TEXT: The Barbarian
  Choose one of these to start with:
  ⃞Full Plate and Packing Steel
  You ignore the clumsy tag on armor you wear.
  ⃞Unencumbered, Unharmed
  So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
  You also start with all of these:
  Herculean Appetites
  Others may content themselves with just a taste of wine, or dominion over a servant or two, but 
  you want more. Choose two appetites. While pursuing one of your appetites if you would roll for 
  a move, instead of rolling 2d6 you roll 1d6+1d8.  If the d6 is the higher die of the pair, the GM 
  will also introduce a complication or danger that comes about due to your heedless pursuits.
   
  ⃞ Pure destruction
   
  ⃞ Power over others
   
  ⃞ Mortal pleasures
   
  ⃞ Conquest
   
  ⃞ Riches and property
   
  ⃞ Fame and glory
  The Upper Hand
  You take +1 ongoing to last breath rolls. When you take your last breath, on a 7–9 you make an 
  offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.
  Musclebound
  While you wield a weapon it gains the forceful and messy tags.
  What Are You Waiting For?
  When you cry out a challenge to your enemies, roll+Con. ✴On a 10+ they treat you as the 
  most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing 
  against them. ✴On a 7–9 only a few (the weakest or most foolhardy among them) fall prey 
  to your taunting.
  ⃞Chaotic
  Eschew a convention of the civilized world.
  ⃞Neutral
  Teach someone the ways of your people.
  ⃞Outsider
  You may be elf, dwarf, halfling, or human, but you and your people 
  are not from around here. At the beginning of each session, the GM 
  will ask you something about your homeland, why you left, or what 
  you left behind. If you answer them, mark XP. 
  Fill in the name of one of your companions in at least one:
  _______________ is puny and foolish, but amusing to me.
  _______________’s ways are strange and confusing.
  _______________ is always getting into trouble—I must protect 
  them from themselves.
  _______________ shares my hunger for glory; the earth will 
  tremble at our passing!
  Alignment
  Damage
  Armor
  HP
  Current
  MAX
  Your Max HP is 
  8+Constitution
  Strength
  STR
  -1
  WEAK
  Dexterity
  DEX
  -1
  SHAKY
  Constitution
  CON
  -1
  SICK
  Intelligence
  INT
  -1
  STUNNED
  Wisdom
  WIS
  -1
  CONFUSED
  Charisma
  CHA
  -1
  SCARRED
  Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes
  Mighty thews, Long shanks, Scrawny body, or Supple body
  Strange tattoos, Unusual jewelry, or Unmarred by decoration
  Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
  Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir, 
  Qua, Sacer, Vercin’geto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
  Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher, 
  Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
  Starting Moves
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
  Level
  XP
  Name
  Look
  Race
  Bonds
  d10
  
  Your Load is 8+Str. You carry dungeon rations (5 uses, 1 weight), a dagger 
  (hand, 1 weight) some token of where you’ve travelled or where you’re 
  from, and your choice of weapon:
   
  ⃞ Axe (close, 1 weight)
   
  ⃞ Two-handed sword (close, +1 damage, 2 weight)
  Choose one:
   
  ⃞ Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
   
  ⃞ Chainmail (1 armor, 1 weight)
  When you gain a level from 2–5, choose from these moves.
  ⃞Still Hungry
  Choose an additional appetite.
  ⃞Appetite for Destruction
  Take a move from the fighter, bard or thief class list.  You may not take multiclass 
  moves from those classes.
  ⃞My Love For You Is Like a Truck
  When you perform a feat of strength, name someone present whom you have 
  impressed and take +1 forward to parley with them.
  ⃞What Is Best In Life
  At the end of a session, if during this session you have crushed your enemies, seen 
  them driven before you, or have heard the lamentations of their kinfolk mark XP.
  ⃞Wide-Wanderer
  You’ve travelled the wide world over. When you arrive someplace ask the GM about 
  any important traditions, rituals, and so on, they’ll tell you what you need to know.
  ⃞Usurper
  When you prove yourself superior to a person in power, take +1 forward with 
  their followers, underlings, and hangers on.
  ⃞Khan of Khans
  Your hirelings always accept the gratuitous fulfillment of one of your appetites 
  as payment. 
  ⃞Samson
  You may take a debility to immediately break free of any physical or mental 
  restraint.
  ⃞Smash!
  When you hack and slash, on a 12+ deal your damage and choose something 
  physical your target has (a weapon, their position, a limb): they lose it.
  ⃞Indestructible Hunger
  When you take damage you can choose to take -1 ongoing until you sate one of 
  your appetites instead of taking the damage. If you already have this penalty you 
  cannot choose this option.
  ⃞Eye for Weakness
  When you discern realities add "What here is weak or vulnerable?" to the list of 
  questions you can ask.
  ⃞On the Move
  When you defy a danger caused by movement (maybe falling off a narrow bridge 
  or rushing past an armed guard) take +1.
  Advanced Moves
  Gear
  When you gain a level from 6–10, choose from these moves or the level 2–5 
  moves.
  ⃞A Good Day to Die
  As long as you have less than your Con in current HP (or 1, whichever is higher) 
  take +1 ongoing.
  ⃞Kill ‘em All
  Requires: Appetite for Destruction
  Take another move from the fighter, bard or thief class list.  You may not take 
  multiclass moves from those classes.
  ⃞War Cry
  When you enter battle with a show of force (a shout, a rallying cry, a battle dance) 
  roll+Cha. ✴On a 10+ both, ✴on a 7–9 one or the other.
  •  Your allies are rallied and take +1 forward
  •  Your enemies feel fear and act accordingly (avoiding you, hiding, attacking 
  with fear-driven abandon)
  ⃞Mark of Might
  When you take this move and spend some uninterrupted time reflecting on your 
  past glories you may mark yourself with a symbol of your power (a long braid 
  tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creature who 
  sees this symbol knows instinctively that you are a force to be reckoned with and 
  treats you appropriately.
  ⃞More! Always More!
  When you satisfy an appetite to the extreme (destroying something unique and 
  significant, gaining enormous fame, riches, power, etc.) you may choose to resolve 
  it. Cross it off the list and mark XP. While you may pursue that appetite again, 
  you no longer feel the burning desire you once did. In its place, choose a new 
  appetite from the list or write your own.
  ⃞The One Who Knocks
  When you defy danger, on a 12+ you turn the danger back on itself, the GM will 
  describe how.
  ⃞Healthy Distrust
  Whenever the unclean magic wielded by mortal men causes you to defy danger, 
  treat any result of 6- as a 7–9.
  ⃞For the Blood God
  You are initiated in the old ways, the ways of sacrifice. Choose something your 
  gods (or the ancestor spirits, or your totem, etc) value—gold, blood, bones or 
  the like. When you sacrifice those things as per your rites and rituals, roll+wis. 
  ✴On a 10+ the GM will grant you insight into your current trouble or a boon to 
  help you. ✴On a 7-9 the sacrifice is not enough and your gods take of your flesh 
  as well, but still grant you some insight or boon. ✴On a miss, you earn the ire 
  of the fickle spirits.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Barbarian.pdf