TEXT: The True Friend
  The Chosen Ones
  You begin the game with 3-friendship. Each 1-friendship you hold represents a Real Friend, 
  a fanatical ally who will do anything you ask. They have no skills and do not follow the 
  Hireling rules. When you give a command to a Real Friend, they will follow it without 
  question. Do not make a roll - their fate is in the GM's hands. When you mark 1-ration, 
  your Real Friends are also fed.
  You may have any number of friends at a time, but you only have as many Real Friends as 
  you hold friendship. When one of your Real Friends dies, you lose 1-friendship. When a 
  move tells you to sacrifice 1-friendship, one of your Real Friends has given you the 
  ultimate display of friendship - they have died or become horribly injured for you. The GM
  will tell you which.
  Making Friends
  Lost friends can never be replaced, but sometimes you have to move on. When you spend 
  some downtime in a populated area, set your friendship at 3. You qualify for the 
  Outstanding Warrants move in any area you have used this move in.
   Stay Close
  When you have a Real Friend within arm's reach and you roll a 7-9 on Defy Danger,  
  you may sacrifice 1-friendship to take the 10+ result.
  Power of Friendship
  When you draw on the power of friendship to accomplish a difficult task, tell the GM 
  what you’re trying to achieve. Power of Friendship effects are always possible, but the GM 
  will give you one to four of the following conditions:
  • It will take days/weeks/months
  • It will require a lot of people to work together
  • It will require a sacrifice of 1-friendship
  • You'll need help from _____
  • You'll have to vanquish _____ to do it
  • You and your allies will risk danger from _____
  • The ritual's methods are extremely embarrassing
  ⃞ Lawful
  Fulfill a promise to a friend.
  ⃞ Chaotic
  Defy the law for the sake of a friend.
  ⃞ Good
  Destroy an enemy of friendship.
  ⃞ Elf
  Choose an animal: Dog, cat, spider, snake, or crow. Ordinary 
  creatures of that kind will follow you wherever you go, and you 
  can recruit wolf-sized versions as Real Friends.
  ⃞ Messenger of Joy
  You are some kind of bizarre, alien being, wearing the skin of a 
  human - perhaps a fairy, a Santa, or something even friendlier. 
  Every friend is valuable to you, and whenever one dies, you are
  filled with sorrow and also power. When a Real Friend dies, you
  heal 1d4+1 damage.
  Fill in the name of one of your companions in at least one:
  I wish _______________ would trust me.
  _______________ doesn't know the meaning of friendship. I will
  teach it to them!
  _______________ is a true and valuable friend.
  _______________ is a terrible friend, but I like them anyway.
  Alignment
  Damage
  Armor
  HP
  Current
      MAX
  Your Max HP is 
  4+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
  Twinkling Eyes, Lovely Eyes, or Cheerful Eyes.
  Gentle Hands, Worn Hands, or Strong Hands.
  Bushy Beard, Hero's Mark, or Signature Hat.
  Fragile Body, Pudgy Body, or Ripped Body.
  Elf: Abramelin, Abulafia, Medea, Paracelsus, Quelanna, Semiramis, Ursula, Zoroaster
  Human: Dahlia, Evangeline, Holloway, Morgan, Pickman, Pietro, Samael, Virgil
  Messenger of Joy: Ariel, Hoikendorf, Nyarlathotep, Santa, Titania, Wanda   
  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
  d4
  ⃞ Human
  When you have a Real Friend within arm's reach,  you gain +1 
  armor.
   Stay There
  When you have a Real Friend distract an enemy for you, you may sacrifice 1-friendship 
  to take +1d8 forward to damage against that enemy.
  Choose one of the following moves:
  ⃞
  ⃞
  *When a player takes the The Chosen Ones move using a multiclass move, they also gain the Making Friends move.
  
  Your Load is 3 + STR, but your Real Friends will carry anything for you. 
  You start with dungeon rations (5 uses, 1 weight), hero's clothes (0 weight), 
  and a short sword (close, 1 weight).
  Choose two:
  ⃞ Leather armor (1 armor, 1 weight)
  Halfling pipeleaf (6 uses, 1 weight) and bandages (3 uses, slow, 0 weight)
  Bag of books (5 uses, 2 weight)
  Dungeon rations (5 uses, 1 weight) and antitoxin
  12 coins
  ⃞
  When you gain a level from 2–5, choose from these moves.
  ⃞ The Ultimate Sacrifice
  When you roll a 7-9 on your Last Breath, you may sacrifice 1-friendship to 
  cheat death and take the 10+ result. Your Real Friend has given themselves to
  Death, for your sake.
  ⃞ Everyone is a Friend
  When a move tells you to sacrifice 1-friendship, you may use a surprised or 
  defenseless NPC instead of a Real Friend. If you do, you do not lose 
  1-friendship, but if that NPC lives, they will swear lifelong vengeance against 
  you.
  ⃞ Stay Here
  Gain either the Stay Close or Stay There move, whichever one you hadn't 
  taken during character creation.
  ⃞ Lead the Flock
  When you preach to a mob, roll +CHA. On a 10+, hold 3. On a 7-9, hold 1. 
  On a miss, the mob turns on you. When you spend 1-hold, the mob will:
  • bring people forward and deliver them to you.
  • bring forward all their precious things.
  • unite and fight for you.
  • fall into a frenzy of emotion: joy, sorrow, or rage, as you choose.
  • go quietly back to their lives.
  ⃞ 5-Man Team
  Making Friends now sets your friendship to 4.
  ⃞ Hero's Destiny
  Choose one non-multiclass move from the Priest/Cleric or Fighter class list.
  ⃞ New Blood
  When your Real Friends help you Recruit, add +friendship to your Recruit 
  roll. Hirelings gained this way have the cost "Value their Friendship."
  When you gain a level from 6–10, choose from these moves or the level 
  2–5 moves. 
  ⃞ The High Five
  When you offer a high five to another player after a noteworthy moment, 
  roll +CHA. On a 10+, choose two. On a 7-9, choose 1. 
  • You both take +1 forward.
  • You both heal 1d4+1 damage.
  • There is an explosion of light, and nearby NPCs are in awe of your sweet 
  friendship. If you have less than 3-friendship, gain 1-friendship.
  On a 6-, they leave you hanging.
  ⃞ I Believe In You
  When you send a Real Friend to do something for you, you may roll for 
  that Chosen One using your stats, making any of your moves, as if they 
  were you. When a Real Friend takes damage while making a move for 
  you, you may take that damage instead of sacrificing them.
  ⃞ Why Didn't You Dodge
  When you have a Real Friend within arm's reach and you roll a 6- on Defy 
  Danger,  you may sacrifice 1-friendship to take the 7-9 result. 
  ⃞ The Hero of This Generation
  ⃞ Flanking Attack
  When you use a Real Friend to distract an enemy, you may sacrifice 
  1-friendship to take +2d8 forward to damage against that enemy.
  ⃞ Unabridged Enthusiasm
  When you make a heartfelt request to an NPC, roll +CHA. On a 10+, they 
  find themselves unable to disobey you. On a 7-9, they will obey you if you can 
  guarantee that they will not come to harm, or if you have leverage over them. 
  On a 6-, they deny your request and act however they wish. When you use 
  this move on a friend. take +1.
  ⃞ Hero Squad
  Replaces: 5-Man Team
  Making Friends now sets your friendship to 5.
  ⃞ Infinite Friendship
  Replaces: The Ultimate Sacrifice
  You can make friends with literally anything. You do not need to be in a 
  populated area to use Making Friends.
  ⃞ Multiclass Dabbler
  Choose one move from another class. Treat your level as one lower for 
  choosing the move.
  Advanced Moves
  Gear
  ⃞
  ⃞
  ⃞ Plot Armor
  You have befriended Death, and he no longer wants your soul. When you 
  would normally roll your Last Breath, instead pass out for a short while. 
  When you awaken, you will be at half your maximum HP in a tight spot of 
  the GM's choosing. When another player takes their Last Breath and 
  misses, you may bargain with Death on their behalf. Take your Last Breath -
  Death has spared your friend, but your soul is now at stake.
  ⃞ The Hero of This Story
  Change your class damage die to d6, and your max HP to 7 + Constitution.
  ⃞ Truth in Friendship
  When you Spout Lore and roll a 10+, the GM will tell you an additional 
  detail that one of your Real Friends chimes in with.
  Replaces: Stay There
  Requires: Stay Close
  ⃞ The Highest of Fives
  When you use The High Five, you choose one additional choice, even on 
  a 6-. This additional choice may be one you've already picked.
  Requires: The High Five
  ⃞
  Change your class damage die to d8, and your max HP to 10 + Constitution.
  Replaces: The Hero of This Story
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/True Friend.pdf