the danger and 
  put yourself in an advantageous position. Take 
  +1 to your next roll. On a 7-9,
  On a 7-9, you complete your 
  intended action, but there are complications or 
  consequences, GM says what. On a 6 or less,
  On a 6 or less, the 
  GM tells you the consequences.
  ■ Suﬀ er Harm
  When you suff er serious harm and resist, 
  When you suff er serious harm and resist, 
  roll+Steel. On a 10+,
  On a 10+, you take the blow but it 
  only makes you look even cooler and more 
  intimidating. On a 7-9,
  On a 7-9, you are injured slightly 
  and suff er a setback, the GM says what. On a 6 or 
  On a 6 or 
  less, 
  less, if this is the climactic end scene, you die. If 
  not, you are temporarily incapacitated.
  ■ Try to Convince
  When you try to convince or persuade an NPC 
  When you try to convince or persuade an NPC 
  who wants something you can off er, 
  who wants something you can off er, roll+Heroism. 
  On a 10+,
  On a 10+, they do what you want if you make 
  them a promise, the GM will tell you what. On 
  On 
  a 7-9,
  a 7-9, they do what you want if you give them 
  something concrete right now, the GM says what. 
  On a 6 or less,
  On a 6 or less, the GM tells you the consequences.
  ■ Undertake a Mission
  When you undertake a mission,
  When you undertake a mission, say what you 
  want to accomplish, whether it is to defend 
  someone, discover something, rescue someone, 
  or thwart someone’s evil plans.
  Then choose the ideal that drives you to complete 
  this mission, and how you can maintain your 
  honour while undertaking it:
   
  ○
  Courage:
  Courage: you may not shrink from a fi ght or 
  challenge.
   
  ○
  Love:
  Love: you may not indulge in pleasure 
  without your lover.
   
  ○
  Redemption:
  Redemption: you must challenge and defeat 
  your failure.
   
  ○
  Truth:
  Truth: you must reveal your discoveries in 
  full.
  The GM chooses one of the following boons. It 
  persists as long as you undertake this mission:
   
  ○
  None who witness your dedication can fail 
  to be impressed.
   
  ○
  You always know where you can get the 
  tools you need to complete your mission.
   
  ○
  You always know who your enemy is when 
  you meet them.
   
  ○
  You are immune to some common obstacle 
  that might otherwise hinder you.
  
  the engine of 
  destruction
  the engine of 
  destruction
  
  Battle
  Between
  the Worlds
  The Engine of Destruction
  Bonds
  To create a bond, choose one of the following 
  questions and answer it with the name of one of 
  the other characters. You may answer as many as 
  you like, but you can’t answer the same question 
  more than once or with more than one name.
  • 
  Who helped get you repaired when you were 
  broken?  
  • 
  Who is your constant companion, and why?
   
  • 
  Who knows a secret about your construction?
   
  • 
  Who reminds you of your creator, and why?
   
  • 
  Who seems to understand you perfectly, even 
  though you are a robot?  
  • 
  Who were you programmed to assist, and why?
   
  • 
  Whose behaviour have you analyzed thoroughly?
   
  • 
  Which one do you think would make the best 
  robot, and why?  
  You can also make this move, which relies on your 
  bonds:
  ■ Help or Interfere
  When you help or interfere with someone who 
  When you help or interfere with someone who 
  is making a move,
  is making a move, roll+the number of bonds you 
  have with them. On a 7+,
  On a 7+, choose one, but on a 
  on a 
  7-9,
  7-9, you also expose yourself to danger, cost, or 
  retribution:
  • 
  They get +1 to their roll.
  • 
  They take -2 to their roll.
  On a 6 or less,
  On a 6 or less, you only cause trouble for yourself, 
  the GM says how.
  Notes:
  Special Moves
  Choose one of these when you start playing, and 
  Choose one of these when you start playing, and 
  a second one half-way through the game:
  a second one half-way through the game:
  □ Cannibalized Technology
  You can attach new machines and technological 
  devices to your body, and use them like anything 
  else that is a part of you. If you do something 
  If you do something 
  dangerous while using these new parts,
  dangerous while using these new parts, always 
  roll+Engines.
  □ Change of Face
  You can disguise yourself as a living organism. 
  When you try to convince or manipulate 
  When you try to convince or manipulate 
  someone based on your disguise,
  someone based on your disguise, roll+Science. 
  On a 10+,
  On a 10+, they believe the lie. On a 7-9,
  On a 7-9, they are 
  suspicious and require some action from you to 
  confi rm what they want to believe. On a 6 or less, 
  On a 6 or less, 
  the GM tells you the consequences.
  □ Jet Propulsion
  You can fl y through the air, through the sea, 
  through space itself. You can take others along, 
  too, as long as they fi t inside you.
  □ Zardoz Speaks to You
  You are a very scary robot. When you threaten 
  When you threaten 
  someone,
  someone, roll+Destruction. On a 7+,
  On a 7+, they must 
  choose to do one of the following:
  • 
  Attack you immediately.
  • 
  Back away slowly.
  • 
  Do what you want.
  On a 10+, 
  On a 10+, you also take +1 to your next roll that 
  involves them. On a 6 or less,
  On a 6 or less, you put yourself at a 
  disadvantage, the GM says how.
  DESTRUCTION:
  Convince.
  !!!
  ENGINES:
  Assess.
  Engines
  SCIENCE:
  Suff er harm.
  Science
  Name:
  Stats
  These are numbers you add to dice rolls.
  Choose one set:
  Choose one set:
   
  ○
  Destruction +1, Engines +1, Science -1.
   
  ○
  Destruction +1, Engines -1, Science +1.
  Then add +1 to one stat.
  Then add +1 to one stat.
  Gear
  You can have clothes if you want. Choose up to 
  Choose up to 
  three functions to have built into your body:
  three functions to have built into your body:
   
  ○
  Close combat weapons (acid spray, 
  chainsaw, claws, spikes, tasers, etc).
   
  ○
  Detachable head.
   
  ○
  Direct interface jack (for connecting to 
  other machines).
   
  ○
  Drug injectors (and various drugs).
   
  ○
  Extensible limbs.
   
  ○
  Force fi eld.
   
  ○
  Gadget factory (produces any small 
  household item).
   
  ○
  Home entertainment system.
   
  ○
  Hotel room.
   
  ○
  Projectile weapon of your choice (fl ame 
  thrower, lasers, stun wave projector, etc).
  Your Moves
  When you describe your character undertaking any of the actions listed below, that’s called “making a 
  move.” Consult the rules to resolve the situation. “Roll” means two six-sided dice, add them together.
  ■ Analyze
  When you analyze something with your advanced 
  When you analyze something with your advanced 
  sensors,
  sensors, ask a question about it and roll+Science. 
  On a 10+,
  On a 10+, your question is answered. The GM 
  (or another player) tells you all you need to 
  know. On a 7-9,
  On a 7-9, the GM tells you something 
  useful and interesting. On a 6 or less,
  On a 6 or less, the GM 
  tells you something interesting and introduces a 
  complication.
  ■ Do Something Dangerous
  When you do something personally dangerous, 
  When you do something personally dangerous, 
  say how you do it and roll. If you do it…
  • 
  …by acting, moving, or thinking quickly or 
  precisely, roll+Engines.
  • 
  …by using or resisting violence, 
  roll+Destruction.
  • 
  …by using science or your advanced 
  sensors, roll+Science.
  On a 10+,
  On a 10+, you avoid falling prey to the danger and 
  put yourself in an advantageous position. Take 
  +1 to your next roll. On a 7-9,
  On a 7-9, you complete your 
  intended action, but there are complications or 
  consequences, GM says what. On a 6 or less,
  On a 6 or less, the 
  GM tells you the consequences.
  ■ Resist Damage
  When you resist being damaged,
  When you resist being damaged, roll+Engines. 
  On a 10+,
  On a 10+, the damage is cosmetic but ultimately 
  inconsequential. On a 7-9,
  On a 7-9, part of you breaks 
  or comes off , the GM says what. On a 6 or less, 
  On a 6 or less, 
  you are destroyed or made inoperable. With time 
  and tools, you (or someone else) can repair any 
  amount of damage done to you.
  ■ Use Strength to Destroy
  When you use pure strength to destroy an 
  When you use pure strength to destroy an 
  inanimate obstacle,
  inanimate obstacle, roll+Destruction. On a 10+, 
  On a 10+, 
  choose three. On a 7-9,
  On a 7-9, choose two:
  • 
  It doesn’t make an inordinate amount of 
  noise.
  • 
  It doesn’t take very long.
  • 
  Nothing of value is damaged.
  • 
  You can fi x the thing again without a lot of 
  eff ort.
  On a 6 or less,
  On a 6 or less, choose none and the GM tells you 
  the consequences.
  Robot Picture
  
  the MutAnt
  the MutAnt
  
  Battle
  Between
  the Worlds
  The Mutant
  Bonds
  To create a bond, choose one of the following 
  questions and answer it with the name of one of 
  the other characters. You may answer as many as 
  you like, but you can’t answer the same question 
  more than once or with more than one name.
  • 
  Who adopted you as an infant?
   
  • 
  Who did you meet during your stint in politics?
   
  • 
  Who do you want to emulate, and why?
   
  • 
  Who do you want to prove your humanity to?
   
  • 
  Who do you want to show the hidden ruins to?
   
  • 
  Who is friends with your boss?
   
  • 
  Who was a friend to you when others were 
  prejudiced?  
  • 
  Who will help you create a new mutant 
  civilization?  
  You can also make this move, which relies on your 
  bonds:
  ■ Help or Interfere
  When you help or interfere with someone who 
  When you help or interfere with someone who 
  is making a move,
  is making a move, roll+the number of bonds you 
  have with them. On a 7+,
  On a 7+, choose one, but on a 
  on a 
  7-9,
  7-9, you also expose yourself to danger, cost, or 
  retribution:
  • 
  They get +1 to their roll.
  • 
  They take -2 to their roll.
  On a 6 or less,
  On a 6 or less, you only cause trouble for yourself, 
  the GM says how.
  Notes:
  Special Moves
  Choose one of these when you start playing, and 
  Choose one of these when you start playing, and 
  a second one half-way through the game:
  a second one half-way through the game:
  □ Adapted
  Choose a hostile environment, like space or 
  underwater. You can now live in that environment 
  perfectly fi ne.
  □ Evolving
  Choose another three mutations.
  □ Mimicry
  Choose a special move from another archetype.
  □ Natural Armour
  When you roll to resist harm,
  When you roll to resist harm, a 7-9 result counts 
  as a 10+.
  □ Passing
  You can change your shape and appearance to 
  hide your mutations. When you try to deceive 
  When you try to deceive 
  someone in a situation where your mutations 
  someone in a situation where your mutations 
  could be revealed,
  could be revealed, roll+Human. On a 10+,
  On a 10+, you 
  seem perfectly normal, no problem. On a 7-9, 
  On a 7-9, 
  suspicion is aroused, but you’re not blatantly 
  exposed. On a 6 or less,
  On a 6 or less, your secret is revealed.
  HUMAN:
  Consult, Convince.
  Human
  INHUMAN:
  Assess, Mutation.
  Inhuman
  MONSTER:
  Suff er harm.
  Monster
  Name:
  Stats
  These are numbers you add to dice rolls.
  Choose one set:
  Choose one set:
   
  ○
  Human +1, Inhuman +1, Monster -1.
   
  ○
  Human -1, Inhuman +1, Monster +1.
  Then add +1 to one stat.
  Then add +1 to one stat.
  Gear
  You can have one, both, or neither, your choice:
  You can have one, both, or neither, your choice:
   
  ○
  Clothes
   
  ○
  One piece of special equipment (say what).
  Your Moves
  When you describe your character undertaking any of the actions listed below, that’s called “making a 
  move.” Consult the rules to resolve the situation. “Roll” means two six-sided dice, add them together.
  ■ Assess
  When you assess your situation with your mutant 
  When you assess your situation with your mutant 
  senses,
  senses, ask a question about it and roll+Inhuman. 
  On a 7+,
  On a 7+, the GM answers your question in detail, 
  but on a 7-9,
  on a 7-9, you put yourself in an awkward 
  position to get this information. On a 6 or less, 
  On a 6 or less, 
  the GM tells you the consequences.
  ■ Consult Your Knowledge
  When you consult your accumulated knowledge 
  When you consult your accumulated knowledge 
  about something,
  about something, ask a question and roll+Human. 
  On a 10+,
  On a 10+, your question is answered. The GM (or 
  another player) tells you all you need to know. 
  On a 7-9,
  On a 7-9, the GM tells you something useful and 
  interesting, but also something that you don’t 
  want to hear. On a 6 or less,
  On a 6 or less, the GM just tells you 
  something you don’t want to hear.
  ■ Do Something Dangerous
  When you do something personally dangerous, 
  When you do something personally dangerous, 
  say how you do it and roll. If you do it…
  • 
  …by dealing with or using technology or 
  things built by other people, roll+Human.
  • 
  ·…by infl icting or resisting harm or violence, 
  roll+Monster.
  • 
  …by using your special mutations, 
  roll+Inhuman.
  On a 10+,
  On a 10+, you avoid falling prey to the danger and 
  put yourself in an advantageous position. Take 
  +1 to your next roll. On a 7-9,
  On a 7-9, you complete your 
  intended action, but there are complications or 
  consequences, GM says what. On a 6 or less,
  On a 6 or less, the 
  GM tells you the consequences.
  ■ Suﬀ er Harm
  When you suff er serious harm and resist, 
  When you suff er serious harm and resist, 
  roll+Monster. On a 10+,
  On a 10+, choose one:
  • 
  You are enraged. If you attack or express 
  your rage, take +1 to your next roll.
  • 
  You are spurred to action. You may escape 
  from this situation immediately.
  • 
  You have a mutagenic reaction. Randomly 
  choose a person at the table: they say how 
  your body changes in response to this harm. 
  On a 7-9,
  On a 7-9, you are injured slightly and suff er a 
  setback, the GM says what. On a 6 or less,
  On a 6 or less, if this 
  is the climactic end scene, you die. If not, you are 
  temporarily incapacitated.
  ■ Try to Convince
  When you try to convince or persuade an NPC 
  When you try to convince or persuade an NPC 
  who wants something you can off er,
  who wants something you can off er, roll+Human. 
  On a 10+,
  On a 10+, they do what you want if you make 
  them a promise, the GM will tell you what. On 
  On 
  a 7-9,
  a 7-9, they do what you want if you give them 
  something concrete right now, the GM will tell 
  you what. On a 6 or less,
  On a 6 or less, the GM tells you the 
  consequences.
  ■ Use a Mutation
  When you use a mutation in an otherwise-safe 
  When you use a mutation in an otherwise-safe 
  situation,
  situation, roll+Inhuman. On a 10+,
  On a 10+, it works 
  perfectly. On a 7-9,
  On a 7-9, it works, but there are 
  complications or consequences, the GM tells you 
  what. On a 6 or less,
  On a 6 or less, it might work, but the GM 
  tells you the consequences.
  Your Mutations
  Choose up to three mutations 
  Choose up to three mutations for your character—
  stuff  like acid spit, chameleon skin, a huge mouth, 
  hypnotic eyes, psychic powers, sonar, tentacles, 
  webs, or wings, for example. Each one should 
  make you look strange and inhuman, even if only 
  slightly.
  Mutations:
  
  the princess
  of mArs
  the princess
  of mArs
  
  Name:
  Stats
  These are numbers you add to dice rolls.
  Choose one set:
  Choose one set:
   
  ○
  Brave +1, Popular +1, Smart -1.
   
  ○
  Brave -1, Popular +1, Smart +1.
  Then add +1 to one stat.
  Then add +1 to one stat.
  Your People
  By default, your people occupy one great city and 
  the surrounding lands. Give that city a name.
  Choose their three strengths:
  Choose their three strengths: artistic, brave, 
  clean, cultured, disciplined, diverse, fashionable, 
  friendly, industrious, learned, loyal, mercantile, 
  resourceful, scientifi c, skilled, strong, wealthy, 
  well-armed, or more numerous than the default.
  Choose 
  their 
  two 
  weaknesses:
  Choose 
  their 
  two 
  weaknesses: 
  belligerent, 
  decadent, diseased, emotionally stunted, haunted, 
  ignorant, 
  impoverished, 
  insular, 
  isolated, 
  judgmental, 
  lazy, 
  rebellious, 
  superstitious, 
  surrounded by enemies, unruly, or rather fewer in 
  number than the default.
  Your Moves
  When you describe your character undertaking any of the actions listed below, that’s called “making a 
  move.” Consult the rules to resolve the situation. “Roll” means two six-sided dice, add them together.
  ■ Command
  When you command your people to take action, 
  When you command your people to take action, 
  roll+Popular. On a 10+,
  On a 10+, choose two. On a 7-9, 
  On a 7-9, 
  choose one:
  • 
  They act with forethought and care.
  • 
  They act with great haste and alacrity.
  • 
  They go forth bravely and in force.
  On a 6 or less,
  On a 6 or less, choose none and the GM tells you 
  the consequences.
  ■ Consult Your Knowledge
  When you consult your accumulated knowledge 
  When you consult your accumulated knowledge 
  about something,
  about something, ask a question and roll+Smart. 
  On a 10+,
  On a 10+, your question is answered. The GM (or 
  another player) tells you all you need to know. 
  On a 7-9,
  On a 7-9, the GM tells you something useful and 
  interesting, but also something that you don’t 
  want to hear. On a 6 or less,
  On a 6 or less, the GM just tells you 
  something you don’t want to hear.
  ■ Suﬀ er Harm
  When you suff er serious harm and resist, 
  When you suff er serious harm and resist, 
  roll+Brave. On a 10+,
  On a 10+, you take the blow but all it 
  does is make anyone who doesn’t come to your aid 
  look like a jerk. On a 7-9,
  On a 7-9, you are injured slightly 
  and suff er a setback, the GM says what. On a 6 or 
  On a 6 or 
  less,
  less, if this is the climactic end scene, you die. If 
  not, you are temporarily incapacitated.
  ■ Do Something Dangerous
  When you do something personally dangerous, 
  When you do something personally dangerous, 
  say how you do it and roll. If you do it…
  • 
  …at the head of a loyal army, group, or 
  coterie, roll+Popular.
  • 
  …by putting yourself at risk, roll+Brave.
  • 
  …relying solely on your scientifi c or 
  technical expertise, roll+Smart.
  On a 10+,
  On a 10+, you avoid falling prey to the danger and 
  put yourself in an advantageous position. Take 
  +1 to your next roll. On a 7-9,
  On a 7-9, you complete your 
  intended action, but there are complications or 
  consequences, GM says what. On a 6 or less,
  On a 6 or less, the 
  GM tells you the consequences.
  ■ Try to Convince
  When you try to convince or persuade an NPC 
  When you try to convince or persuade an NPC 
  who wants something you can off er,
  who wants something you can off er, roll+Popular. 
  On a 10+,
  On a 10+, they do what you want if you make 
  them a promise, the GM will tell you what. On 
  On 
  a 7-9,
  a 7-9, they do what you want if you give them 
  something concrete right now, the GM will tell 
  you what. On a 6 or less,
  On a 6 or less, the GM tells you the 
  consequences.
  Royal Portrait
  Battle
  Between
  the Worlds
  The Princess of Mars
  Bonds
  To create a bond, choose one of the following 
  questions and answer it with the name of one of 
  the other characters. You may answer as many as 
  you like, but you can’t answer the same question 
  more than once or with more than one name.
  • 
  Who do you want to get closer to?
   
  • 
  Who does your sister have a crush on?
   
  • 
  Who entertains you when you’re feeling glum?
   
  • 
  Who is your father’s lawyer?
   
  • 
  Who saved you from dangerous space monsters?
   
  • 
  Who saved your brother from being mauled by a 
  dangerous creature?  
  • 
  Who seems exotic and wonderful to you?
   
  • 
  Who showed you evidence of the royal vizier’s 
  treachery?  
  You can also make this move, which relies on your 
  bonds:
  ■ Help or Interfere
  When you help or interfere with someone who 
  When you help or interfere with someone who 
  is making a move,
  is making a move, roll+the number of bonds you 
  have with them. On a 7+,
  On a 7+, choose one, but on a 
  on a 
  7-9,
  7-9, you also expose yourself to danger, cost, or 
  retribution:
  • 
  They get +1 to their roll.
  • 
  They take -2 to their roll.
  On a 6 or less,
  On a 6 or less, you only cause trouble for yourself, 
  the GM says how.
  Notes:
  Special Moves
  Choose one of these when you start playing, and 
  Choose one of these when you start playing, and 
  a second one half-way through the game:
  a second one half-way through the game:
  □ Animal Companion
  An extraordinary animal accompanies you 
  wherever you go. When it acts independently, 
  treat it like your character. Describe it.
  □ Diplomatic Ties
  When you arrive at a new location, inhabited by 
  When you arrive at a new location, inhabited by 
  civilized people,
  civilized people, you may name someone here that 
  you know and have dealt with before.
  □ The People’s Favourite
  When you ask your people for something you 
  When you ask your people for something you 
  need or want,
  need or want, roll+Popular. On a 10+,
  On a 10+, someone 
  has it, just for you. On a 7-9,
  On a 7-9, you have to settle for 
  something close or it comes with strings attached, 
  the GM says which. On a 6 or less,
  On a 6 or less, it has been lost 
  or taken, the GM says which.
  □ A Proper Host
  When you provide hospitality to someone,
  When you provide hospitality to someone, you 
  may ask one of the following questions of them 
  and get a true answer:
  • 
  What does this person really want from me?
  • 
  What does this person value most?
  • 
  What is this person hiding?
  • 
  What is this person’s true value to me?
  □ What is the Meaning of This?
  When you demand to know someone’s plan,
  When you demand to know someone’s plan, they 
  cannot leave or attack you until they tell you.
  BRAVE:
  Suff er harm.
  Brave
  POPULAR:
  Command, 
  Convince.
  Popular
  SMART:
  Knowledge.
  Smart
  
  the spAce 
  rAnger
  the spAce 
  rAnger
  
  Battle
  Between
  the Worlds
  The Space Ranger
  POPULAR:
  Convince
  Popular
  SMART:
  Assess, Follow.
  Smart
  TOUGH:
  Suff er harm.
  Tough
  Bonds
  To create a bond, choose one of the following 
  questions and answer it with the name of one of 
  the other characters. You may answer as many as 
  you like, but you can’t answer the same question 
  more than once or with more than one name.
  • 
  Who did you guide through a dangerous 
  wilderness?  
  • 
  Who does your little brother have a crush on?
   
  • 
  Who helped you conserve an endangered 
  species?  
  • 
  Who is the mother of your child?
   
  • 
  Who is your boss, and how do you feel about 
  that?  
  • 
  Who works at the same park reserve as you?
   
  You can also make this move, which relies on your 
  bonds:
  ■ Help or Interfere
  When you help or interfere with someone who 
  When you help or interfere with someone who 
  is making a move,
  is making a move, roll+the number of bonds you 
  have with them. On a 7+,
  On a 7+, choose one, but on a 
  on a 
  7-9,
  7-9, you also expose yourself to danger, cost, or 
  retribution:
  • 
  They get +1 to their roll.
  • 
  They take -2 to their roll.
  On a 6 or less,
  On a 6 or less, you only cause trouble for yourself, 
  the GM says how.
  Notes:
  Special Moves
  Choose one of these when you start playing, and 
  Choose one of these when you start playing, and 
  a second one half-way through the game:
  a second one half-way through the game:
  □ Animal Companion
  You have an animal for a second character. 
  Describe its appearance using two or more Earth 
  animals as reference. Treat it as an extension of 
  your space ranger character.
  □ Familiar Prey
  When you search your memory for knowledge of 
  When you search your memory for knowledge of 
  an alien, animal, or monster,
  an alien, animal, or monster, roll+Smart. On a 10+, 
  On a 10+, 
  the GM tells you something useful and interesting 
  about your subject. On a 7-9,
  On a 7-9, only something 
  interesting. It’s on you to make it useful. On a 6 
  On a 6 
  or less,
  or less, the GM tells you the consequences.
  □ Sanctuary
  When you walk the perimeter of an area to secure 
  When you walk the perimeter of an area to secure 
  it,
  it, as long as you stay within that area, you are 
  alerted to any act of malice that happens within.
  □ Survivalist
  You can fi nd food, shelter, and tools in any 
  environment except the most barren. You know 
  how to neutralize poisons and avoid natural 
  hazards. If you have a question about the hazards 
  of the natural world, the GM will answer it for 
  you.
  □ Wild Speech
  You can communicate with any other intelligent 
  living creature, no matter how alien.
  Name:
  Stats
  These are numbers you add to dice rolls.
  Choose one set:
  Choose one set:
   
  ○
  Popular +1, Smart -1, Tough +1.
   
  ○
  Popular -1, Smart +1, Tough +1.
  Then add +1 to one stat.
  Then add +1 to one stat.
  Gear
  Choose up to three:
  Choose up to three:
  Detailed maps, fancy offi  cial uniform, grenades, 
  interstellar comms link, lasergun, protein pills, 
  ranger badge, spaceship, survival gear, sword.
  Your Moves
  When you describe your character undertaking any of the actions listed below, that’s called “making a 
  move.” Consult the rules to resolve the situation. “Roll” means two six-sided dice, add them together.
  ■ Assess
  When you assess your situation,
  When you assess your situation, ask a question 
  about it and roll+Smart. On a 10+,
  On a 10+, your question 
  is answered. The GM (or another player) tells 
  you all you need to know. On a 7-9,
  On a 7-9, the GM tells 
  you something useful and interesting. On a 6 or 
  On a 6 or 
  less,
  less, the GM tells you something interesting and 
  introduces a complication.
  ■ Do Something Dangerous
  When you do something personally dangerous, 
  When you do something personally dangerous, 
  say how you do it and roll. If you do it…
  • 
  …by powering through, enduring, or 
  engaging in violence, roll+Tough.
  • 
  …by thinking fast and acting faster, or 
  knowing what to do, roll+Smart.
  • 
  …using charm, social graces, or teamwork, 
  roll+Popular.
  On a 10+,
  On a 10+, you avoid falling prey to the danger and 
  put yourself in an advantageous position. Take 
  +1 to your next roll. On a 7-9,
  On a 7-9, you complete your 
  intended action, but there are complications or 
  consequences, GM says what. On a 6 or less,
  On a 6 or less, the 
  GM tells you the consequences.
  ■ Hide
  When you hide in natural surroundings,
  When you hide in natural surroundings, you 
  cannot be found until you reveal yourself.
  ■ Follow a Trail
  When you follow a trail of clues left behind by 
  When you follow a trail of clues left behind by 
  passing creatures,
  passing creatures, roll+Smart. On a 7+,
  On a 7+, you follow 
  the creature’s trail until it ends. On a 10+,
  On a 10+, also 
  choose one:
  • 
  You determine what caused the trail to end.
  • 
  You gain useful information about your 
  quarry, the GM says what.
  On a 6 or less,
  On a 6 or less, the GM tells you the consequences.
  ■ Suﬀ er Harm
  When you suff er serious harm and resist, 
  When you suff er serious harm and resist, 
  roll+Tough. On a 10+,
  On a 10+, the damage is annoying 
  and cosmetic but ultimately inconsequential. 
  On a 7-9,
  On a 7-9, you are injured slightly and suff er a 
  setback, the GM says what. On a 6 or less,
  On a 6 or less, if this 
  is the climactic end scene, you die. If not, you are 
  temporarily incapacitated.
  ■ Try to Convince
  When you try to convince or persuade an NPC 
  When you try to convince or persuade an NPC 
  who wants something you can off er,
  who wants something you can off er, roll+Popular. 
  On a 10+,
  On a 10+, they do what you want if you make 
  them a promise, the GM will tell you what. On 
  On 
  a 7-9,
  a 7-9, they do what you want if you give them 
  something concrete right now, the GM says what. 
  On a 6 or less,
  On a 6 or less, the GM tells you the consequences.
  
  the spAce
  vvizArd
  the spAce
  vvizArd
  
  Battle
  Between
  the Worlds
  The Space Wizard
  Bonds
  To create a bond, choose one of the following 
  questions and answer it with the name of one of 
  the other characters. You may answer as many as 
  you like, but you can’t answer the same question 
  more than once or with more than one name.
  • 
  Who are (or were) you in a cult with?
   
  • 
  Who are you trying to educate, and why?
   
  • 
  Who have you prophesied will have a great 
  destiny?  
  • 
  Who is keeping secrets from you?
   
  • 
  Who is your adopted sibling?
   
  • 
  Who is your sponsor?
   
  • 
  Who supplied you with forbidden tomes?
   
  • 
  Who was the valedictorian at your graduation?
   
  You can also make this move, which relies on your 
  bonds:
  ■ Help or Interfere
  When you help or interfere with someone who 
  When you help or interfere with someone who 
  is making a move,
  is making a move, roll+the number of bonds you 
  have with them. On a 7+,
  On a 7+, choose one, but on a 
  on a 
  7-9,
  7-9, you also expose yourself to danger, cost, or 
  retribution:
  • 
  They get +1 to their roll.
  • 
  They take -2 to their roll.
  On a 6 or less,
  On a 6 or less, you only cause trouble for yourself, 
  the GM says how.
  Notes:
  Special Moves
  Choose one of these when you start playing, and 
  Choose one of these when you start playing, and 
  a second one half-way through the game:
  a second one half-way through the game:
  □ Arch-Mage
  Choose three more magical concepts or elements.
  +1:
  +2:
  +3:
  □ Conjuration
  When you conjure an item,
  When you conjure an item, hand-sized and 
  neither unique nor extremely valuable, roll+Star 
  Magic. On a 10+,
  On a 10+, it appears in your hand or on 
  your person somewhere. On a 7-9, 
  On a 7-9, it’s not quite 
  what you had in mind, but vaguely similar. On a 
  On a 
  6 or less,
  6 or less, what you conjure up is the opposite of 
  useful.
  □ Summon Monster
  When you cast a spell to summon a monster,
  When you cast a spell to summon a monster, say 
  what it’s for, one thing it is, and one thing it’s not. 
  Then roll+Void Magic and fi nd out what comes 
  through. On a 10+,
  On a 10+, both. On a 7-9,
  On a 7-9, choose one:
  • 
  It fulfi lls its purpose and leaves.
  • 
  It’s perfect for the job.
  On a 6 or less,
  On a 6 or less, it isn’t what you said it is, bit it is 
  what you said it’s not.
  □ Wondrous Creations
  When you create a magic item,
  When you create a magic item, say what eff ect 
  you want it to have on people and the GM says 
  how long it takes to create, and what materials 
  you need. The fi rst time you unveil your creation, 
  The fi rst time you unveil your creation, 
  roll+No Magic. On a 7+,
  On a 7+, it has the eff ect you 
  desired, but on a 7-9,
  on a 7-9, it has an additional eff ect, 
  the GM says what. On a 6 or less,
   On a 6 or less, the GM tells you 
  the consequences.
  NO MAGIC:
  Convince.
  No
  Magic
  STAR MAGIC:
  Know, Summon.
  Stars
  VOID MAGIC:
  Suff er, Unleash.
  Void
  Name:
  Stats
  These are numbers you add to dice rolls.
  Choose one set:
  Choose one set:
   
  ○
  No Magic +1, Star Magic +1, Void Magic -1.
   
  ○
  No Magic +1, Star Magic -1, Void Magic +1.
   
  ○
  No Magic -1, Star Magic +1, Void Magic +1.
  Then add +1 to one stat.
  Then add +1 to one stat.
  Magic
  Choose three concepts or elements that your 
  magic is based around. Each time you use magic, 
  it must include at least one of these, or it doesn’t 
  work.
  1:
  2:
  3:
  Your Moves
  When you describe your character undertaking any of the actions listed below, that’s called “making a 
  move.” Consult the rules to resolve the situation. “Roll” means two six-sided dice, add them together.
  ■ Consult Your Knowledge
  When you consult your accumulated knowledge 
  When you consult your accumulated knowledge 
  about something,
  about something, ask a question and roll+Star 
  Magic. On a 10+,
  On a 10+, your question is answered. The 
  GM (or another player) tells you all you need 
  to know. On a 7-9,
  On a 7-9, the GM tells you something 
  useful and interesting. On a 6 or less,
  On a 6 or less, the GM 
  tells you something interesting and introduces a 
  complication.
  ■ Do Something Dangerous
  When you do something personally dangerous, 
  When you do something personally dangerous, 
  say how and roll. If you do it…
  • 
  …using magic that is creative, loving, 
  peaceful, or supportive, roll+Star Magic.
  • 
  …using harmful or destructive magic, 
  roll+Void Magic.
  • 
  …without using magic, roll+No Magic.
  On a 10+,
  On a 10+, you avoid falling prey to the danger and 
  put yourself in an advantageous position. Take 
  +1 to your next roll. On a 7-9,
  On a 7-9, you complete your 
  intended action, but there are complications or 
  consequences, GM says what. On a 6 or less,
  On a 6 or less, the 
  GM tells you the consequences.
  ■ Suﬀ er Harm
  When you suff er serious harm and resist, 
  When you suff er serious harm and resist, 
  roll+Void Magic. On a 10+,
  On a 10+, your magic protects 
  you. On a 7-9,
  On a 7-9, you are injured slightly and suff er 
  a setback, the GM says what. On a 6 or less,
  On a 6 or less, if this 
  is the climactic end scene, you die. If not, you are 
  temporarily incapacitated.
  ■ Summon Magic
  When you summon something made of magic 
  When you summon something made of magic 
  to help, heal, or strengthen you,
  to help, heal, or strengthen you, say what you 
  want the magic to do and roll+Star Magic. On a 
  On a 
  7+,
  7+, it does what you want, but on a 7-9,
  on a 7-9, there are 
  additional complications or it puts you in a bad 
  spot, the GM tells you what. On a 6 or less,
  On a 6 or less, the 
  GM tells you the consequences.
  ■ Try to Convince
  When you try to convince or persuade an NPC 
  When you try to convince or persuade an NPC 
  who wants something you can off er,
  who wants something you can off er, roll+No 
  Magic. On a 10+,
  On a 10+, they do what you want if you 
  make them a promise, the GM will tell you what. 
  On a 7-9,
  On a 7-9, they only do what you want if you work 
  your magic for them fi rst. On a 6 or less,
  On a 6 or less, the GM 
  tells you the consequences.
  ■ Unleash Magic
  When you unleash harmful or destructive magic, 
  When you unleash harmful or destructive magic, 
  say what eff ect you want it to have and roll+Void 
  Magic. On a 7+,
  On a 7+, it does what you want, but on a 
  on a 
  7-9,
  7-9, there is additional collateral damage or other 
  complications, the GM says what. On a 6 or less, 
  On a 6 or less, 
  you lose control of your magic.
  
  the techniciAn
  the techniciAn
  
  Battle
  Between
  the Worlds
  The Technician
  Bonds
  To create a bond, choose one of the following 
  questions and answer it with the name of one of 
  the other characters. You may answer as many as 
  you like, but you can’t answer the same question 
  more than once or with more than one name.
  • 
  Which one do you have something to prove to?
   
  • 
  Who are you trying to protect, and why?
   
  • 
  Who belongs to the same hobby community as 
  you do?  
  • 
  Who does your little brother want to be when he 
  grows up?  
  • 
  Who helps you most with your machines?
   
  • 
  Who is proof that great things can be achieved 
  without machines?  
  • 
  Who knows about the darkness that tortures 
  you?  
  • 
  Who knows where something amazing (that you 
  want) is hidden?  
  You can also make this move, which relies on your 
  bonds:
  ■ Help or Interfere
  When you help or interfere with someone who 
  When you help or interfere with someone who 
  is making a move,
  is making a move, roll+the number of bonds you 
  have with them. On a 7+,
  On a 7+, choose one, but on a 
  on a 
  7-9,
  7-9, you also expose yourself to danger, cost, or 
  retribution:
  • 
  They get +1 to their roll.
  • 
  They take -2 to their roll.
  On a 6 or less,
  On a 6 or less, you only cause trouble for yourself, 
  the GM says how.
  Notes:
  Special Moves
  Choose one of these when you start playing, and 
  Choose one of these when you start playing, and 
  a second one half-way through the game:
  a second one half-way through the game:
  □ Assimilate
  When you spend time modifying someone else’s 
  When you spend time modifying someone else’s 
  machine,
  machine, it becomes one of your machines. It will 
  obey any orders you give it, and will only work for 
  people you want it to work for.
  □ Binary Language of Robot Brains
  When you command an NPC robot,
  When you command an NPC robot, roll+Science. 
  On a 10+,
  On a 10+, it obeys your commands immediately. 
  On a 7-9,
  On a 7-9, it tries to obey, but is confused, or has 
  found a confl ict in its programming. On a 6 or 
  On a 6 or 
  less,
  less, the GM tells you the consequences.
  □ Lazarus Device
  When you reconfi gure one of your machines,
  When you reconfi gure one of your machines, you 
  can completely restore someone else to perfect 
  health, even if they are dead. The machine is 
  ruined in the process.
  □ A Wealth of Machines
  You have three more machines, in addition to the 
  three you start with.
  +1:
  +2:
  +3:
  HEROISM:
  Convince.
  Hero
  MADNESS:
  Know.
  Mad
  SCIENCE:
  Suff er harm.
  Science
  Name:
  Stats
  These are numbers you add to dice rolls.
  Choose one set:
  Choose one set:
   
  ○
  Heroism +1, Madness -1, Science +1.
   
  ○
  Heroism -1, Madness +1, Science +1.
  Then add +1 to one stat.
  Then add +1 to one stat.
  Machines
  You have three machines in your possession.
  You have three machines in your possession. Say 
  what they are and what they do. Each machine 
  does one special thing.
  1:
  2:
  3:
  Your Moves
  When you describe your character undertaking any of the actions listed below, that’s called “making a 
  move.” Consult the rules to resolve the situation. “Roll” means two six-sided dice, add them together.
  ■ Analyze
  When you analyze something with your advanced 
  When you analyze something with your advanced 
  sensors,
  sensors, ask a question about it and roll+Madness. 
  On a 10+,
  On a 10+, your question is answered. The GM 
  (or another player) tells you all you need to 
  know. On a 7-9,
  On a 7-9, the GM tells you something 
  useful and interesting. On a 6 or less,
  On a 6 or less, the GM 
  tells you something interesting and introduces a 
  complication.
  ■ Consult Your Database
  When you consult your database full of 
  When you consult your database full of 
  information,
  information, ask a question and roll+Science. 
  On a 10+,
  On a 10+, your question is answered. The GM 
  (or another player) tells you all you need to 
  know. On a 7-9,
  On a 7-9, the GM tells you something 
  useful and interesting. On a 6 or less,
  On a 6 or less, the GM 
  tells you something interesting and introduces a 
  complication.
  ■ Do Something Dangerous
  When you do something personally dangerous, 
  When you do something personally dangerous, 
  say how and roll. If you do it…
  • 
  …by concocting some crazy scheme, 
  roll+Madness.
  • 
  …on behalf of others, roll+Heroism.
  • 
  …with your machines, roll+Science.
  On a 10+,
  On a 10+, you avoid falling prey to the danger and 
  put yourself in an advantageous position. Take 
  +1 to your next roll. On a 7-9,
  On a 7-9, you complete your 
  intended action, but there are complications or 
  consequences, GM says what. On a 6 or less,
  On a 6 or less, the 
  GM tells you the consequences.
  ■ Fix or Modify a Machine
  When you fi x or modify a machine,
  When you fi x or modify a machine, if you have 
  the time and tools necessary, roll+Science. On a 
  On a 
  7+,
  7+, choose one:
  • 
  It does what you want it to do now, instead 
  of what it used to do.
  • 
  It is back in proper working order.
  • 
  You sabotage it as a trap for someone else.
  On a 7-9,
  On a 7-9, there are also added complications, the 
  GM says what. On a 6 or less,
  On a 6 or less, the machine goes 
  haywire.
  If you do not have the time and tools necessary, 
  If you do not have the time and tools necessary, 
  you can jury rig a broken machine to work one 
  more time, but then it will be ruined for good. 
  The choice is yours.
  ■ Suﬀ er Harm
  When you suff er serious harm,
  When you suff er serious harm, you can choose 
  to either take the harm as intended or let one of 
  your machines take the brunt of it, leaving you 
  unscathed. If you do, that machine is broken, and 
  will not work again until it is fi xed.
  ■ Try to Convince
  When you try to convince or persuade an NPC 
  When you try to convince or persuade an NPC 
  who wants something you can off er,
  who wants something you can off er, roll+Heroism. 
  On a 10+,
  On a 10+, they do what you want if you make 
  them a promise, the GM will tell you what. On 
  On 
  a 7-9,
  a 7-9, they do what you want if you give them 
  something concrete right now, the GM says what. 
  On a 6 or less,
  On a 6 or less, the GM tells you the consequences.
  
  the thief of
  time & spAce
  the thief of
  time & spAce
  
  Battle
  Between
  the Worlds
  The Thief of Time & Space
  Bonds
  To create a bond, choose one of the following 
  questions and answer it with the name of one of 
  the other characters. You may answer as many as 
  you like, but you can’t answer the same question 
  more than once or with more than one name.
  • 
  Who did you go to school with, and where?
   
  • 
  Who do you have a con running with?
   
  • 
  Who has your back when things go wrong?
   
  • 
  Who is your mom’s favourite dinner guest?
   
  • 
  Who knows incriminating details about you?
   
  • 
  Who left you holding the bag when things got 
  heavy?  
  • 
  Whose boyfriend did you steal, and how’d that 
  work out?  
  You can also make this move, which relies on your 
  bonds:
  ■ Help or Interfere
  When you help or interfere with someone who 
  When you help or interfere with someone who 
  is making a move,
  is making a move, roll+the number of bonds you 
  have with them. On a 7+,
  On a 7+, choose one, but on a 
  on a 
  7-9,
  7-9, you also expose yourself to danger, cost, or 
  retribution:
  • 
  They get +1 to their roll.
  • 
  They take -2 to their roll.
  On a 6 or less,
  On a 6 or less, you only cause trouble for yourself, 
  the GM says how.
  Notes:
  Special Moves
  Choose one of these when you start playing, and 
  Choose one of these when you start playing, and 
  a second one half-way through the game:
  a second one half-way through the game:
  □ Burglar
  When you bypass obstacles meant to keep 
  When you bypass obstacles meant to keep 
  you in or out,
  you in or out, roll+Deft. On a 10+,
  On a 10+, name a time 
  and place—you’re there. If something already 
  happened, you can see it, but not change it. On 
  On 
  a 7-9,
  a 7-9, you’re in, out, or through, but you either 
  leave something behind or take something with 
  you, the GM says what. On a 6 or less,
  On a 6 or less, the GM 
  tells you the consequences.
  □ Connections
  When you put out word to the criminal 
  When you put out word to the criminal 
  underbelly about something you want or need, 
  underbelly about something you want or need, 
  roll+Charming. On a 10+,
  On a 10+, someone has it, just for 
  you. On a 7-9,
  On a 7-9, you’ll have to settle for something 
  close or it comes with strings attached, the GM 
  says what. On a 6 or less,
  On a 6 or less, the GM tells you the 
  consequence.
  □ Dashing Rogue
  Add +1 to your Charming score.
  □ The Devil’s Own Luck
  Add +1 to your Lucky score.
  □ Disguise
  When you have time and materials, you can 
  create a disguise that fools anyone into thinking 
  you’re another creature of about the same size and 
  shape. Your actions can give you away but your 
  appearance doesn’t.
  CHARMING:
  Convince.
  Charm
  DEFT:
  Steal, Survey.
  Deft
  LUCKY:
  Knowledge.
  Lucj
  Name:
  Stats
  These are numbers you add to dice rolls.
  Choose one set:
  Choose one set:
   
  ○
  Charming +1, Deft +1, Lucky -1.
   
  ○
  Charming -1, Deft +1, Lucky +1.
  Then add +1 to one stat.
  Then add +1 to one stat.
  Gear
  You have all three:
  You have all three:
   
  ○
  Some adventuring gear (say what):
   
   
  ○
  A sci-fi  gadget (describe it):
   
   
  ○
  A weapon (say what):
   
  Your Moves
  When you describe your character undertaking any of the actions listed below, that’s called “making a 
  move.” Consult the rules to resolve the situation. “Roll” means two six-sided dice, add them together.
  ■ Consult Your Knowledge
  When you consult your accumulated knowledge 
  When you consult your accumulated knowledge 
  about something,
  about something, ask a question and roll+Lucky. 
  On a 10+,
  On a 10+, your question is answered. The GM 
  (or another player) tells you all you need to 
  know. On a 7-9,
  On a 7-9, the GM tells you something 
  useful and interesting. On a 6 or less,
  On a 6 or less, the GM 
  tells you something interesting and introduces a 
  complication.
  ■ Do Something Dangerous
  When you do something personally dangerous, 
  When you do something personally dangerous, 
  say how you do it and roll. If you do it…
  • 
  …by bluffi  ng, using charm, or through 
  falsehoods, roll+Charming.
  • 
  …quickly, stealthily, or in a criminal 
  manner, roll+Deft.
  • 
  …some other way (brute force, toughing it 
  out, etc), roll+Lucky.
  On a 10+,
  On a 10+, you avoid falling prey to the danger and 
  put yourself in an advantageous position. Take 
  +1 to your next roll. On a 7-9,
  On a 7-9, you complete your 
  intended action, but there are complications or 
  consequences, GM says what. On a 6 or less,
  On a 6 or less, the 
  GM tells you the consequences.
  ■ Spend Time
  When you spend time somewhere or with 
  When you spend time somewhere or with 
  someone,
  someone, you may surreptitiously take an object 
  with you when you leave, as long as no one was 
  keeping an eye on it.
  ■ Steal Space
  When you steal something that takes up space, 
  When you steal something that takes up space, 
  and there’s a chance you might get caught, 
  roll+Deft. On a 10+,
  On a 10+, you have it now, and you can 
  choose to steal a piece of time along with it. You 
  say how. On a 7-9,
  On a 7-9, you take it, but it makes people 
  suspicious or costs you, the GM says what. On a 6 
  On a 6 
  or less,
  or less, the GM tells you the consequences.
  ■ Survey a Dangerous Area
  When you survey a dangerous area,
  When you survey a dangerous area, roll+Deft. On 
  On 
  a 10+,
  a 10+, ask the GM three questions from the list. 
  On a 7-9,
  On a 7-9, ask two. On a 6 or less,
  On a 6 or less, ask one anyway, 
  but there are complications or consequences, the 
  GM says what:
  • 
  What all is dangerous here?
  • 
  What causes the danger to activate?
  • 
  What else is hidden here?
  • 
  What’s my best way in / out / through?
  ■ Try to Convince
  When you try to convince or persuade an 
  When you try to convince or persuade an 
  NPC who wants something you can off er, 
  NPC who wants something you can off er, 
  roll+Charming. On a 10+, 
  On a 10+, they do what you want 
  if you make them a promise, the GM says what. 
  On a 7-9,
  On a 7-9, they do what you want if you give them 
  something concrete right now, the GM says what. 
  On a 6 or less,
  On a 6 or less, the GM tells you the consequences.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Adventures/Dungeon World - Battle Between the Worlds - Character Sheets.pdf