124
Dungeon World The Bard 1 1 Dungeon World Dungeon World is a world of fantas- tic adventure. A world of magic, gods, demons, Good and Evil. Brave heroes venture into the most dangerous corners of the land in search of gold and glory. You are those heroes. You go where oth- ers cant or wont. You conquer the un- beatable and laugh in the face of Death. There are monstrous things lurking in the world. Are you ready to face them? The Bard Sure, an adventurers life is all open roads and the glory of coin and combat. Those tales that are told in every farmhand- lled inn have to have some ring of truth to them, dont they? The songs to inspire peasantry and royals aliketo soothe the savage beast or drive men to a frenzy have to come from somewhere. Enter the Bard. You, with your smooth tongue and quick wit. You teller-of-tales and singer-of-songs. It takes a mere minstrel to retell a thing but a true Bard to live it. Strap on your boots, noble ora- tor. Sharpen that hidden dagger and take up the call. Someones got to be there, ghting shoulder-to-shoulder with the goons and the thugs and the soon-to-be- heroes. Who better than you to write the tale of your own heroism? Nobody. Get going. The Cleric The lands of Dungeon World are a gods- forsaken mess. Theyre lousy with the walking dead, beasts of all sorts, and the vast unnatural spaces between safe and temple-blessed civilizations. It is a god- less world out there. Thats why it needs you. Bringing the glory of your god to the heathens isnt just in your natureits your calling. It falls to you to prosely- tize with sword and mace and spell. To cleave deep into the witless heart of the wilds and plant the seed of divinity there. Some say that it is best to keep god close to your heart. You know thats rubbish. God lives at the edge of a blade. Show the world who is lord. The Fighter Its a thankless jobliving day to day by your armor and the skill of your arm. To dive heedlessly into danger. They wont be playing golden horns for the time you took that knife to the ribs for them in the bar in Bucksberg. No ock of angels to sing of the time you dragged them, still screaming, from the edge of the Pits of Madness, no. Forget them. You do this for the guts and the glory. The scream of battle and the hot hot blood of it. You are a beast of iron. Your friends may carry blades of forged steel but, Fighter, you are steel. While your traveling companions might moan about their wounds over a campre in the wilderness, you bear your scars with pride. You are the walllet every danger smash itself to nothing on you. In the end, youll be the last one standing. The Paladin Hell awaits. An eternity of torment in re or ice or whatever best suits the sins of the damned throngs of Dungeon World. All that stands between the pits of that grim torture and salvation is you. Holy man, armored war machine, tem- plar of the Good and the Light, right? The Cleric may say his prayers at night to the gods, dwelling in their heavens. The Fighter may wield his sharp sword in the name of good but you know. Only you. Eyes, hands, and sweet killing blow of the gods, you are. Yours is the gift of righteousness and virtue. Of justice. Vi- sion, too. A purity of intent that your companions do not have. So guide these fools, Paladin. Take up your holy cause and bring salvation to the wastrel world. Vae victis, right? The Ranger These city-born folk you travel with. Have they heard the call of the wolf? Felt the winds howl in the bleak deserts of the East? Have they hunted their prey with the bow and the knife like you? Hell no. Thats why they need you. Guide. Hunter. Creature of the wilds. You are these things and more. Your time in the wilderness may have been solitary until now, the call of some greater thing call it fate if you like, has cast your lot with these folk. Brave, they may be. Powerful and strong, too. You know the secrets of the spaces-between, though. Without you, theyd be lost. Blaze a trail through the blood and dark, strider. The Thief Youve heard them, sitting around the campre. Bragging about this battle or that. About how their gods are smiling on your merry band. You count your coins and smile to yourselfthis is the thrill above all. You alone know the se- cret of Dungeon World: lthy lthy lu- cre. Sure, they give you lip for all the times youve snuck off alone but without you, who among them wouldnt have been dissected by a ying guillotine or poi- soned straight to death by some an- cient needle-trap? So let them complain. When youre done with all this delving youll toast their heroes graves.

Dungeon World

Embed Size (px)

DESCRIPTION

Dungeon World

Citation preview

  • Dungeon World The Bard

    1

    1DungeonWorld

    Dungeon World is a world of fantas-tic adventure. A world of magic, gods,demons, Good and Evil. Brave heroesventure into the most dangerous cornersof the land in search of gold and glory.

    You are those heroes. You go where oth-ers cant or wont. You conquer the un-beatable and laugh in the face of Death.There are monstrous things lurking inthe world. Are you ready to face them?

    The BardSure, an adventurers life is all open roadsand the glory of coin and combat. Thosetales that are told in every farmhand-lled inn have to have some ring of truthto them, dont they? The songs to inspirepeasantry and royals aliketo soothethe savage beast or drive men to a frenzyhave to come from somewhere.

    Enter the Bard. You, with your smoothtongue and quick wit. You teller-of-talesand singer-of-songs. It takes a mereminstrel to retell a thing but a true Bardto live it. Strap on your boots, noble ora-tor. Sharpen that hidden dagger and takeup the call. Someones got to be there,ghting shoulder-to-shoulder with thegoons and the thugs and the soon-to-be-heroes. Who better than you to write thetale of your own heroism?

    Nobody. Get going.

    The ClericThe lands of Dungeon World are a gods-forsaken mess. Theyre lousy with thewalking dead, beasts of all sorts, and thevast unnatural spaces between safe andtemple-blessed civilizations. It is a god-less world out there. Thats why it needsyou.

    Bringing the glory of your god to theheathens isnt just in your natureitsyour calling. It falls to you to prosely-tize with sword and mace and spell. Tocleave deep into the witless heart of thewilds and plant the seed of divinity there.Some say that it is best to keep god closeto your heart. You know thats rubbish.God lives at the edge of a blade. Show theworld who is lord.

    The FighterIts a thankless jobliving day to day byyour armor and the skill of your arm. Todive heedlessly into danger. They wontbe playing golden horns for the time youtook that knife to the ribs for them in thebar in Bucksberg. No ock of angels tosing of the time you dragged them, stillscreaming, from the edge of the Pits ofMadness, no.

    Forget them.

    You do this for the guts and the glory.The scream of battle and the hot hotblood of it. You are a beast of iron.

    Your friends may carry blades of forgedsteel but, Fighter, you are steel. Whileyour traveling companions might moanabout their wounds over a campre inthe wilderness, you bear your scars withpride.

    You are the walllet every dangersmash itself to nothing on you. In theend, youll be the last one standing.

    The PaladinHell awaits. An eternity of torment inre or ice or whatever best suits thesins of the damned throngs of DungeonWorld. All that stands between the pitsof that grim torture and salvation is you.Holy man, armored war machine, tem-plar of the Good and the Light, right?The Cleric may say his prayers at night tothe gods, dwelling in their heavens. TheFighter may wield his sharp sword in thename of good but you know. Only you.

    Eyes, hands, and sweet killing blow ofthe gods, you are. Yours is the gift ofrighteousness and virtue. Of justice. Vi-sion, too. A purity of intent that yourcompanions do not have. So guide thesefools, Paladin. Take up your holy causeand bring salvation to the wastrel world.

    Vae victis, right?

    The RangerThese city-born folk you travel with.Have they heard the call of the wolf? Feltthe winds howl in the bleak deserts of theEast? Have they hunted their prey withthe bow and the knife like you? Hell no.Thats why they need you.

    Guide. Hunter. Creature of the wilds.You are these things and more. Your timein the wilderness may have been solitaryuntil now, the call of some greater thing call it fate if you like, has cast yourlot with these folk. Brave, they may be.Powerful and strong, too. You know thesecrets of the spaces-between, though.

    Without you, theyd be lost. Blaze a trailthrough the blood and dark, strider.

    The ThiefYouve heard them, sitting around thecampre. Bragging about this battle orthat. About how their gods are smilingon your merry band. You count yourcoins and smile to yourselfthis is thethrill above all. You alone know the se-cret of Dungeon World: lthy lthy lu-cre.

    Sure, they give you lip for all the timesyouve snuck off alone but without you,who among them wouldnt have beendissected by a ying guillotine or poi-soned straight to death by some an-cient needle-trap? So let them complain.When youre done with all this delvingyoull toast their heroes graves.

  • The Wizard Dungeon World

    2

    From your castle. Full of gold. You rogue.

    The WizardDungeon World has rules. Not the lawsof men or the rule of some petty tyrant.Bigger, better rules. You drop some-thingit falls. You cant make some-thing out of nothing. The dead stay dead,right?

    Oh, the things we tell ourselves to feelbetter about the long, dark nights.

    Youve spent so very long poring overthose tomes of yours. The experimentsthat nearly drove you mad and all thebotched summonings that endangeredyour very soul. For what? For power.What else is there? Not just the powerof King or Country but the power to boila mans blood in his veins. To call on thethunder of the sky and the churn of theroiling earth. To shrug off the rules theworld holds so dear.

    Let them cast their sidelong glances. Letthem call you warlock or diabolist.Who among them can hurl reballs fromtheir eyes?

    Yeah. We didnt think so.

  • Setting Up Using Dice

    3

    2Setting Up

    To play Dungeon World, youll need togather yourself and 25 friends. A groupof 4 to 5, including you, is best. Chooseone person to be the GameMaster (here-after: GM). Everyone else will be players,taking the role of the characters in thegame. The players get to say what theircharacters say, think, and do. The GMdescribes everything else in the world.

    You can play a single session or stringtogether multiple sessions into a cam-paign. Plan accordingly. Each sessionwill usually be a few hours and youll beable to start playing right away withinthe rst session.

    Youll need to print some materials. Be-fore you start a new game, print off atleast:

    A few copies of the basic and specialmoves

    One copy of each class sheet One copy each of the cleric and wiz-

    ard spell sheets One copy of the adventure sheet and

    GM moves

    Everyone at the table will need some-thing to write with and some six-sideddice. Two dice is the minimum but twodice per player is a good idea.

    Youll also need some specialized dice:four-sided, eight-sided, and ten-sided.One of each is enough but more is better;you wont have to pass them around somuch.

    Using DiceWhen talking about dice, dX means adice with X sides (d4, d6, d8, etc.). Anumber before the dice size means "rollthis many and add them together," so2d6 means "roll two six-sided dice andadd them together." Sometimes youlladd something to the roll, maybe a staticnumber or the result of another roll, addthat to the total. If theres a "b" at theend instead of adding them together youtake the best one (b for best), so 2d6b+1means "roll two six-sided dice and takethe best one and add one to it." A "w" atthe end means you take the worst result,so 2d6w means "roll two six-sided diceand take the worst one."

  • Moves The Flow of Play

    4

    3The Flowof Play

    Playing Dungeon World is a conversa-tion of sorts; I say something, then youreply, maybe someone else chimes in.We talk about the ction, whats hap-pening to the characters we imagine andthe world around them. We also talkabout the rules, how they come from andlead back to the ction. There are noturns or rounds in Dungeon World, noforced order of when people talk, but aconversation means taking turns. Dun-geon World is never a monologue, al-ways a conversation.

    The rules shape the conversation. Whilethe GM and the players are having a con-versation the rules and the ction arehaving a conversation too. The rules af-fect the game when the ction triggersthem and a rule will always tell you whenits meant to trigger.

    MovesThe basic unit of rules in Dungeon Worldis the Move . A move looks like this:

    When you attack an enemy in melee, roll+Str. On a 10+ you deal your damageto the enemy and avoid their attack. At youroption, you may choose to do +1d6 damagebut expose yourself to the enemys attack. Ona 79, you deal your damage to the enemyand the enemy makes an attack against you.

    Moves are rules that describe when theytrigger and what effect they have. Amove always depends on a ctional ac-tion and always has some ctional effect."Fictional" means that the action and ef-fect come from the shared imaginativespace were describing, not from us di-rectly. In the move above, the triggeris "when you attack an enemy in melee."The effect is what follows: a roll to bemade and differing ctional effects basedon the outcome of the roll. Most movesrely on one of a characters stats whichrepresent the characters innate abilities.

    When a player says their characterdoes something that triggers a movethat move happens and its rules apply.Moves and dealing damage are the onlytimes dice are rolled. The move will tellyou what dice to roll.

    The basic rule of moves is: take the ac-tion to gain the effect . To make themechanical aspect of a move happen thecharacter has to do something that trig-gers that move. Likewise, if the characterdoes something that triggers a move themechanical portion happens.

    Moves Are IndivisibleA character cant take the ctional actionthat triggers a move without that moveoccurring. For example, if Isaac tellsthe GM that his character dashes past acrazed, axe-wielding orc to the open door

    he makes the Defy Danger move becauseits trigger is "when you act despite animminent threat". Isaac cant just havehis character run past the orc withoutmaking the Defy Danger move and hecant make the Defy Danger move with-out acting despite an imminent threat.The moves and the ction go hand-in-hand to make up the game. When a moveis made it falls to the GM and players tomake sure that both of these things (c-tion and rules) happen.

    Taking a ctional action that should trig-ger a move and not applying it looks likethis: Ben says "I run past the orc to thedoor," but doesnt make the Defy Dangermove. In this case, the GM should sug-gest that the move applies: "So youreDefying the Danger of the crazed orc ashe swings at you?" Ben then has to bea real adventurer and Defy Danger orback off and do something else; he canttake action that triggers the move with-out making the move. He cant "just" runpast the orc without making the movethat applies.

    Trying to apply a move without takingthe action that makes the move occurhappens when a player jumps straightto the effects of the move. The Hack andSlash move has damage as one of its ef-fects. Dan cant just say "Im Hackingand Slashing! I rolled +Str and got a10, I do 1d8 damage." That doesnt workbecause his character hasnt taken anyctional action. "Hack and Slash" isntsomething a character doesits a rulethat happens when the character fulllsits trigger. The GMs response shouldbe "okay, how do you do that?" or "whatdoes that look like?"

    The GMs questions are there to renethe action, not to deny it. Its still a con-versation. The GM asks to make sure theeveryone understands whats happeningand the moves involved.

    Somemovesworkalittledifferentlytheyjust provide a bonus all the time. Thesemoves are still saying something ction-ally and mechanically. Theyre sayingsomething the character is or has. Forexample, the Thief move Cautious givesa constant bonus. Thats still a move,its just one thats always happening; theThief is particularly careful when look-ing for signs of traps. Maybe theyvelearned their lesson from being caughtin a trap before.

    Rolls and ResultsOnce a move applies, its time to lookat the effects. Most moves tell you toroll+something. The roll part means totake two d6s, roll them, and add themtogether. The +something part meansto add the modier associated with thatstat. So, a character with Dex modier of+2 who launches a Volley rolls two d6s,

  • The Flow of Play Terminology

    5

    adds them together, and adds two. Easy.

    The result of the roll falls into three cat-egories: a 10+ is a strong hit . A 79 is aweak hit . A 6- is a miss .Strong hits and weak hits are both hits. A hit means the character does whatthey set out to, more or less. A strong hitmeans they do it without much trouble orcomplications. A weak hit means com-plications and unpleasantries. Some-times, a weak hit will mean you need tomake a hard decision about what to donext. The move will always say what todo for a strong and weak hit.

    A miss means that the characters actionis unsuccessful or carries major conse-quences. Unless the move tells you whatto do, all moves work the same on amissthe GM takes action, doing some-thing dangerous to the characters.

    TerminologySome moves use the phrase "deal dam-age ." Dealing damage means you roll thedamage dice for your class and modify itbased on the weapon you were using forthat move. You have to be wielding aweapon to use your classs damage dice.Default damage without a weapon is 1.

    Some moves say "take +1 forward ." Thatmeans to take +1 to your next move roll(not damage). The bonus can be greaterthan +1, or even a penalty, like -1. Therealso might be a condition, such as "take+1 forward to Hack and Slash," in whichcase the bonus applies only to the nexttime you roll Hack and Slash, not anyother move.

    Some moves say "take +1 ongoing ." Thatmeans to take +1 to all move rolls (notdamage). The bonus can be larger than+1, or it can be a penalty, like -1. Therealso might be a condition, such as "take+1 ongoing to Volley." An ongoing bonusalso says what causes it to end, like "untilyou dismiss the spell" or "until you atoneto your deity."

    Some moves give you hold . Hold iscurrency that allows you to make somechoices later on by spending the hold asthe move describes. Hold is always savedup for the move that generated it; youcant spend your hold from Defend onTrap Sense or vice versa.

    There are some moves that all the play-ers have access to. These are the Basicand Special moves. Basic moves are thethings that happen oftenplayers willroll these a lot. Special moves are movesthat come up less frequently, but every-one has access to them.

    Each class also has some of its ownmoves. Some of these moves are start-ing moves that the class starts with.Others are advanced moves that theplayer may choose as their character

    grows.

    StatsThe basic stats are:

    Strength (Str). The characters physi-cal force and muscle. Used for moves inmelee combat and breaking things.

    Dexterity (Dex). The characters preci-sion and aim. Used for moves in rangedcombat and avoiding things.

    Constitution (Con). The charactershealth and ability to take a beating. Usedfor moves that endure things and surviv-ing dangers.

    Intelligence (Int). The characters ac-cumulated knowledge and logical think-ing. Used for moves that rely on re-membered facts and casting some kindsof spells.

    Wisdom (Wis). The characters keensenses and mental defenses. Used formoves that rely on noticing things andcasting some kinds of spells.

    Charisma (Cha). The characters forceof personality and charm. Used for socialmoves.

    Each basic stat has a score from 3 to 18and a modier from -3 to +3. Whena stat is spelled out (like "Strength") thatrefers to the score, when the three letterabbreviation (like "Str") is used it refersto the modier. The stats modier de-pends on the stats score:Score Modier1-3 -3

    4-5 -2

    6-8 -1

    9-11 0

    12-15 +1

    16-17 +2

    18 +3

    There are also a few special stats:

    Bond is how well your character knowsanother character. You use Bond to aidanother character or interfere with theiractions. Bond is about knowledge andnot about how well you get along or howsimilar you are. Bond may also be asym-metrical: the Fighter might know theWizard very well, but the Wizard doesntpay much attention to the Fighter. YourBond with someone starts based on yourhistory with them. Each class has start-ing bonds with blanks to ll in names.When you roll+Bond, count the numberof Bonds you have with that person andadd that to the roll.

    Level reects how your character hasgrown. Your character starts at level 1,and may advance all the way to level 10.Your level tracks how far youve grown.As you advance in level you gain newmoves.

    EquipmentEvery adventurer needs stuff: weapons,spellbooks, armor, holysymbols, and thelike. Each item says what it does. Ingeneral, weapons dene the way a char-acter deals damage with it and at whatrange they can do that damage. Armorand shields reduce damage taken. Otheritems have various effects.

    Items say what they do through theirtags . A tag is a word or phrase that indi-cates some common ability the item pos-sess. The Messy tag, for example, meansthe weapon does damage in a particularlydevastating way.

    All items, unless otherwise noted, aremundane . Theyre not magical in anyway. Some items are enchantedtheywork through arcane or divine tricks.These magic items are tougher to get,tougher to destroy, and more powerfulto use.

    Characters are limited in how much theycan carry by their Load . Load is deter-mined by class. Carrying items whosetotal weight is more than your loadcauses problems.

    Some classes have other specic tools attheir disposal like custom gear or ties topowerful entities or organizations. Therules for these are detailed with eachclass.

    Damage and HPDungeon World is a dangerous place inmany ways, not least of which are thephysical perils that await in the forgottenhalls where adventurers explore. Eachcharacter has HP . HP is short for hitpoints; its a number which reects acharacters condition. The charactersHP value is determined by their class andConstitution score. Your HP doesnt au-tomatically go up as you level, but if yourConstitution score changes you updateyour HP as well.

    When a character takes damage they re-duce their current HP by that amount. Iftheir current HP falls to zero it meanstheyre dying and must immediatelymake the Last Breath move. HP nevergoes negative; if damage would take acharacters HP below zero set it to zeroinstead.

    Depending on the outcome of the LastBreath move a character may be stableat 0 HP. Stable means the character wontget worse on their own but they wontget better without care or time. If a sta-ble character takes damage they stay at 0HP but must make the Last Breath moveagain immediately.

    Armor prevents damage. When you takedamage you subtract your armor fromthe damage dealt.

  • Advancement The Flow of Play

    6

    The Cleric is all about healing HP. With-out the Clerics healing magics, adven-turers are left at the mercies of ban-dages, poultices, and other crude med-icines, plus the odd healing potion.

    HP tracks the assorted bruises and cutsthat accumulate but some wounds godeeper. These are debilities . Debil-ities give you a -1 to your modier forone stat. They dont effect the base score(so being Weak wont effect your Load,just your Str modier). Theyre tougherto heal than HP, your best bet is to getsomewhere safe and spend a few daysresting to get rid of them.

    AdvancementAdventurers in Dungeon World growand learn from their experiences. Even-tually, with time and luck, they surviveto level up.

    Experience is tracked via XP . Playersmark XP by keeping a tally on their char-acter sheet. When they have XP marksequal to their current level + 7 they areready to level up, but they do not actuallylevel up until they have some downtime(usually in camp or in a nearby village).Gaining a new level means choosing anew move from your class. If your newlevel is 3rd, 6th, or 9th you also get to in-crease one stat by 2, adjusting the modi-er to reect the new score.

    There are two times when you mark XP:when you roll a miss (6-) and when youmake the End of Session move.

    Whenever you roll a miss (a 6 or lower)when making a move you mark XP. Theseare the tough lessons of the adventuringlife.

    At the end of each session one of yourBonds may resolve. When a Bond is nolonger applicable it can be resolved if theperson you share that Bond with agrees.When a Bond is resolved you mark XPand write a new bond.

    You also look back at your alignmentover the session you just concluded. Ifyou fullled your alignment at least oncein the session youll get XP.

    The End of Session move also has threequestions that all the players answer asa group. For each "yes" answer everyonegains XP.

    SessionsA session of Dungeon World is one timeyou sit down to play. A session usuallyruns a few hours and may be a singleadventure or part of a larger campaign.

    The rst session of a game starts off a lit-tle different. First youll need to choosea GM. Once the GM is settled, everyoneelse will need to make characters. Seethe character creation chapter for moreon that.

    During character creation, the GM willbe asking questions and making plansfor how to start the game. A game ofDungeon World always starts with ac-tion, either action already underway orimpending.

    Such a situation will lead to the charac-ters making moves, which will cause fur-ther moves. Moves lead to more moves.This snowballing action from move tomove is what builds an exciting game.Once a few moves have been made, youllnd it easy to keep going. The moveswill keep giving you ideas and promptsfor further action which leads to moremoves.

    Why?Why play Dungeon World?

    First, to see the characters do amazingthings . To see them explore the un-explored, slay the undying, and go fromthe deepest bowels of the world to thehighest peaks of the heavens. To seethem caught up in momentous eventsand grand tragedies.

    Second, to see them play off eachother : to stand together as a unitedfront against their foes or to bicker andargue over treasure. To unite and fallapart and reunite again.

    Third, because the world still hasso many places to explore . Thereare unlooted tombs and dragon hordesdotting the countryside just waiting forquick-ngered and strong-armed ad-venturers to discover them. That un-explored world has plans of its own. Weplay to see what they are and how theyllchange the lives of our characters.

  • Character Creation 1. Choose a Class

    7

    4CharacterCreation

    Making Dungeon World characters isquick and easy. You should all createyour rst characters together at the be-ginning of your rst session. Charactercreation is, just like play, a kind of con-versationeveryone should be there forit. Its somewhat likely your charactermay die along the way. if they do, noworries, the character creation processhelps you make a new character that tsinto the group in just a few minutes.

    If youre the GM, your role during char-acter creation is to help everyone, askquestions, and take notes. When a playermakes a choiceparticularly for theirBondsask them about it. Get moredetail. Think about what these detailsmean.

    The GM should also set expectations: theplayers are to play their characters aspeople. Skilled adventurers delving intodangerous places, but real people. TheGMs role is to play the rest of the worldas a dynamic, changing place.

    Some questions commonly come up dur-ing character creation:

    Are the characters friends? No, not nec-essarily, but they do work together as ateam for common goals. Their reasonsfor pursuing those goals may be differ-ent, but they generally manage to worktogether.

    Are there other Wizards? Not really. Thereare other workers of arcane magic, andthe common folk may call them wizards,but theyre not like you. They dont havethe same abilities, though they may besimilar. Same goes for any class: theresonly one Cleric, though there are manywith similar powers of divine servitude.Theres only one Thief, but there are oth-ers that ght from the shadows and stealthings.

    Whats coin? Coins the currency of therealm. Its good pretty much every-where. Itll buy you mundane stuff, likesteel swords and wooden staves, but thespecial stuff, like magic weapons, isntfor sale.

    Is the GM trying to kill us? Nope. The GMrepresents the world. Its a dangerousplace, and yeah, you might die. But shesnot trying to kill you.

    Most everything you need to createa character youll nd on the charac-ter sheets. These steps will walk youthrough lling out a character sheet.

    1. Choose a ClassLook over the character classes andchoose one that interests you. Everyonechooses a different class; there arent twoWizards. If two people want the sameclass, talk it over like adults and com-promise.

    I sit down with Paul and Shannon to play agame run by John. Ive got some cool ideasfor a Wizard, so I mention that would bemy rst choice. No one else was thinking ofplaying one, so I take the playbook.

    2. Choose a RaceEvery class has a few race options.Choose one. Your race gives you a specialmove.

    I like the idea of summoning up Things FromBeyond, so I choose Human, since that givesme a bonus to Summoning spells. I thoughtabout being an Elf, but Shannons playingthe Cleric so I dont think well need moreCleric spells.

    3. Choose a NameChoose your characters name from thelist.

    Avon sounds good.

    4. Choose LookYour look is your physical appearance.Choose one item from each list.

    Haunted eyes sound good, since Ive seenThings From Beyond. No good Wizard hastime for hair styling, wild hair it is. My robesare strange, and I mention to everyone that Ithink maybe they came from Beyond as partof one of my summonings. No time to eatwith all that magic: thin body.

    5. Choose StatsLook over the basic moves and the start-ing moves for your class. Pick out themove that interests you the most: some-thing youll be doing a lot, or somethingthat you excel at. Put your 17 in the statfor that move. Look over the list againand pick out the next most importantmove to your character, maybe some-thing that supports your rst choice. Putyour 15 in the stat for that move. Repeatthis process for your remaining scores:13, 11, 9, 8.

    Alternatively, if everyone wants a lit-tle more randomness then you can rollstats. Roll 3d6 and assign the total to astatrepeat this until you have all yourstats.

    If you want something really randomyou can roll for stats in order (Str, Dex,Con, Int, Wis, Cha). If you choose thismethod you get to roll before you chooseyour class.

  • 6. Figure Out Modiers Character Creation

    8

    It looks like I need Intelligence to cast spells,which are my thing, so my 17 goes there. TheDefy Danger option for Dexterity looks likesomething I might be doing to dive out ofthe way of a spell, so that gets my 15. A13 Wisdom will help me notice importantdetails (and maybe keep my sanity, based onthe Defy Danger move). Charisma might beuseful is dealing with summoned creaturesso Ill put my 11 there. Living is always nice,so I put my 9 in Constitution for some extraHP. Strength gets the 8.

    6. Figure Out ModiersNext you need to gure out the modi-ers for your stats. The modiers arewhat you use when a move says +Dex or+Cha. You wont actually use the rawscores much.Score Modier1-3 -3

    4-5 -2

    6-8 -1

    9-11 0

    12-15 +1

    16-17 +2

    18 +3

    7. Set Starting HPYour starting HP is equal to your classsbase HP+Constitution score.

    Base 4 plus 9 con gives me a whopping 13 HP.I guess Summoning takes a toll on the body.

    8. Choose Starting MovesSome classes, like the Fighter, havechoices to make as part of one of theirmoves. Make these choices now. TheWizard will need to choose spells fortheir spellbook. Both the Cleric and theWizard will need to choose which spellsthey have prepared to start with.

    ASummoningspell isaneasychoice, soItakeContact Spirits. Magic Missile will allowme to deal more damage than my pitiful d4damage dice, so thats in too. I choose Alarmfor my last spell, since I can think of someinteresting uses for it.

    9. Choose AlignmentYour alignment is a few words that de-scribe your characters moral outlook.These are general and tend to guide yourcharacters outlook rather than dictatetheir actions. Usually alignment is a sin-gle term declaring the characters alle-giance to the forces of good, the hordesof evil, or the path of neutrality between.

    The alignments are Good, Evil, and Neu-tral. Some classes may only be certainalignments. Choose your alignmentitgives you more ways to earn XP.

    Avon is all about the magical mysteries,which makes the Neutral alignment standout. Ill go with that one.

    10. Choose GearEach class has choices to make for start-ing gear. Keep your Load in minditlimits how much you can easily carry.Make sure to total up your armor andnote it on your character sheet.

    Im worried about my HP, so I take armorover books. A dagger sounds about rightfor rituals, I choose that over a staff. Its atoss up between the healing potion and theantitoxin, but healing wins out. I also endup with some rations.

    11. Introduce Your CharacterNow that you know who your characteris, its time to introduce them to every-one else. Wait until everyones nishedchoosing their name. Then go aroundthe table; each player gets to share theirlook, class and anything else about theircharacter. You can share your alignmentnow or keep it a secret if you prefer.

    This is also the time for the GM to askquestions. The GMs questions shouldhelp establish the relationships betweencharacters ("What do you think aboutthat?") and draw the group into the ad-venture ("Does that mean youve metGrundloch before?"). The GM shouldlisten to everything in the descriptionand ask about anything that stands out.Establish where theyre from, who theyare, how they came together, or anythingelse that seems relevant or interesting.

    "ThisisAvon, summonerofThingsFromBe-yond! Hes a human wizard with hauntedeyes, wild hair, strange robes, and a thinbody. Like I mentioned before his robes arestrange because theyre literally not of thisworld: they came through as part of a sum-moning ritual."

    12. Choose BondsOnce everyone has described their char-acters you can choose your Bonds. Youmust ll in one bond but its in your bestinterest to ll in more. For each blankll in the name of one character. You canuse the same character for more than onestatement.

    Once everyones lled in their bondsread them out to the group. When a move

    has you roll+bonds youll count the num-ber of Bonds you have with the characterin question and add that to the roll.

    With everyone introduced I choose whichcharacter to list in each Bond, I have PaulsFighter Gregor and Shannons Cleric Brin-ton to choose from. The Bond aboutprophecy sounds fun, so I choose Gregor forit and end up with "Gregor will play an im-portant role in the events to come. I haveforeseen it!" It seems like The Wizard whocontacts Things From Beyond and the Clericmight not see eye to eye, so I add Shannonscharacter and get "Brinton is woefully mis-informed about the world; I will teach themall that I can." I leave my last Bond blank,Ill deal with it later. Once everyone is doneI read my Bonds aloud and we all discusswhat this means about why were togetherand where were going.

  • Basic Moves Hack and Slash

    9

    5Basic Moves

    Hack and SlashWhen you attack an enemy in melee ,roll+Str. On a 10+ you deal your damageto the enemy and avoid their attack. Atyour option, you may choose to do +1d6damage but expose yourself to the en-emys attack. On a 79, you deal yourdamage to the enemy and the enemymakes an attack against you.

    VolleyWhen you take aim and shoot at anenemy at range , roll+Dex. On a 10+you have a clear shotdeal your dam-age. On a 79, choose one (whicheveryou choose you deal your damage):

    You have to move to get the shot plac-ing you in danger of the GMs choice

    You have to take what you can get:-1d6 damage

    You have to take several shots, reduc-ing your ammo by one.

    Defy DangerWhen you act despite an imminentthreat or suffer a calamity , say howyou 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,the threat doesnt come to bear. On a79, you stumble, hesitate, or inch: theGM will offer you a worse outcome, hardbargain, or ugly choice.

    DefendWhen you stand in defense of a per-son, item, or location under attack,roll+Con. On a 10+, hold 3. On a 79,hold 1. So long as you stand in defense,when you or the thing you defend is at-tacked you may spend hold, 1 for 1, tochoose an option:

    Redirect an attack from the thing youdefend to yourself

    Halve the attacks effect or damage Open up the attacker to an ally giv-

    ing that ally +1 forward against theattacker

    Deal damage to the attacker equal toyour level

    Spout LoreWhen you consult your accumu-lated knowledge about something

    , roll+Int. On a 10+ the GM will tell yousomething interesting and useful aboutthe subject relevant to your situation. Ona 79 the GM will only tell you somethinginterestingits on you to make it use-ful. The GM might ask you "How do youknow this?" Tell them the truth, now.

    Discern RealitiesWhen you closely study a situationor person , roll+Wis. On a 10+ ask theGM 3 questions from the list below. Ona 79 ask 1. Take +1 forward when actingon 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? Whos really in control here? What here is not what it appears to

    be?

    ParleyWhen you you have leverage on a GMcharacter and manipulate them ,roll+Cha. Leverage is something theyneed or want. On a hit they ask youfor something and do it if you makethem a promise rst. On a 79, theyneed some concrete assurance of yourpromise, right now.

    Aid or InterfereWhen you help or hinder someoneyou have a Bond with , roll+Bond withthem. On a 10+ they take +1 or -2, yourchoice. On a 79 you also expose yourselfto danger, retribution, or cost.

  • Last Breath Special Moves

    10

    6SpecialMoves

    Last BreathWhen youre dying you catch a glimpseof what lies beyond the Black Gates ofDeaths Kingdom (the GM will describeit), then roll (just roll, +nothingyeah,Death doesnt care how tough or cool youare). On a 10+ youre stable. On a 79Death will offer you a bargaintake itand stabilize or refuse and pass beyondthe Black Gates into whatever fate awaitsyou. On a miss, you are dead.

    EncumbranceWhen you make a move while car-rying weight up to or equal to Load,youre ne. When you make a movewhile carrying weight equal to load+1 orload+2, you take -1. When you make amove while carrying weight greater thanload+2, you have a choice: drop at least1 weight and roll at -1, or automaticallyfail.

    Make CampWhen you settle in to rest consumea ration. If youre somewhere danger-ous decide the watch order as well. Ifyou have enough XP you may Level Up.When you wake from at least a few un-interrupted hours of sleep heal damageequal to half your max HP.

    Take WatchWhen you youre on watch andsomething approaches the camproll+Wis. On a 10+ youre able to wakethe camp and prepare a response, thecamp takes +1 forward. On a 79 youreact just a moment too late; the campis awake but hasnt had time to prepare.You have weapons and armor but littleelse. On a miss whatever lurks outsidethe campres light has the drop on you.

    Undertake a Perilous JourneyWhen you travel through hostile terri-tory, choose one member of the party toact as trailblazer, one to scout ahead, andone to be quartermaster (the same char-acter cannot have two jobs). If you donthave enough party members or choosenot to assign a job, treat that job as ifit had rolled a 6. Each character with ajob to do rolls+Wis. On a 10+ the quar-termaster reduces the number of rationsrequired by one. On a 10+ the trailblazerreduces the amount of time it takes toreach your destination (the GM will sayby how much). On a 10+ the scout willspot any trouble quick enough to let youget the drop on it. On a 79 each rolesperforms their job as expected: the nor-mal number of rations are consumed, thejourney takes about as long as expected,no one gets the drop on you but you dontget the drop on them either.

    Level UpWhen you have downtime (hours ordays) and XP equal to (or greaterthan) your current level + 7 , subtractyour current level +7 from your XP, in-crease your level by 1, and choose a newadvanced move from your class. If youare the Wizard, you also get to add a newspell to your spellbook.

    If your new level is 3, 6, or 9, you alsoget to increase a stat by 2. Increase thebase score of the stat of your choice by2, adjust the modier to reect the newscore. Changing your Constitution in-creases your maximum and current HP.Ability scores cant go higher than 18.

    End of SessionWhen you reach the end of a session, choose one your bonds that you feel isresolved (completely explored, no longerrelevant, or otherwise). Ask the player ofthe character you have the bond with ifthey agree. If they do, mark XP and writea new bond with whomever you wish.

    Once bonds have been updated look atyour alignment. If you fullled thatalignment at least once this session,mark XP. Then answer these three ques-tions as a group:

    Did we learn something new and im-portant about the world?

    Did we overcome a notable monsteror enemy?

    Did we loot a memorable treasure?For each "yes" answer everyone marksXP.

    CarouseWhen you return triumphant andthrow a big party , spend 100 coin androll + extra 100s of coin spent. On a 10+choose 3. On a 79 choose 1. On a miss,you still choose one, but things get reallyout of hand.

    You befriend a useful NPC You hear rumors of an opportunity You gain useful information You are not entangled, ensorcelled,

    or tricked

    SupplyWhen you go to buy something withgold on hand , if its something read-ily available in the settlement youre in,you can buy it at market price. If itssomething special, beyond whats usu-ally available here, or non-mundane,roll+Cha. On a 10+ you nd what yourelooking for at a fair price. On a 79 youllhave to pay more or settle for somethingsimilar.

  • Special Moves Recover

    11

    RecoverWhen you do nothing but rest incomfort and safety after a day of restyou recover all your HP. After three daysof rest you remove one debility of yourchoice. If youre under the care of ahealer (magical or otherwise) you heala debility for every two days of rest in-stead.

    RecruitWhen you put out word that yourelooking to hire help , roll. If you makeit known . . .

    . . . that your pay is generous, take +1 . . . what youre setting out to do, take

    +1 . . . that theyll get a share of whatever

    you nd, take +1

    If you have a useful reputation aroundthese parts take an additional +1. On a10+ youve got your pick of a numberof skilled applicants, your choice whoyou hire, no penalty for not taking themalong. On a 79 youll have to settlefor someone close or turn them away.On a miss someone inuential and ill-suited declares theyd like to come along(a foolhardy youth, a loose-cannon, or aveiled enemy, for example), bring themand take the consequences or turn themaway. If you turn away applicants youtake -1 forward to Recruit.

    Outstanding WarrantsWhen you return to a civilized placein which youve caused trouble be-fore , roll+Cha. On a hit, word hasspread of your deeds and everyone rec-ognizes you. On a 79, that, and, the GMchooses a complication:

    The local constabulary has a warrantout for your arrest

    Someone has put a price on your head Someone important to you has been

    put in a bad spot as a result of youractions

    BolsterWhen you spend your leisure timein study, meditation, or hard prac-tice, you gain preparation. If you pre-pare for a week or two, 1 preparation.If you prepare for a month or longer,3 preparation. When your preparationpays off spend 1 preparation for +1 to anyroll. You can only spend one preparationper roll.

  • Names The Bard

    12

    7The Bard

    Sure, an adventurers life is all open roadsand the glory of coin and combat. Thosetales that are told in every farmhand-lled inn have to have some ring of truthto them, dont they? The songs to inspirepeasantry and royals aliketo soothethe savage beast or drive men to a frenzyhave to come from somewhere.

    Enter the Bard. You, with your smoothtongue and quick wit. You teller-of-talesand singer-of-songs. It takes a mereminstrel to retell a thing but a true Bardto live it. Strap on your boots, noble ora-tor. Sharpen that hidden dagger and takeup the call. Someones got to be there,ghting shoulder-to-shoulder with thegoons and the thugs and the soon-to-be-heroes. Who better than you to write thetale of your own heroism?

    Nobody. Get going.

    NamesElf : Astrafel, Daelwyn, Feliana, Damarra,Sistranalle, Pendrell, Melliandre, Dagoliir

    Human : Baldric, Leena, Dunwick,Willem, Edwyn, Florian, Seraphine,Quorra, Charlotte, Lily, Ramonde, Cas-sandra

    LookChoose one for each:

    KnowingEyes, FieryEyes, orJoyous Eyes

    Fancy Hair, Wild Hair, or Stylish Cap

    Finery, Traveling Clothes, or PoorClothes

    Fit Body, Well-fed Body, or Thin Body

    StatsAssign these scores to your stats:

    17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)

    You start with 6+Constitution HP.

    Your base damage is d6.

    Starting MovesChoose a racial move:

    ElfWhen you enter an important location(your call) you can ask the GM for onefact from the history of that location.

    HumanWhen you rst enter a civilized settle-ment someone who respects the customof hospitality to minstrels will take youin as their guest.You start with these moves:

    Arcane Art (Cha)When you weave a performance into abasic spell, choose an ally and an effect:

    Heal 1d8 damage +1d4 forward to damage Their mind is shaken clear of one en-

    chantment The next time the target is Aided, on

    a hit they get +2 instead of +1

    Then roll+Cha. On a hit, the ally gets theselected effect. On a 7-9, you also drawunwanted attention or your magic rever-berates to other targets affecting them aswell, GMs choice.

    Bardic LoreChoose an area of expertise:

    On Spells and Magicks The Dead and Undead Grand Histories of the Known World A Bestiary of Creatures Unusual The Planar Spheres Legends of Heroes Past Gods and Their ServantsWhen you rst encounter an importantcreature, location, or item (your call) cov-ered by your Bardic Lore you can askthe GM any one question about it, theGM will answer truthfully. The GM maythen ask you what tale, song, or legendyou heard that information in.

    Charming and OpenWhen you speak frankly with someone,you can ask their player a question fromthe list below. If they answer it truthfullythey then get to ask you a question fromthe list below.

    Whom do you serve? What do you wish I would do? How can I get you to

    ? What are you really feeling right

    now? What do you most desire?

    A Port in the StormWhen you return to a civilized settle-ment youve visited before, tell the GMwhen you were last here. Theyll tell youhow its changed since then.

    AlignmentChoose an alignment:

    GoodPerform your art to aid someone else

    NeutralAvoid a conict or defuse a tense situa-tion

  • The Bard Gear

    13

    ChaoticSpur others to signicant and unplanneddecisive action

    GearYour Load is 5+Str. You have dungeonrations (5 uses, 1 weight). Choose oneinstrument:

    Your fathers mandolin, repaired A ne lute, a gift from a noble The pipes with which you courted

    your rst love A stolen horn A ddle, never before played A songbook in a forgotten tongueChoose your clothing:

    Leather armor (1 armor, 1 weight) Ostentatious clothesChoose your armament:

    Dueling rapier (Close, Precise, 2weight)

    Worn bow (Near, 2 weight), bundle ofarrows (3 ammo, 1 weight), and shortsword (Close, 1 weight)

    Choose one:

    Adventuring Gear (1 weight) Bandages (0 weight) Haling pipeleaf (1 weight) 3 coin

    BondsFill in the name of one of your compan-ions in at least one:

    This is not my rst adventure with

    .

    I sang stories of

    long before I ever met them in person.

    is often the butt of my jokes.

    I am writing a ballad about the adven-tures of

    .

    trusted me with a secret.

    does not trust me, and for good reason.

    Advanced MovesWhen you gain a level from 2-5,choose from these moves.

    Healing SongWhen you heal with Arcane Art, you heal+1d8 damage.

    Vicious CacophonyWhen you grant bonus damage with Ar-cane Art, you grant an extra +1d4 dam-age.

    It Goes To ElevenWhen you unleash a crazed performance(a righteous lute solo, mighty brass blast,confusing interpretive dance) choose atarget who can hear you and roll+Cha.On a 10+ the target ails in confusiondealing its damage to a creature of yourchoosing. On a 79 it deals its damage,but then takes +1d4 damage ongoing asthe music invigorates it.

    Metal HurlantWhen you shout with great force or playa shattering note choose a target androll+Con. On a hit the target takes 2d6damage and is deafened for a few min-utes. On a 79 its out of control: the GMwill choose an additional target nearby.

    A Little Help From My FriendsWhen you successfully Aid someone youtake +1 forward as well.

    Eldritch TonesWhen you use Arcane Art, you choosetwo effects instead of one.

    Duelists ParryWhen you Hack and Slash, you take +1armor forward.

    BamboozleWhen you Parley with someone, on a hityou also take +1 forward with them.

    Multiclass DabblerGet one move from another class. Treatyour level as one lower for choosing themove.

    Multiclass InitiateGet one move from another class. Treatyour level as one lower for choosing themove.When you gain a level from 6-10,choose from these moves or the level2-5 moves.

    Healing ChorusReplaces: Healing Song

    When you heal with Arcane Art, you heal+2d8 damage.

    Vicious BlastReplaces: Vicious Cacophony

    When you grant bonus damage with Ar-cane Art, you grant an extra +1d4 dam-age.

    Unforgettable FaceWhen you meet someone youve met be-fore (your call) after some time apart youtake +1 forward against them.

    Reputation (Cha)When you rst meet someone whosheard songs about you, roll+Cha. On a10+, tell the GM two things theyve heardabout you. On a 7-9, tell the GM one thingtheyve heard, and the GM tells you onething.

    Eldritch ChordReplaces: Eldritch Tones

    When you use Arcane Art, you choosetwo effects. You also get to choose one ofthose effects to double.

    An Ear For MagicWhen you hear an enemy cast a spell theGM will tell you the name of the spell andits effects. Take +1 forward when actingon the answers.

    DeviousWhen you use Charming and Open youmay also ask "How are you vulnerableto me?" Your subject may not ask thisquestion of you.

  • Advanced Moves The Bard

    14

    Duelists BlockReplaces: Duelists Parry

    When you Hack and Slash, you take +2armor forward.

    ConReplaces: Bamboozle

    When you Parley with someone, on a hityou also take +1 forward with them andget to ask their player one question whichthey must answer truthfully.

    Multiclass MasterGet one move from another class. Treatyour level as one lower for choosing themove.

  • The Cleric Names

    15

    8The Cleric

    The lands of Dungeon World are a gods-forsaken mess. Theyre lousy with thewalking dead, beasts of all sorts, and thevast unnatural spaces between safe andtemple-blessed civilizations. It is a god-less world out there. Thats why it needsyou.

    Bringing the glory of your god to theheathens isnt just in your natureitsyour calling. It falls to you to prosely-tize with sword and mace and spell. Tocleave deep into the witless heart of thewilds and plant the seed of divinity there.Some say that it is best to keep god closeto your heart. You know thats rubbish.God lives at the edge of a blade. Show theworld who is lord.

    NamesDwarf : Durga, Aelfar, Gerda, Rur-gosh, Bjorn, Drummond, Helga, Siggrun,Freya

    Human : Wesley, Brinton, Jon, Sara,Hawthorn, Elise, Clarke, Lenore, Piotr,Dahlia, Carmine

    LookChoose one for each:

    Kind Eyes, Sharp Eyes, or Sad Eyes

    Tonsure, Strange Hair, or Bald

    Flowing Robes, Habit, or Common Garb

    ThinBody, KnobbyBody, orFlabby Body

    StatsAssign these scores to your stats:

    17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)

    You start with 8+Constitution HP.

    Your base damage is d6.

    Starting MovesChoose a racial move:

    DwarfYou are one with stone. When you Com-mune you are also granted a special ver-sion of Words of the Unspeaking whichonly works on stone as a Rote.

    HumanYour faith is diverse. Choose one Wizardspell. You can cast and be granted thatspell as if it was a Cleric spell.You start with these moves:

    DeityYou serve and worship some deity orpower which grants you spells. Giveyour god a name (maybe Helferth, Su-cellus, or Zorica) and choose your deitysdomain:

    Healing and Restoration

    Bloody Conquest Civilization Knowledge and Hidden Things The Downtrodden and Forgotten What Lies BeneathChoose one precept of your religion:

    Your religion preaches the sanctity ofsuffering, add Petition: Suffering

    Your religion is cultish and insular,add Petition: Gaining Secrets

    Your religion has important sacri-cial rites, add Petition: Offering

    Your religion believes in trial by com-bat, add Petition: Personal Victory

    Divine GuidanceWhen you fulll your religions peti-tion your deity grants you some usefulknowledge or boon related to their do-main. The GM will tell you what.

    Turn UndeadWhen you hold your holy symbol aloftand pray aloud for protection, roll+Wis.On a hit so long as you continue to prayand brandish your holy symbol no un-dead may come within reach of you. Ona 10+ intelligent undead are momentar-ily dazed by the radiance of your god andmindless undead ee. If you move ag-gressively towards an undead creaturewhile Turning them it breaks the effectsand they are able to act as normal. Intel-ligent undead, vampires and so on, maystill nd ways to harry you from afar.Theyre clever like that.

    CommuneWhen you spend uninterrupted time (anhour or so) in quiet communion withyour deity, you lose any spells alreadygranted to you and are granted new spellsof your choice whose total levels dontexceed your own+1. You also prepareyour rotes; they dont count against yourlimit. You cant prepare spells that arehigher level than you.

    Cast a SpellWhen you unleash a spell granted to youby your deity, roll+Wis. On a 10+, thespell is successfully cast and your deitydoes not revoke the spell, so you may castit again. On a 7-9, the spell is cast, butchoose one:

    You draw unwelcome attention orput yourself in a spot (the GM willdescribe it).

    Your casting distances you from yourdeitytake -1 ongoing to Cast a Spelluntil you Commune.

    After you cast it, the spell is revokedby your deity. You cannot cast thespell again until you Commune and

  • Alignment The Cleric

    16

    have it granted to you.

    AlignmentChoose an alignment:

    GoodEndanger yourself to heal another

    LawfulEndanger yourself following the pre-cepts of your church or god

    EvilHarm another to prove the superiority ofyour church or god

    GearYour Load is 7+Str. You carry dungeonrations (1 weight, 5 uses) and some sym-bol of the divine, describe it (weight 0).Choose your defenses:

    Chainmail (1 armor, 1 weight) Shield (+1 armor, 2 weight)Choose your armament:

    Warhammer (Close, 1 weight) Mace (Close, 1 weight) Staff (Close, Two-handed, 1 weight)

    and bandages

    Choose one:

    Adventuring gear (1 weight) and dun-geon rations (1 weight)

    Healing potion (1 weight)

    BondsFill in the name of one of your compan-ions in at least one:

    has insulted my deity; I do not trustthem.

    is a good and faithful person; I trustthem implicitly.

    is in constant danger, I will keep themsafe.

    I am working on converting

    to my faith.

    Advanced Moves

    When you gain a level from 2-5,choose from these moves.

    Chosen OneChoose one spell. You are granted thatspell as if it was one level lower.

    InvigorateWhen you heal someone they take +2damage forward.

    The Scales of Life and DeathWhen someone takes their Last Breathin your presence they take +1 to the roll.

    SerenityYou are able to divide your power effec-tively. When you cast a spell you ignorethe rst -1 penalty from ongoing spells.

    First AidCure Light Wounds does not countagainst your limit of granted spells.

    Divine InterventionWhen you Commune you get 1 hold andlose any hold you already had. Spendthat hold when you or an ally takes dam-age to call on your deity, they intervenein an appropriate idiom (a sudden gustof wind, a lucky slip, a burst of light) andnegate the damage.

    PenitentWhen you take damage and embrace thepain, you may take +1d4 damage (ignor-ing armor). If you do, take +1 forward toCast a Spell.

    EmpowerWhen you Cast a Spell, on a 10+ you havethe option of choosing from the 7-9 list.If you do, you may choose one of theseeffects as well:

    The spells effects are doubled The spells targets are doubled

    Orison for GuidanceWhen you sacrice something of valueto your deity and pray for guidance yourdeity tells you what it would have you do.If you do it, mark experience.

    Divine ProtectionWhen you wear no armor or shield youget 2 armor.

    Devoted HealerWhen you heal someone else of damage,heal +your level damage.

    When you gain a level from 6-10,choose from these moves or the level2-5 moves.

    AnointedRequires: Chosen One

    Choose one spell. You are granted thatspell as if it was one level lower.

    ViciousRequires: Inquisitor

    When you do damage with a spell, youdeal +1d4 damage.

    ReaperWhen you take time after a conict todedicate your victory to your deity anddeal with the dead, take +1 forward.

    ProvidenceReplaces: Serenity

    You ignore the -1 penalty from two spellsyou maintain.

    Greater First AidRequires: First Aid

    Cure Moderate Wounds does not countagainst your limit of granted spells.

    Divine InvincibilityReplaces: Divine Intervention

    When you Commune you get 2 hold andlose any hold you already had. Spendthat hold when you or an ally takes dam-age to call on your deity, they intervenein an appropriate idiom (a sudden gustof wind, a lucky slip, a burst of light) andnegate the damage.

    MartyrReplaces: Penitent

    When you take damage and embrace thepain, you may take +1d4 damage (ignor-ing armor). If you do, take +1 forwardto Cast a Spell and add your level to anydamage done or healed by the spell.

  • The Cleric Advanced Moves

    17

    Divine ArmorReplaces: Divine Protection

    When you wear no armor or shield youget 3 armor.

    Greater EmpowerReplaces: Empower

    When you Cast a Spell, on a 10-11 youhave the option of choosing from the 7-9list. If you do, you may choose one ofthese effects as well. On a 12+ you get tochoose one of these effects for free.

    The spells effects are doubled The spells targets are doubled

    Multiclass DabblerGet one move from another class. Treatyour level as one lower for choosing themove.

  • Rotes Cleric Spells

    18

    9Cleric Spells

    RotesLight RoteAn item you touch glows with divinelight, about as bright as a torch. It givesoff no heat or sound and requires no fuelbut is otherwise like a mundane torch.You have complete control of the colorof the ame. The spell lasts as long as itis in your presence.

    Sanctify RoteFood or water you hold in your handswhile you cast this spell is consecratedby your deity. In addition to now beingholy or unholy the affected substance ispuried of any mundane spoilage.

    Guidance RoteThe symbol of your deity appears beforeyou and gestures towards the directionor course of action your deity would haveyou take then disappears. The messageis through gesture only; your communi-cation through this spell is severely lim-ited.

    1st Level SpellsBless Level 1 OngoingYou deity smiles on the target in com-bat. They take +1 ongoing so long as bat-tle continues and they stand and ght.While this spell is ongoing you take -1 toCast a Spell.

    Cure Light Wounds Level 1At your touch wounds scab and bonescease to ache. Heal an ally of 1d8 damage.

    Detect Alignment Level 1When you cast this spell choose an align-ment: Good, Evil, or Neutral. One ofyour senses is briey able to detect thatalignment. The GM will tell you whathere is of that alignment.

    Cause Fear Level 1 OngoingChoose an intelligent target you can seeand a nearby object. The target is afraidof the object so long as you maintain thespell. Their reaction is up to them: ee,panic, beg, panic, ght. While this spellis ongoing you take -1 to Cast a Spell.

    Magic Weapon Level 1 OngoingThe weapon you hold while casting does+1d4 damage until you dismiss this spell.Until you dismiss this spell you take -1 toCast a Spell.

    Sanctuary Level 1You make an area holy to your deity.Walk the perimeter of the area. Solong as you stay within that area youare alerted whenever someone acts withmalice within the sanctuary (includingentering with harmful intent). Anyonewho receives healing within a Sanctuaryheals +1d4 HP.

    Speak With Dead Level 1 DeathA corpse converses with you briey. Itwill answer any three questions you poseto it to the best of the knowledge it had in

    life and the knowledge it gained in death.

    3rd Level SpellsAnimate Dead Level 3 OngoingYou invoke a hungry spirit to possess arecently-dead body and act for you. Thisforms a zombie that follows your ordersto the best of its limited abilities. Treatthe zombie as your character, but withaccess to only the basic moves. It has a+1 modier for all stats and 1 HP. Whilethis spell is ongoing you take -1 to Cast aSpell. You get 1d4 of these effects:

    The zombie is talented. Give one stata +2 modier.

    The zombie is durable. It has +2 HPfor each level you have.

    The zombie has a functioning brainand can complete complex tasks.

    The zombie is restored by magicitdoes not appear obviously dead, atleast for a day or two.

    Cure Moderate Wounds Level 3You staunch bleeding and set bonesthrough magic. Heal an ally of 2d8 dam-age.

    Darkness Level 3 OngoingChoose an area you can see: its lledwith supernatural darkness and shadow.While this spell is ongoing you take -1 toCast a Spell.

    Resurrection Level 3Tell the GM you would like to resurrecta corpse whose soul has not yet fullydeparted this world. The GM will tellyou "yes, you can resurrect them, butrst . . . " or "yes, you can resurrect themnow, but it wont be permanent until . . . "and then one to all of the things from thislist:

    Its going to take days/weeks/months You must ____ You must get help from ____ It will require a lot of money You must sacrice ____ to do itHold Person Level 3Choose a creature you can see. Until youCast a Spell or leave their presence theycannot act except to speak. If theyreharmed this effect ends.

    5th Level SpellsRevelation Level 5Your deity answers your prayers with amoment of perfect understanding. TheGM will explain the root cause of the cur-rent situation. When acting on the infor-mation, you take +1 Forward.

    Cure Critical Wounds Level 5Heal an ally of 3d8 damage.

    Divination Level 5Name a person, place, or thing you wantto learn about. Your deity grants you

  • Cleric Spells 7th Level Spells

    19

    visions of the target, as clear as if youwere there.

    Contagion Level 5 OngoingWhile this spell is ongoing a target youcan see suffers from the disease of yourchoice and you take -1 to Cast a Spell.

    Words of the Unspeaking Level 5With a touch you speak to the spiritswithin things. The non-living object youtouch responds to three questions youpose, answering them as best it can.

    True Seeing Level 5 OngoingWhile this spell is ongoing your vision isopened to the true nature of everythingyou lay your eyes on and you take -1 toCast a Spell. You pierce illusions and seethings that have been hidden. The GMwill describe the area before you ignoringany illusions and falsehoods, magical orotherwise.

    Trap Soul Level 5When cast in the presence of a ghost orrecently dead body this spell traps thesoul in a gem you provide. While trappedthe soul answers every question posed toit and can not resist your requests. Oncereleased the soul is likely to hold a grudgeagainst its captor.

    7th Level SpellsWord of Recall Level 7Choose a word. The rst time after cast-ing this spell that you speak the chosenword, you and any allies touching youwhen you cast the spell are immediatelyreturned to the exact spot you cast thespell at. Casting Word of Recall againbefore speaking the word replaces theearlier recall.

    Heal Level 7Touch an ally and you may restore up toyour maximum HP to them.

    Harm Level 7Touch an enemy and strike them withdivine wrathdeal 2d8 damage to themand 1d6 damage to yourself (ignores ar-mor).

    Sever Level 7 OngoingChoose an appendage on the target suchas an arm, tentacle, or wing. The ap-pendage is magically severed from theirbody, causing no damage but consider-able pain. Missing an appendage may,for example, keep a winged creaturefrom ying, or a bull from goring youon its horns. While you maintain thespell you take -1 to Cast a Spell.

    Mark of Death Level 7Choose a creature whos true name youknow. This spell inscribes runes that willkill that creature, should they read them.

    Control Weather Level 7Pray for rainor sun, wind, or snow.Within a day or so, your god will an-swer. The weather will change accordingto your will and last a handful of days.

    9th Level SpellsCommand Elements Level 9A mass of one element (earth, air, water,or re) that you touch as you cast thisspell takes on a form similar to yoursand carries out one command you giveit. Once the command is completed ora day passes the element retakes its oldform.

    Repair Level 9Choose one event in the targets past. Alleffects of that event, including damage,poison, disease, and magical effects, areended and repaired. HP and diseases arehealed, poisons are neutralized, magicaleffects are ended.

    Divine Presence Level 9 OngoingEvery creature must ask your leave to en-ter your presence, and you must speakpermission for them to enter. Any crea-ture that you deny permission takes anextra 1d10 damage whenever they takedamage in your presence. While thisspell is ongoing you take -1 to Cast a Spell.

    Consume Unlife Level 9The mindless undead creature you touchis destroyed and you steal its death en-ergy to heal yourself or the next ally youtouch of damage equal to its current HP.

    Peace Level 9Choose one traumatic memory in the tar-gets past. The targets memory of thatevent is calmly erased. If the target is aPC, they must be willing.

  • Names The Fighter

    20

    10The Fighter

    Its a thankless jobliving day to day byyour armor and the skill of your arm. Todive heedlessly into danger. They wontbe playing golden horns for the time youtook that knife to the ribs for them in thebar in Bucksberg. No ock of angels tosing of the time you dragged them, stillscreaming, from the edge of the Pits ofMadness, no.

    Forget them.

    You do this for the guts and the glory.The scream of battle and the hot hotblood of it. You are a beast of iron.Your friends may carry blades of forgedsteel but, Fighter, you are steel. Whileyour traveling companions might moanabout their wounds over a campre inthe wilderness, you bear your scars withpride.

    You are the walllet every dangersmash itself to nothing on you. In theend, youll be the last one standing.

    NamesDwarf : Ozruk, Surtur, Brunhilda, An-nika, Janos, Greta, Dim, Rundrig, Jarl,Xotoq

    Elf : Elohiir, Sharaseth, Hasrith, She-varal, Cadeus, Eldar, Kithracet, Thelian

    Haling : Finnegan, Olive, Randolph,Bartleby, Aubrey, Baldwin, Becca

    Human : Hawke, Rudiger, Gregor, Bri-anne, Walton, Castor, Shanna, Ajax, Hob

    LookChoose one for each:

    Hard Eyes, Dead Eyes, or Eager Eyes

    Wild Hair, Shorn Hair, or Battered Helm

    Calloused Skin, Tanned Skin, or ScarredSkin

    Built Body, Lithe Body, or Ravaged Body

    StatsAssign these scores to your stats:

    17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)

    You start with 10+Constitution HP.

    Your base damage is d10.

    Starting MovesChoose a racial move:

    DwarfWhen you share a drink with someone,you may Parley with them with Con in-stead of Cha.

    ElfChoose one weaponyou can alwaystreat weapons of that type as if they hadthe Precise tag.

    HalingWhen you Defy Danger and use yoursmall size to your advantage, take +1.

    HumanOnce per battle you may choose a damageroll (yours or someone elses) and rerollit.You start with these moves:

    Bend Bars, Lift Gates (Str)When you use pure strength to destroyan inanimate obstacle, roll+Str. On a 10+choose 3. On a 7-9 choose 2.

    It doesnt take a very long time Nothing of value is damaged It doesnt make an inordinate amount

    of noise You can x the thing again without a

    lot of effort

    ArmoredYou ignore the Clumsy tag on armor youwear.

    Signature WeaponThis is your weapon. There are many likeit, but this one is yours. Your weapon isyour best friend. It is your life. Youmaster it as you master your life. Yourweapon, without you, is useless. With-out your weapon, you are useless. Youmust wield your weapon true.

    Choose a base description, all are 2weight:

    Sword Axe Hammer Spear Flail FistsChoose the range that best ts yourweapon:

    Hand Close ReachChoose two enhancements:

    Hooks and spikes. +1 damage, but +1weight.

    Sharp. +2 piercing. Perfectly weighted. +precise. Serrated edges. +1 damage. Glows in the presence of one type of

    creature, your choice. Huge. +messy, +forceful. Versatile. Choose another range. Well-crafted. -1 weight.Choose a look:

  • The Fighter Alignment

    21

    Ancient Unblemished Ornate Blood-stained Sinister

    AlignmentChoose an alignment:

    GoodDefend those weaker than you

    NeutralDefeat a worthy opponent

    EvilKill a defenseless or surrendered enemy

    GearYour Load is 9+Str. You carry your sig-nature weapon and dungeon rations (1weight, 5 uses). Choose your defenses:

    Chainmail (1 armor, 1 weight) and Ad-venturing gear (1 weight)

    Scale armor (2 armor, 3 weight)Choose two:

    2 Healing potions (2 weight) shield (+1 armor, 2 weight) Antitoxin, dungeonrations(1weight),

    and poultices and herbs (1 weight) 22 Gold

    BondsFill in the name of one of your compan-ions in at least one:

    owes me their life, whether they admitit or not.

    I have sworn to protect

    .

    I worry about the ability of

    to survive in the dungeon.

    is soft, but I will make them hard likeme.

    Advanced MovesWhen you gain a level from 2-5,choose from these moves.

    Merciless

    When you deal damage, deal +1d4 dam-age.

    HeirloomWhen you consult the spirits of thatreside within your signature weapon,roll+Cha. The spirits will give you aninsight relating to the current situation,and might ask you some questions in re-turn. On a 10+, the GM will give you gooddetail. On a 7-9, the GM will give you animpression.

    Armor MasteryWhen you take damage you can chooseto let your armor take the brunt of it.The damage is negated but your armor orshield (your choice) is -1 armor until youget it repaired at a smithy or workshop.

    Improved WeaponChoose one extra enhancement for yoursignature weapon.

    Seeing RedWhen you Discern Realities during com-bat, you take +1.

    InterrogatorWhen you Parley using threats of im-pending violence as leverage you mayuse Str instead of Cha.

    Scent of BloodWhen you Hack and Slash an enemy, youtake +1d4 damage forward against thatenemy.

    Multiclass DabblerGet one move from another class. Forthe purposes of Multiclass Dabbler theWizards Spellbook, Prepare Spells, andCast a Spell moves count as one move.The Clerics Commune and Cast a Spellmoves also count as one move. If yougain the ability to cast spells you castthem as if you were one level lower.

    Iron HideYou gain +1 armor.

    BlacksmithWhen you have access to a forge you cangraft the magical powers of a weapononto your signature weapon. Thisprocess destroys the magical weapon.Your signature weapon gains the mag-ical powers of the destroyed weapon.When you gain a level from 6-10,choose from these moves or the level2-5 moves.

    Bloodthirsty

    Replaces: Merciless

    When you deal damage, deal +1d8 dam-age.

    Armored PerfectionReplaces: Armor Mastery

    When you take damage you can chooseto let your armor take the brunt of it. Thedamage is negated and you take +1 for-ward against the attacker but your armoror shield (your choice) is -1 armor untilyou get it repaired at a smithy or work-shop.

    Evil EyeRequires: Seeing Red

    When you go into a dangerous situation,roll+Cha. On a 10+, hold 2. On a 7-9,hold 1. Spend your hold to make eye con-tact with an NPC present, who freezes orinches and cant act until you break itoff. On a miss, your enemies immedi-ately identify you as their biggest threat.

    Taste of BloodReplaces: Scent of Blood

    When you Hack and Slash an enemy, youtake +1d8 damage forward against thatenemy.

    Multiclass InitiateRequired: Multiclass Dabbler

    Get one move from another class. Treatyour level as one lower for choosing themove.

    Steel HideReplaces: Iron Hide

    You gain +2 armor.

    Through Deaths EyesWhen you go into battle, roll+Wis. Ona 10+, name someone who will live andsomeone who will die. On a 7-9, namesomeone who will live or someone whowill die. Name NPCs, not player char-acters. The GM will make your visioncome true, if its even remotely possible.On a 6- you see your own death and con-sequently take a -1 throughout the battle.

  • Advanced Moves The Fighter

    22

    Eye for WeaponryWhenyoulookoveranenemysweaponry,ask the GM how much damage they do.

    Superior WarriorWhen you Hack and Slash on a 12+ youdeal your damage, avoid their attack, andimpress, dismay, or frighten your en-emy.

  • The Paladin Names

    23

    11The Paladin

    Hell awaits. An eternity of torment inre or ice or whatever best suits thesins of the damned throngs of DungeonWorld. All that stands between the pitsof that grim torture and salvation is you.Holy man, armored war machine, tem-plar of the Good and the Light, right?The Cleric may say his prayers at night tothe gods, dwelling in their heavens. TheFighter may wield his sharp sword in thename of good but you know. Only you.

    Eyes, hands, and sweet killing blow ofthe gods, you are. Yours is the gift ofrighteousness and virtue. Of justice. Vi-sion, too. A purity of intent that yourcompanions do not have. So guide thesefools, Paladin. Take up your holy causeand bring salvation to the wastrel world.

    Vae victis, right?

    NamesThaddeus, Augustine, Lux, Cassius,Hadrian, Lucia, Octavia, Regulus, Vale-ria, Sanguinus, Titanius

    LookChoose one for each:

    Kind Eyes, Fiery Eyes, or Glowing Eyes

    Helmet, Styled Hair, or Bald

    Worn Holy Symbol or Fancy Holy Sym-bol

    Fit Body, Bulky Body, or Thin Body

    StatsAssign these scores to your stats:

    17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)

    You start with 10+Constitution HP.

    Your base damage is d10.

    Starting MovesYou are human, so you get this move.

    HumanWhen you pray, even for a moment, toyour deity and ask "What here is evil?"the GM will tell you, honestly.You start with these moves:

    Lay on Hands (Cha)When you touch someone, skin to skin,and pray for your deity to cure them,roll+Cha. On a 10+ you heal 1d8 damageor remove one disease. On a 7-9, theyare healed, but the damage or disease istransferred to you.

    ArmoredYou ignore the Clumsy tag on armor youwear.

    I Am the LawWhen you give an NPC an order based

    on your divine authority, roll+Cha. On ahit, they choose one:

    They do it They back away cautiously, then ee They attack youOn a 10+, you also take +1 forward againstthem. On a miss, they do as they pleaseand you take -1 Forward against them.

    QuestWhen you dedicate yourself to a missionthrough prayer and ritual cleansing statewhat you set out to do:

    Slay

    , a great blight on the land Defend

    from the inequities that beset them Discover the truth of

    Then choose up to two boons:

    An unwavering sense of direction to

    . Invulnerability to

    (ex: edged weapons, re,enchantment, etc.)

    A mark of divine authority Senses that pierce lies A voice that transcends language A freedom from hunger, thirst, and

    sleep

    The GM will then tell you what vow orvows is required of you to maintain yourblessing:

    Honor (forbidden: cowardly tacticsand tricks)

    Temperance (forbidden: gluttony infood, drink, and pleasure of the esh)

    Piety (required: observance of dailyholy services)

    Valor (forbidden: suffering an evilcreature to live)

    Truth (forbidden: lies) Hospitality (required: comfort to

    those in need, no matter who theyare)

  • Alignment The Paladin

    24

    AlignmentChoose an alignment:

    LawfulDeny mercy to a criminal or unbeliever

    GoodEndanger yourself to protect someoneweaker than you

    GearYour Load is 8+Str. You start with dun-geon rations (1 weight, 5 uses), scale ar-mor (2 armor, 3 weight), and some markof faith, describe it (0 Weight). Chooseyour weapon:

    Halberd (Reach, +1 damage, two-handed, 2 weight)

    Long sword (Close, +1 damage, 1weight) and shield (+1 armor, 2weight)

    Choose one:

    Adventuring gear (1 weight) dungeon rations (1 weight) and heal-

    ing potion

    BondsFill in the name of one of your compan-ions in at least one:

    s misguided behavior endangers theirvery soul!

    has stood by me in battle and can betrusted completely.

    I respect the beliefs of

    but hope they will someday see the trueway.

    is a brave soul, I have much to learnfrom them.

    Advanced MovesWhen you gain a level from 2-5,choose from these moves.

    Divine FavorYou gain the Commune and Cast a SpellCleric move. Your level for the pur-poses of that move is 1 + the levels youvegained since you took Divine Favor.

    Bloody AegisWhen you take damage you can use yourbody to deect the blow. If you do youtake no damage but instead suffer a de-bility of your choice. If you already haveall six debilities you cant use this move.

    SmiteWhile on a Quest you deal +1d4 damage.

    ExterminatusWhen you speak aloud your promise todefeat an enemy, you deal +2d4 dam-age against that enemy and -4 damageagainst anyone else. This effect lasts un-til the enemy is defeated or you admityour failure and prove your worth.

    Charge!When you lead the charge into combat,those you lead take +1 forward.

    Staunch DefenderWhen you Defend you always get +1 hold.Even on a failure you get 1 hold.

    Setup StrikeWhen you Hack and Slash, choose anally. Their next attack against your tar-get does +1d4 damage.

    Holy ProtectionYou get +1 armor while on a Quest.

    Voice of AuthorityTake +1 to Order Hirelings.

    HospitallerWhen you heal an ally, you heal +1d8damage.When you gain a level from 6-10,choose from these moves or the level2-5 moves.

    Evidence of FaithRequires: Divine Favor

    When you see divine magic as it happens,you can ask the GM which deity grantedthe spell and its effects. Take +1 whenacting on the answers.

    Holy SmiteReplaces: Smite

    While on a Quest you deal +1d8 damage.

    Ever OnwardReplaces: Charge!

    When you lead the charge into combat,those you lead take +1 forward and +2

    armor forward.

    Impervious DefenderReplaces: Staunch Defender

    When you Defend you always get +1 hold.Even on a failure you get 1 hold. Whenyou get a 12+ to Defend instead of get-ting hold the nearest attacking creatureis stymied giving you a clear advantage,the GM will describe it.

    Tandem StrikeReplaces: Setup Strike

    When you Hack and Slash, choose anally. Their next attack against your tar-get does +1d4 damage and they take +1forward against them.

    Divine ProtectionReplaces: Holy Protection

    You get +2 armor while on a Quest.

    Divine AuthorityReplaces: Voice of Authority

    Take +1 to Order Hirelings. When youroll a 12+ to Order Hirelings the hirelingtranscends their moment of fear anddoubt to perform at the peak of poten-tial.

    Perfect HospitallerReplaces: Hospitaller

    When you heal an ally, you heal +2d8damage.

    IndomitableWhen you suffer a debility (even throughBloody Aegis) take +1 forward againstwhatever caused it.

    Perfect KnightWhen you Quest you choose three boonsinstead of two.

  • The Ranger Names

    25

    12The Ranger

    These city-born folk you travel with.Have they heard the call of the wolf? Feltthe winds howl in the bleak deserts of theEast? Have they hunted their prey withthe bow and the knife like you? Hell no.Thats why they need you.

    Guide. Hunter. Creature of the wilds.You are these things and more. Your timein the wilderness may have been solitaryuntil now, the call of some greater thing call it fate if you like, has cast yourlot with these folk. Brave, they may be.Powerful and strong, too. You know thesecrets of the spaces-between, though.

    Without you, theyd be lost. Blaze a trailthrough the blood and dark, strider.

    NamesElf : Throndir, Elrosine, Aranwe, Celion,Dambrath, Lanethe

    Human : Jonah, Halek, Brandon, Emory,Shrike, Nora, Diana

    LookChoose one for each:

    Wild Eyes, Sharp Eyes, or Animal Eyes

    Hooded Head, Wild Hair, or Bald

    Cape, Camouage, or Traveling Clothes

    Lithe Body, Wild Body, or Sharp Body

    StatsAssign these scores to your stats:

    17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)

    You start with 8+Constitution HP.

    Your base damage is d8.

    Starting MovesChoose a racial move:

    ElfWhen you undertake a Perilous Journeythrough wilderness whatever role youtake you succeed as if you rolled a 10+.

    HumanWhen you Make Camp in a dungeon orcity, you dont need to consume a ration.You start with these moves:

    Hunt and Track (Wis)When you follow a trail of clues left be-hind by passing creatures, roll+Wis. Ona hit, you follow the creatures trail untiltheres a signicant change in its direc-tion or mode of travel. On a 10+, you alsochoose 1:

    Gain a useful bit of information aboutyour quarry, the GM will tell youwhat

    Determine what caused the trail toend

    Called ShotWhen you attack a defenseless or sur-prised enemy at range, you can chooseto deal your damage or name your targetand roll+Dex.

    Head 10+: As 79, plus your dam-age; 7-9: They do nothing but standand drool for a few moments.

    Arms 10+: As 7-9, plus your dam-age; 7-9: They drop anything theyreholding.

    Legs 10+: As 7-9, plus your dam-age; 7-9: Theyre hobbled and slowmoving.

    Animal CompanionYou have a supernatural connection witha loyal animal. You cant talk to it per sebut it always acts as you wish it to. Nameyour animal companion and choose aspecies:

    Wolf, cougar, bear, eagle, dog, hawk, cat,owl, pigeon, rat, mule

    Choose a base:

    Ferocity +2, Cunning +1, 1 Armor, In-stinct +1

    Ferocity +2, Cunning +2, 0 Armor,Instinct +1

    Ferocity +1, Cunning +2, 1 Armor, In-stinct +1

    Ferocity +3, Cunning +1, 1 Armor, In-stinct +2

    Choose as many strengths as its ferocity:

    Fast, burly, huge, calm, adaptable, quick re-exes, tireless, camouage, ferocious, intim-idating, keen senses, stealthy

    Your animal companion is trained toght humanoids. Choose as many ad-ditional trainings as its cunning:

    Hunt, search, scout, guard, ght monsters,perform, labor, travel

    Choose as many weaknesses as its in-stinct:

    Flighty, savage, slow, broken, frightening,forgetful, stubborn, lame

    CommandWhen you work with your animal com-panion on something its trained in . . .

    . . . and you attack the same target,add its ferocity to your damage

  • Alignment The Ranger

    26

    . . . and you track, add its cunning toyour roll

    . . . and you take damage, add its ar-mor to your armor

    . . . and you discern realities, add itscunning to your roll

    . . . and you parley, add its cunning toyour roll

    . . . and someone interferes with you,add its instinct to your roll

    AlignmentChoose an alignment:

    ChaoticFree someone from literal or gurativebonds

    GoodEndanger yourself to combat an unnat-ural threat

    NeutralHelp an animal or spirit of the wild

    GearYour Load is 6+Str. You start with dun-geon rations (1 weight, 5 uses), leatherarmor (1 armor, 1 weight), and a bundleor arrows (3 ammo, 2 weight). Chooseyour armament:

    Hunters bow (Near, Far, 1 weight)and short sword (Close, 1 weight)

    Hunters bow (Near, Far, 1 weight)and spear (Reach, 1 weight)

    Choose one:

    Adventuring gear (1 weight) and dun-geon rations (1 weight)

    adventuring gear (1 weight) and bun-dle of arrows (3 ammo, 2 weight)

    BondsFill in the name of one of your compan-ions in at least one:

    I have guided

    before and they owe me for it.

    is a friend of nature, so I will be theirfriend as well.

    has no respect for nature, so I have norespect for them.

    does not understand life in the wild, so Iwill teach them.

    Advanced MovesTake this move only if it is your firstadvancement

    Half-ElvenSomewhere in your lineage lies mixedblood and it begins to show its presence.You gain the Elf starting move if you tookthe Human one at character creation orvice versa.When you gain a level from 2-5,choose from these moves.

    Wild EmpathyYou can speak with and understand ani-mals.

    Familiar PreyWhen you Spout Lore about a monsteryou use Wis instead of Int.

    Vipers StrikeWhen strike an enemy with two weaponsat once, add an extra 1d4 damage for youroff-hand strike.

    CamouageWhen youre still in natural surround-ings, enemies never spot you until youmake a movement.

    Mans Best FriendWhen you take damage and you allowyour animal companion to take the blowthe damage is negated and your animalcompanions Ferocity becomes 0. If itsFerocity was already 0 you cant use thisability. When you have a few hours ofrest with your animal companion its Fe-rocity returns to normal.

    Blot out the SunWhen you Volley you may spend extraammo before rolling, for each point ofammo spent you may choose an extratarget. Roll once and apply damage to alltargets.

    Well TrainedChoose another training for your animalcompanion.

    God Amidst the WastesYou gain the Commune and Cast a SpellCleric move. Your level for the pur-poses of that move is 1 + the levels youvegained since you took God Amidst theWastes.

    Follow Me

    When you Undertake a Perilous Journeyyou can take two roles. You make a rollfor each.

    A Safe PlaceWhen you set the watch for the nighteveryone takes +1 to Take Watch.When you gain a level from 6-10,choose from these moves or the level2-5 moves.

    Wild SpeechReplaces: Wild Empathy

    You can speak with and understand anynon-magical non-planar creature.

    Hunters PreyReplaces: Familiar Prey

    When you Spout Lore about a monsteryou use Wis instead of Int. On a 12+ youget to ask the GM any one question aboutthe subject.

    Vipers FangsReplaces: Vipers Strike

    When strike an enemy with two weaponsat once, add an extra 1d8 damage for youroff-hand strike.

    Smaugs BellyWhen you know your targets weakestpoint your arrows have 2 piercing.

    StriderReplaces: Follow Me

    When you Undertake a Perilous journeyyou can take two roles. Roll twice anduse the better result for both roles.

    A Safer PlaceReplaces: A Safe Place

    When you set the watch for the nighteveryone takes +1 to Take Watch. Aftera night in camp when you set the watcheveryone takes +1 forward.

  • The Ranger Advanced Moves

    27

    ObservantWhen you Hunt and Track, on a hit youmay also ask one question about the crea-ture you are tracking from the DiscernRealities list for free.

    Special TrickChoose a move from another class. Solong as you are working with your animalcompanion you have access to that move.

    Unnatural AllyYour animal companion is a monster, notan animal. Describe it. Give it +2 Feroc-ity and +1 Instinct, plus a new training.

  • Names The Thief

    28

    13The Thief

    Youve heard them, sitting around thecampre. Bragging about this battle orthat. About how their gods are smilingon your merry band. You count yourcoins and smile to yourselfthis is thethrill above all. You alone know the se-cret of Dungeon Worldlthy lthy lu-cre.

    Sure, they give you shit for all the timesyouve snuck off alone but without you,who among them wouldnt have beendissected by a ying guillotine or poi-soned straight to death by some ancientneedle-trap? So, let them complain.When youre done all this delving youlltoast their heros graves.

    From your castle. Full of gold. You rogue.

    NamesHaling : Felix, Rook, Mouse, Sketch,Trixie, Robin, Omar, Brynn, Bug

    Human : Sparrow, Shank, Jack, Marlow,Dodge, Rat, Pox, Humble, Farley

    LookChoose one for each:

    Shifty Eyes or Criminal Eyes

    Hooded Head, Messy Hair, or CroppedHair

    Dark Clothes, Fancy Clothes, or Com-mon Clothes

    Lithe Body, Knobby Body, or FlabbyBody

    StatsAssign these scores to your stats:

    17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1)

    You start with 6+Constitution HP.

    Your base damage is d8.

    Starting MovesChoose a racial move:

    HalingWhen you attack with a ranged weapon,deal +1 damage.

    HumanYou are a professional. When you SpoutLore or Discern Realities about criminalactivities, take +1.You start with these moves:

    Trap ExpertWhen you spend a moment to survey adangerous area, roll+Dex. On a 10+, hold3. On a 7-9, hold 1. Spend your hold asyou walk through the area to ask thesequestions:

    Is there a trap here and if so, whatactivates it?

    What does the trap do when acti-vated?

    What else is hidden here?

    Tricks of the TradeWhen you pick locks or pockets or dis-able traps, roll+Dex. On a 10+, you do it,no problem. On a 7-9, the GM will of-fer you two options between suspicion,danger, or cost.

    BackstabWhen you attack a surprised or defense-less enemy with a melee weapon, you canchoose to deal your damage or roll+Dex.If you roll, on a 10+ choose two, on a 7-9choose one.

    You dont get into melee with them You deal your damage+1d6 You create an advantage, +1 forward

    to you or an ally acting on it Reduce their armor by 1 until they

    repair it

    Flexible MoralsWhen someone tries to detect your align-ment you can tell them any alignmentyou like.

    PoisonerYouve mastered the care and use of a poi-son. Choose a poison from the list below;that poison is no longer Dangerous foryou to use. You also start with three usesof the poison you choose. Whenever youhave time to gather materials and a safeplace to brew you can make three usesof the poison you choose for free. Notethat some poisons are Applied, mean-ing you have to carefully apply it to thetarget or something they eat or drink.Touch poisons just need to touch the tar-get, they can even be used on the bladeof a weapon.

    Oil of Tagit (Applied): The target fallsinto a light sleep

    Bloodweed (Touch): The target deals-1d4 damage ongoing until cured

    Goldenroot (Applied): The targettreats the next creature they see asa trusted ally, until proved otherwise

    Serpents Tears (Touch): Anyonedealing damage against the targetrolls twice and takes the better result.

    AlignmentChoose an alignment:

    ChaoticLeap into danger without a plan

    Neutral

  • The Thief Gear

    29

    Avoid detection or inltrate a location

    EvilShift danger or blame from yourself tosomeone else

    GearYour Load is 5+Str. You start withone dungeon rations (1 weight, 5 uses),leather armor (1 armor, 1 weight), 3uses of your chosen poison, and 10 coin.