Worlds of Adventure: Dungeon World Guide
Worlds of Adventure: Dungeon World Guide
Our Principles
● Maintain elements from classic RPGs where they make sense, and remove those that don’t.
Dungeon World is at least partially beholden to several pre-existing RPGs in ways that fail to serve its own interests. In Worlds of
Adventure, these elements have been re-evaluated, modified, and at times removes entirely.
● Incorporate recent Apocalypse Engine design ideas that help reinforce what makes this system great.
Since the original release of Dungeon World, a multitude of Apocalypse Engine games have sprouted up; many have developed new
ideas, concepts, and mechanics relevant to Dungeon World’s intended playstyle. The “open source” nature of Dungeon World also
means that many new ideas have become popular within the community itself.
● Clarify, tighten, and refine the rules that support what we believe to be the optimal play experience.
Certain rules and moves - Carouse, for example - failed to completely fulfil their desired goal in Dungeon World, and have been
modified accordingly.
● Support the creativity of the Players, too.
Our refreshed playbooks explicitly offer enhanced customisation (drives, backgrounds, bonds, looks) and more choices. In addition,
players have been given their own set of principles to play by.
The Main Changes
● Alignments are now Drives.
In Worlds of Adventure, we wanted to give players the freedom to explore the holistic motivations of their characters, rather than
just their moral code, and Drives enable and reward that. This also opens up a wider range of moral choices during play, from
areas of moral grayness to more traditional absolutes of Good and Evil.
● Races are now Backgrounds
In Worlds of Adventure, players are encouraged to make their character whoever they want, including their race. Instead of tying
such an important character trait to an explicit mechanical benefit, the choice of race is now a Look option, and the existing
mechanics are now an expression of a character’s personal background (cultural, historical, or otherwise).
● Ability Scores (3-18) have been removed, and only their modifiers remain.
Although traditional ability scores have their strengths, they are often a sticking point for new RPG players and have little effect on
Dungeon World’s gameplay. As such, Worlds of Adventure removes them, keeping only the more important modifiers.
● HP and Load are now hard-coded for each playbook, rather than being calculated from Ability Scores.
A natural extension of using simple modifiers rather than ability scores, static HP and Load also cut down on the unnecessary
paperwork needed to create a new character.
● All Moves and Mechanics now use a single type of die: the d6.
In Worlds of Adventure, everything - from damage, to monsters, to foraging - now uses six-sided dice. This removes the complexity
of using multiple types of dice while still allowing for the variance that dice bring to the table. This is most noticeable during
combat, as using a d6 lessens the divide between classes and makes+n damage bonuses feel more impactful (be it from weapons,
from class choice, or from other factors).
● Bonds as a resource to tie PCs together and with NPCs.
Bonds now have more substantial mechanics, existing as a resource between players and between NPCs. XP is awarded for the
creation of any new Bonds at the end of the session, rather than on the resolution of each individual bond, and bonds are never
resolved or triggered. GMs also have a new move - B reak Their Bonds, which is another way to Use up their Resources.
● Offer the players Principles, and the GM the Spotlight, to engender good play.
The GM is no longer alone in having principles to help guide play; players can now benefit from a similar list. Further, the GM gains
a new tool that assists with balance and clarity during turns: T he Spotlight.
On: Playbooks
In W
orlds of Adventure, playbooks and classes follow a different ruleset than those of Dungeon World. If you want to understand
the differences, port over an existing D ungeon World class, or make your own class, here is how.
❖ Static HP.
The Barbarian is an exception to the below rules; as a class angled towards high Constitution, and to give it distinction from the
Paladin and Fighter, it has 26 HP.
➢ If a class h
ad 4+Constitution HP, it now has 18 HP.
➢ If a class h ad 6+Constitution HP, it now has 20 HP.
➢ If a class h ad 8+Constitution HP, it now has 22 HP.
➢ If a class h ad 10+Constitution HP, it how has 24 HP.
❖ Static Load.
Use the guide below (and your own judgement) to convert a class’ load values to Worlds of Adventure.
➢ If a class i s weak or light-weight, it has a Load of 8.
➢ If a class i s capable or medium-weight, it has a load of 10.
➢ If a class i s tough or heavy-weight, it has a load of 12.
❖ The Universal Die (the d6)
Change the moves which refer to exotic dice, if any, to d6s. For damage, do the same.
These rules also apply to NPCs and Monsters; 1d12 becomes 1d6+3, for example.
➢ If a class u sed 1d4 or 1d6, it now uses 1d6.
➢ If a class u sed 1d8, it now uses 1d6+1.
➢ If a class u sed 1d10, it now uses 1d6+2.
➢ If a class u sed 1d12, it now uses 1d6+3.
❖ Move Changes.
Each playbook has about four basic moves and twenty advanced moves; these moves are a combination of “active” moves
(proactive or reactive, typically involving a roll) and “support” moves (fictional absolutes or positioning, often lacking a roll of
supplementing an existing move). Additionally:
➢ We’ve expanded upon so-called “choice moves”, like Dungeon World’s Herculean Appetites (the Barbarian), Signature
Weapon (the Fighter), and A nimal Companion (the Ranger) moves. These are designed to make each class more
flexible, customisable, and expressive from the get-go.
➢ Characters now get an advanced move of their choice at level 1. This encourages character diversity within the same
playbook, even in those lacking choice moves.
➢ In Revised, blank boxes have been provided when possible to allow for custom player options, such as for Herculean
Appetites (the Barbarian) or B attered Resolve (the Fighter).
➢ Due to redundancy, move requirements (Requires: Level 6+, Requires: Charming and Open, and so on) have been
rolled in together. i.e. There is no longer an “Advanced Move” section in the playbook; some moves just need level 6+.
➢ Advanced moves with multiple boxes can be taken multiple times.
➢ Moves which are static bonuses (such as the infamous “+1 to X”) have been trimmed down significantly, especially
bonuses to armour and damage. These bonuses were often considered plain and uninspiring, and have been either
replaced or tweaked to provide greater depth.
➢ In addition, as a general rule, moves which provide strict upgrades to existing abilities (e.g. damage bonuses, 12+
results on dice rolls, and more) are largely level 6+ territory. This helps to encourage a small sense of mechanical
growth between early levels and later ones.
➢ Spellcasting has been significantly reworked. Spells no longer require preparation; instead, if you know a spell, you
can cast it. Spell effects are often exotic and always potent, but their costs are also significant and carry inherent risks.
WORLDS OF ADVENTURE BASIC MOVES
WHAT IS WORLDS OF ADVENTURE? HACK AND SLASH DISCERN REALITIES
Worlds of Adventure is a roleplaying game meant for stories set in Heroic Fantasy or Sword and Sorcery settings. In it, you will play When you engage an enemy in melee and open yourself up to When you closely study a situation or person, roll+WIS. On a
characters who struggle against adversity on adventures full of monstrous creatures, dastardly foes, and magical forces. their attack, roll+STR. On a 7+, you deal your damage to your 10+, ask the GM 3 questions from the list below. On a 7-9, ask 1.
Worlds of Adventure revolves around the use of “moves” - mechanics triggered by taking specific actions within the fiction. When a move target. On a 10+, also choose one: Either way, take +1 forward when acting on the answers.
asks you to make a roll, take two six-sided dice (2d6) and roll them, adding any modifiers. ■ You avoid their attack against you. ■ What happened here recently?
■ Your attack deals an additional +1d6 damage. ■ What is about to happen?
■ What should I be on the lookout for?
FOR PLAYERS:THE PRINCIPLES OF PLAY FOR EVERYONE: THE SPOTLIGHT
Your principles are the rules that you must follow. In times of high-stakes action, play in Dungeon World uses the VOLLEY ■ What here is useful to me?
When you take aim and attack an enemy at range, roll+DEX. ■ Who or what is really in control here?
Do not break them. Spotlight to determine turn order. The Spotlight is flexible, and it
On a 10+, you have a clear shot; deal your damage. On a 7-9, deal ■ What here is not as it appears to be?
goes where it needs to go, as follows:
■ Be Driven your damage, but choose 1 from the list below:
Whatever your character believes in, whatever their Drive When someone is in Danger, they get the Spotlight to tell us
■ You have to move to get the shot, placing you in danger as SPOUT LORE
may be, pursue it. If you’re here to be a hero and save the how they deal with that. described by the GM. When you consult your accumulated knowledge about
world, go for it; if you’re a paragon of all that is Good and ■ You have to take what you can get; your attack deals -1d6 something, roll+INT. On a 10+, the GM will either tell you
When someone hasn’t done anything in a while, they get the less damage (minimum 1). something interesting, useful, and relevant about the subject, or
Just, show it; if you’re a heartless bastard, revel in it. Spotlight to tell us what they were up to.
■ Be Brave, Take Risks ■ You have to take several shots; reduce your ammo by one. ask you to make something up. On a 7-9, the GM chooses one:
When someone has an idea, leaps into action, speaks for the ■ They’ll tell you something interesting, but it’s on you to
Your adventures will be dangerous. You will get hurt. So do group, or does something noteworthy, they get the Spotlight to
dangerous, crazy things. Take risks, and deal with the DEFEND make it useful.
do their thing. When you stand in defense of a person, item, or location ■ They’ll ask you to make up something interesting, but then
fallout. Your character is ultimately imaginary, so don’t be
afraid of the consequences; make the story interesting. When someone’s own actions put them directly into danger, under attack (including yourself), roll+CON. On a 10+, hold 3. they’ll tell you what else you’ve heard that complicates
■ Embrace the fantastic they l ose the Spotlight, leaving their moment on a cliffhanger. On a 7-9, hold 1. As long as you stand in defense, when you or the things.
Don’t let the world be boring. Do fun things, make the When a player has the Spotlight, they will describe what they thing you defend is attacked you may spend your hold, 1-for-1, to The GM might ask you “how do you know this?” Tell them the
world weird, commit to acting and being fantastic. are doing, and the GM will describe how the world reacts to their choose an option from the list below: truth, now.
■ Begin with the fiction actions. You may need to make Moves to perform certain actions; ■ Redirect an attack from what you’re defending to yourself.
During play, describe what your character does within the GM will say. The Spotlight is a dialogue, going back and forth ■ Halve the attack’s effect or damage. PARLEY
each scene. If you notice that someone’s actions (your own until something has happened. ■ Open up the attacker to an ally, giving that ally +1 forward When you want to press or entice someone into a course of
or someone else’s) trigger a move, call it out. When their moment has been long enough, o r when the against them. action, say what you want them to do (or not to do), give them a
■ Make a move that follows danger shifts elsewhere, or when another player has ■ You deal half your damage (rounded up) to the attacker. reason, and roll+CHA. On a 7+, if the reason is good enough,
You can only make a move you meet the trigger for, and something to do, or when it would be a good cliffhanger, they’ll do it until some fact or action betrays the reason you gave
the results of your move will tell us how the story plays swing the spotlight. DEFY DANGER them. On a 7-9, they’ll also want some reassurance up front.
out. You cannot make a move if you don’t fulfill the trigger. When you act despite an imminent threat or suffer a A reason might be a threat, a promise, a bribe, an ideal, or
Don’t let anyone keep the Spotlight for too long. Share the
■ End with the fiction calamity, say how you deal with it. Then roll and add … something else entirely. If the reason isn’t good enough, they’ll tell
Spotlight often, and share the Spotlight with everyone. Most of
End each move by describing what the results look like, ■ … +STR if you employ brute force. you what would be; for NPCs the GM will tell you, while for PCs
the game will be played while the Spotlight is swinging, so
and then move on to what happens next (and the moves ■ … +DEX if you act with speed or finesse. the player will tell you.
manage the Spotlight well.
that follow it). ■ … +CON if you endure or hold steady.
■ Remind us of your moves NEW GM MOVE: BREAK THEIR BONDS ■ … +INT if you employ quick thinking. AID
Everyone shares the same basic moves, but everyone has ■ … +WIS if you rely on mental fortitude or sharp senses. When you try and help another PC’s action, roll+Bonds. On a
Break Their Bonds - that is, forcing a player to erase the bonds they
their own moves to call upon when they need them. Be ■ … +CHA if you use charm, subterfuge, or social grace. 10+, they take +2 forward. On a 7-9, they take +1 forward.
have with an NPC or with another PC - is another way for you to
On a 10+, you do what you set out to do, and the threat doesn’t Regardless of the outcome, you will be exposed to any risks or
clear which move you are using when you trigger it, and let Use Up Their Resources. You should Break Their Bonds whenever a
us know exactly what happens as a result. come to bear. On a 7-9, the GM will offer you a worse outcome, costs associated with their actions.
character harms another - could be physical harm, could be they
■ Always ask questions hard bargain, or ugly choice.
forgot about them or ignored them, whatever. Like D eal Damage,
If you don’t know, ask. If someone asks you, answer. you can use this move simultaneously with other GM Moves. INTERFERE
■ Don’t steal the spotlight … When you try and hinder or foil another PC’s action,
When another player is taking action, let them do so. Don’t roll+Bonds. On a 7+, they must either relent or take -2 Forward.
interrupt, don’t take over, don’t get in their way. If they On a 7-9, you are also left off-balance, exposed, or vulnerable.
don’t know what to do, you can give them some
suggestions, but your hero shouldn’t jump in and take
their moment from them. It’s their turn to shine, not yours. SPECIAL MOVES
■ … But shine on when you have it
When you have the spotlight, use it. Do something cool. Do
LEVEL UP END OF SESSION
When you have downtime (hours or days) and 7+current level When you reach the end of a session, answer the following:
something fun. Do something wild. It doesn’t matter, so
XP, you can reflect on your experiences and hone your skills. ■ Did you act in accordance with your Drive? If so, mark XP.
long as you d o something.
When you do, expend 7+current level XP, increase your level by 1, ■ Did you make any new Bonds? If so, mark XP.
and then: ■ If any other moves or triggers told you to mark XP, do so.
■ At each level, take an advanced move of your choice. Then, as a group, answer the following three questions, or write
■ At every even level, also increase one of your stats by +1 your own:
(to a maximum of +3). ■ Did we learn something new and important about the
When you reach level 11, you must instead choose one: world?
■ Retire to safety. ■ Did we overcome a notable monster or enemy?
■ Take on an apprentice. ■ Did we loot a memorable treasure?
■ Change playbooks. For each “yes” answer, everyone marks XP.
LAST BREATH ENCUMBRANCE
When you’re dying, you catch a glimpse of what lies beyond the When you carry weight up to or equal to your Load, you can
Black Gates of Death’s Kingdom (the GM will describe it). shoulder the burden.
When you would take your last breath, roll+nothing (Death When you carry weight more than your Load, you are slow and
doesn’t care how tough or how cool you are). On a 10+, you’ve clumsy.
cheated death - you’re in a bad spot, but you’re still alive. On a
The rules provided here are from Worlds of Adventure v0.1, a community project. 7-9, Death will offer you a bargain; take it and stabilise, or refuse
It is based on Dungeon World, a roleplaying game written by Sage LaTorra and Adam Koebel, as well as the collective works of various members and groups and forfeit your soul (as if you had rolled a 6-). On a 6-, your fate
is sealed; you’re marked as Death’s own, and you’ll cross the
within the Dungeon World community. It is released for distribution under a Creative Commons 4.0 Attribution-ShareAlike license. threshold soon. The GM will tell you when.
ADVENTURE MOVES FOLLOWER MOVES
CHART A COURSE MAKE CAMP Followers are those individuals (people, beasts, or monsters) who CALL FOR ASSISTANCE
When you travel by a safe route, indicate your destination on When you settle in to rest, choose someone to Manage go adventuring with you and follow your lead. In general, you can When you have a follower help you make a move that calls
the map. The GM will tell you how long the trip will take, as well as Provisions. Then, if you eat and drink, and if you have enough XP, tell the GM what you want your followers to do and you can for a roll, take +1 to that roll, but know that the follower will be
anything that happens along the way. Then, choose someone to you may Level Up. Tell the GM what precautions, if any, you take expect that they’ll do it. Sometimes this means your characters exposed to any risk, cost, or consequences associated with the
Manage Provisions to see how many rations you ate. to avoid detection or see danger coming. If you get at least a few are giving your followers orders; other times you can just say move.
hours of sleep and ate and drank the night before, heal damage what you would expect the follower would naturally do. When you H ack and Slash or Volley with the assistance of a
equal to half your maximum HP (rounded up). Like monsters, followers have HP, armour, damage, and instincts. follower, roll all your damage dice and use the highest result.
UNDERTAKE A PERILOUS JOURNEY They’ll also have moves and/or tags to indicate what they’re good Then, add 1 to the total for each Warrior or Archer who is helping.
When you travel through dangerous lands, indicate the course at and how they act. Unlike monsters, they have three additional When you Defend with the assistance of a follower, you may
you’d like to take. The GM will tell you how far you should be able STAY SHARP statistics: Q uality, L
oyalty, and C
ost. spend 1 Hold to redirect an attack to them instead of yourself.
to get before needing to Make Camp. Then, choose one party When you take watch and something approaches, roll+WIS.
Quality represents how effective the follower is, particularly in
member to Scout Ahead, and one to Navigate, resolving those On a 10+, you notice in time to alert everyone and prepare; you
the areas defined by their tags or moves. It ranges from -1
moves in that order. and your allies take +1 Forward. On a 7-9, you’re a few moments
(rubbish) to +2 (expert).
ORDER FOLLOWER
too late; you manage to alert everyone, but nobody has time to When you order or expect a follower to do something
prepare. Loyalty determines how committed the follower is to you and dangerous, degrading, unreasonable, or contrary to their
SCOUT AHEAD your cause. It changes often, going from -2 to +3. If it would Instinct, roll+Bonds. O n a 10+, they do it now. On a 7-9, they do
When you take point and look for anything out of the become -3, the follower betrays or abandons you. Note that it, but the GM picks one:
ordinary, roll+WIS. On a 10, choose 2. On a 7-9, choose 1. FORAGE Loyalty is a resource, one that the GM might decide to use up as ■ The experience tests them; their loyalty decreases by -1.
■ You get the drop on whatever lies ahead. When you spend the better part of a day seeking food in the one of their moves. ■ They complain loudly, now or later, and demand
■ You discern a beneficial aspect of the terrain; a shortcut, wild, roll+WIS. On a 7+, gain 1d6 rations and … Cost tells us what motivates the follower to follow you. These something in return.
some shelter, or a tactical advantage (describe it). ■ … +1d6 if you have the gear to hunt or trap. won’t always be tangible things. ■ Caution, laziness, o r fear gets the better of them, and
■ You discover something strange, interesting, grim, or ■ … +1 if the land is verdant and full of life. they’ll take a long t ime to get it done.
Followers can deal and take damage, just like a monster does.
dangerous (the GM will say). ■ … +1 if you know the land and its creatures.
When they would deal damage, you roll their damage die; when
■ … roll twice and use the lowest roll if the area is
they take damage, they lose HP. When they are reduced to 0 HP,
dangerous. DO THEIR THING
NAVIGATE On a 7-9, you’ll first have to deal with something strange,
they are out of the action and probably dead or dying - their fate
When you have a follower do something chancy and within
When you plot the best path through dangerous or is in the GM’s hands.
interesting, grim, or dangerous first (the GM will say). Foraging the scope of their tags o r moves, roll+Quality. On a 10+, they do
unfamiliar territory, roll+INT. On a 10+, you avoid dangers and in barren terrain is usually impossible. Like player characters, followers make the Encumbrance, Make it as well as one might hope. On a 7-9, they do it, but there’s an
distractions and make good time, reaching a point of the GM’s Camp, and Recover moves. At the GM’s discretion, they might also unforeseen cost, consequence, or limitation (ask the GM what).
choosing before you need to Make Camp. On a 7-9, the GM make the Death’s Door move. Aside from these, they can Do Their
chooses 1. MANAGE PROVISIONS When you have a follower do something chancy and beyond
Thing; all other moves are off-limits, unless otherwise noted.
■ You happen upon something strange, interesting, grim, or When you prepare and distribute food for the party, roll+WIS. the scope of their tags or moves, or when they do anything
dangerous (the GM will say) that the scout missed. On a 7+, the party consumes the expected amount of rations (1 on their own, the GM will say what happens.
■ The going is slow, or you wander off-course; the GM will per person if Making Camp, 1 per person per day if Charting a RECRUIT
When you go looking for help, tell the GM what you’re offering
say which, and where you end up on the map. Course). On a 10+, also choose 1 from the list below:
and who you’re looking for, phrased in one of the following ways:
PAY UP
■ With a little bit of careful management, you reduce the When you pay a follower’s cost, increase their Loyalty by +1 (to
amount of rations consumed (ask the GM by how much). ■ A group of ________ (porters, angry farmers, etc)
a maximum of +3). You can’t make this move again until you both
■ With some well-prepared food and camaraderie, everyone ■ A skilled ________ (guide, sage, bodyguard, etc)
Make Camp.
takes +1 Forward. If the GM says you can’t find them here, start over or move on.
Otherwise, roll 2d6. Add +1 if you have a good reputation in these
parts. On a 10+, they’re yours for the hiring. On a 7-9, the GM
picks 1:
■ They demand greater compensation, in the form of coin or
something else they value.
■ No one here fits the bill, but you hear of someone
elsewhere who does.
■ They have a need that must be met first (permission from
someone else, a favour, etc).
■ You can tell at a glance that they are less than ideal (ask
the GM how).
If you manage to recruit someone, write a bond with them
now. The GM will determine their specifics (Quality, tags, etc) as
needed, to be discovered in play.
BONDS DOWNTIME MOVES
Bonds are akin to a social currency between characters, OLD TIES I’M BACK! RECOVER
representing your shared experiences. Losing any or all of your When you Aid someone, you may erase a bond you have with When you explain your absence from the last session, say When you do nothing but rest in safety and comfort, a fter a
bonds with someone doesn’t mean that you don’t know them them. If you do, instead of giving them +Forward: what happened and roll … day of rest you recover all of your HP. For every three days of rest,
anymore or don’t like them any less - it just means that your ■ On a 7+, they treat any result of a 6- as a 7-9. ■ … +STR if you fought a monster or escaped imprisonment. remove one debility of your choice. If you’re under the care of a
relationship has changed a little. ■ On a 10+, they also treat any result of a 7-9 as a 10+. ■ … +DEX if you did something secret, stole something, or healer, heal a debility every two days instead.
When you Interfere with someone, you may erase a bond evaded something.
You can have up to three bonds with someone at a time. Each
bond is a sentence that states your experiences with them, you have with them. If you do, instead of giving them -Forward: ■ … +CON if you trained under a mentor or acquired help or BOLSTER
■ On a 7+, they treat any result of a 10+ as a 7-9. resources. When you spend time in study, meditation, or hard practice,
positive or negative. Note that Bonds are a resource, one that ■ … +INT if you learned ancient knowledge or invented
■ On a 10+, they also treat any result of a 7-9 as a 6-. you gain Preparation. If you prepare for only a few days, get 1
the GM might decide to use up as one of their moves. something.
Preparation. If you prepare for a week or two, get 2 Preparation. If
■ … +WIS if you discovered a secret or had a divine you prepare for a month or so, get 3 Preparation.
FORGE A BOND DO IT FOR ME encounter. When you make a roll to which your efforts might apply, y ou
When you use your bond with someone as a reason, you can ■ … +CHA if you made an ally, learned about a culture, or may spend 1 Preparation to add +1 to a roll after it is made. You
When you take some time to reflect with another character purchased something of interest or value.
choose to erase that bond to have them do a favour for you, as can only spend 1 Preparation per roll.
about an experience you shared, make a new bond with them. On a 10+, you had a prosperous leave; take +1 Forward and
if you had rolled a 10+ result to Parley with them.
It doesn’t matter if they’re a PC or an NPC; if you feel your mark XP. On a 7-9, you attracted trouble during your absence
relationship has changed, you can write a bond.
When you use your bond with a follower as encouragement,
or your actions had some unintended consequences, the GM
SUPPLY
you can choose to erase that bond to have them do exactly as When you go to buy something with money on hand, if it’s
will say.
you asked, as if you had rolled a 10+ result to Order Follower. something readily available in the Steading you’re in, you can buy
it at market price. If it’s something special, beyond what’s usually
PURSUE A GOAL available here, or non-mundane, roll+CHA. On a 10+, you find
QUICK REFERENCE
When you wish to accomplish a project of lasting value, tell what you’re looking for at a fair price. On a 7-9, you’ll have to pay
the GM what you hope to achieve. They’ll tell you 1-4 of the more or settle for something similar.
following:
DEBILITIES TAGS GLOSSARY ■ It’ll take days/weeks/months of work.
SEEK OUT
Weak (STR): You can’t exert much force. Maybe it’s just fatigue Ammo - A n abstract representation of how much ammunition is left; ■ It’ll cost you ________ coin.
When you declare you know an NPC who could help and go
and injury, or maybe your strength was drained my magic. when it’s gone, you’re out. ■ First you’ll need to get/build/fix ________.
looking for them, write a new bond with them and roll+CHA. On
Shaky (DEX): You’re unsteady on your feet and you’ve got a shake Applied - N
eeds to be consumed to take effect, or otherwise carefully ■ You’ll have to deal with resistance from ________.
a 10+, they could do what you need, and they aren’t hard to find.
in your hands. applied to whatever it’s being used on. ■ You’ll need the help/support/approval of ________.
On a 7-9, they could do what you need, but choose 1.
■ You’ll need to find/learn/obtain ________ first.
Sick (CON): Something just isn’t right inside. Maybe you’ve got a n-Armour - S
ubtract n from the damage you take; doesn’t stack with ■ They still have a grudge against you or aren’t entirely
■ The best you can do is something substandard.
disease or a wasting illness. Maybe you just drank too much ale other “n-Armour” (apply only the highest). willing to trust you.
■ You’ll expose yourself and your allies to risk or danger.
last night and it’s coming back to haunt you. ■ They’re already caught up in some sort of trouble.
+n Armour - a
s “n-Armour,” but it can stack with n & +n sources. The GM will connect any requirements with “ANDs” or “ORs” as
■ They’re far away, in hiding, or similar.
Dazed (INT): That last knock to the head shook something look. they see fit. If you aren’t sure how to accomplish one of the
Awkward - I t’s unwieldy and tough to use. requirements, ask the GM; they’ll break it down into another
Brain not work so good. OUTSTANDING WARRANTS
Brutal - W
hen it deals damage, roll each damage die twice and take 1-4 requirements for you.
Confused (WIS): Ears ringing. Vision blurred. You’re more than a the best result. When you go to a civilised place in which you’ve caused
little out of it. trouble before, roll+CHA. On a 7+, word has spread of your
Clumsy - I t’s tough to move around with. -1 Ongoing while using it. CAROUSE deeds and everyone recognises you. On a 7-9, the GM will also
Scarred (CHA): It may not be permanent, but for now you don’t This penalty is cumulative. When you spend your time and money frivolously, tell us how
look so good. choose a complication:
you’re spending it and roll 2d6 and add ...:
Dangerous - U
nsafe; take the proper precautions or the GM may ■ The local constabulary has a warrant out for your arrest.
■ … +1 if you’re returning triumphant or well-liked around
invoke consequences. ■ Someone has put a price on your head.
these parts.
USING COVER Deflecting - W
hen you use it to Defend, on a 7+, take +1 Hold. ■ … +1 for every 100 coins you end up spending.
■ Someone important to you has been put in a bad spot as a
Partial Cover grants +
1 Armour result of your actions. Write a bond with them now.
On a 7+, choose one:
Forceful - I t can knock someone back a pace, maybe even off their
Major Cover grants +2 Armour ■ You befriend some useful NPC(s). The GM will tell you who.
feet.
■ You learn something interesting or useful. Tell the GM
Ignores Armour - A
rmour won’t reduce its damage. what you’d like to learn about and the GM will tell you
WEAPON RANGES what you learn.
Hand: It’s useful for attacking something within your reach, no Messy - I t does damage in a particularly destructive way, ripping
people and things apart. ■ You happen upon an opportunity. The GM will tell you
further. what it is.
Close: It’s useful for attacking something at arm’s reach, plus a n-Piercing - T reat the target as if it has n less armour. Additionally, on a 7-9, the GM picks one:
foot or two. Precise - Y
ou must Hack & Slash using +DEX instead of +STR. ■ You’ve been entangled, ensorcelled, or tricked.
■ You’ve pissed someone off; the GM will tell you who, but
Reach: It’s useful for attacking something that’s several feet away - Ration - I t’s food.
you get to tell us how. The GM will have you make a new
maybe as far as ten. Reload - A
fter you attack with it, it takes more than a moment to reset bond with them.
Near: It’s useful for attacking if you can see the whites of their for another attack. ■ Someone needs your help; tell us who they are, and why
eyes. Slow - I t takes a while to use - at least a minute, if not more. you feel obliged to give it.
Far: It’s useful for attacking something in shouting distance.
Stun - I t stuns the target instead of reducing HP. To do anything while
stunned, you must Defy Danger first.
Thrown - Y ou can Volley with it, but it has no ammo, so it’s gone until
you can recover it.
Touch - I t’s used by touching it to the target’s skin.
Two-Handed - Y
ou need both hands to use it well.
Worn - T o use it, you have to be wearing it.
n Uses - C
an be used n times before it turns out.
Vicious - I nflicts agonising wounds that bleed profusely. Scars are
likely.
EQUIPMENT
Here are a few of the most common pieces of weaponry, gear, and other items you can expect to find in Dungeon World.
This list is not exhaustive, and variants upon these items are likely to exist.
Trap Kit Dangerous, slow, 2 weight, 5 coins Shield +1 armour, 2 weight, 15 coins Finery 105 coins
A bear trap, tripwire rig, or similar. When you take the time to set it Tower Shield Deflecting, clumsy, 3 weight, 80 coins Fine Tapestry 350 coins
up in advance, it becomes a hazard you’ll want to steer clear of. Kingly Crown 5,000 coins
POISONS
Oil of Tagit Dangerous, applies, 0 weight, 15 coins
The target falls into a light sleep.
Bloodweed Dangerous, touch, 0 weight, 12 coins
Until cured, whenever the afflicted rolls damage, they roll damage
twice and take the worse result.
Goldenroot Dangerous, applied, 0 weight, 20 coins
The target treats the next creature they see as a trusted ally, until
proved otherwise.
Serpent’s Tears Dangerous, touch, 0 weight, 10 coins
Anyone dealing damage against the target rolls twice and takes the
better result.
NOTES | w rite down notes or additional details here, such as extra gear, bonds, or followers
THE BARBARIAN
Hither you came from parts unknown. Sword in hand—a reaver. A slayer.
Let the wizard casts his spells. What good is magick when steel cuts through flesh and bone just the same? The Paladin swears
fealty to the divine. She can keep her fairy tale god—you are your own master.
You hail from the far reaches of Dungeon World in search of—what? Glory? Treasure? Spilt blood? In the end it matters not.
They call you barbarian. Uncivilized. Let them. You know better. Their world of nobles and laws is fleeting. You will tread the
jeweled thrones of Dungeon World under your boot, and you will show them what might and fear truly mean.
For you know what is best in life, and you will take it.
NAME: _____________________________
Examples: Gorm, Si-Yi, Priscilla, Barbozar, Fafnir, Shar, Haepha, Qua,
Thra-raxes, Sillius, Khamisi, Anneira, Sen, Xia, Vercin’geto, Sacer …
… the Glorious, the Hungry, the Mirthful, the Undefeated, All-Mighty,
the Giant, Foesmasher, Bonebreaker, the Gluttonous, the Triumphant
DRIVE | choose one or write your own
❏ Primal
Eschew a convention of the civilised world.
❏ Sagely
Teach someone else the ways of your people.
❏ Triumph
Defeat a mighty foe to prove your worth.
❏
CHARACTER SKETCH
situation, and might ask you some questions in return. Roll+WIS.
On a 10+, the GM will give you good detail. On a 7-9, the GM will
give you an impression.
rituals, and so on. They’ll tell you what you need to know.
❏ What is Best in Life?
❏ WEAKENED ❏ SHAKY ❏ SICKENED ❏ DAZED ❏ CONFUSED ❏ SCARRED At the end of a session, if during this session you have c
rushed
When a debility is marked, you take -1 ongoing to that stat. ❏ For the Blood God your enemies, seen them driven before you, or have heard
Requires: Level 6+, Ancestral Visions the lamentations of their kinfolk, you mark XP.
You are initiated in the old ways of pain and sacrifice. Choose
HIT POINTS ARMOUR DAMAGE LEVEL something your ancestor spirits (or gods, or your totem, etc) ❏ Khan of Khans
value - gold, blood, bones, or the like. W
hen you sacrifice Your Followers will always accept the gratuitous fulfillment of one
/ 26 d6+1 XP
______________ those things as per your rites and rituals, roll+WIS. On a
10+, the GM will grant you a great and useful insight into your
current goals, or a boon to help you on your way. On a 7-9,
of your appetites as payment.
When you personally Recruit a Follower, you may write a Bond
Modifiers with them: “I command ________’s respect.” If you do, tell us how.
the sacrifice is not enough and the gods take of your flesh as
& Tags: Mark XP when you roll a 6-
well, but still grant you some insight or boon.
❏ My Love for You is Like a Truck
When you perform a feat of strength, name someone present
BASIC MOVES | y ou start with all of these ❏ A Good Day to Die whom you have impressed; you take +1 Forward with them.
As long as your hit points are less than or equal to your CON,
Herculean Appetites Formidable
you take +1 Ongoing (even to Last Breath rolls).
Others may content themselves with just a taste of wine, or You are best k
nown for two terrible proficiencies. What are they?
❏ Usurper
dominion over a servant or two, but you want more. Choose two: ❏ Unencumbered, Unharmed: You have 2-armour as long as When you prove yourself superior to a person in power, take
❏ Pure destruction ❏ Conquest you aren’t restrained and are at or below your Load. ❏ Deathless +1 Forward with their followers, underlings, and hangers-on.
❏ Power over others ❏ Riches and property Requires: Level 6+, A Good Day to Die
❏ Musclebound: W hen you wield a weapon, it becomes When you take your Last Breath, on a 12+, you bring one of
❏ Mortal pleasures ❏ Fame and glory forceful and m essy. Death’s dark secrets back with you. The GM will tell you what. ❏ Smash!
❏ ❏ Requires: Level 6+
❏ Immovable Object: The forceful and messy tags do not work When you Hack and Slash, on a 12+, choose something physical
While pursuing one of your appetites, if you would roll for a
move, instead of rolling 2d6 you roll 3d6 and take the best two
against you. ❏ Like a Wrecking Ball your target has (a weapon, their position, a limb); they lose it.
❏ Unstoppable Force: You take +1 to Defy a Danger caused by When you gain momentum and charge through any
dice. If any of the dice you roll are duplicates (1 and 1; 2, 2 and
movement. obstacles in your way (walls, barriers, men), roll+CON. Whatever
2; etc), the GM will also introduce a complication or danger that
the result, nothing can stop you; you are always carried through. ❏ Obsession
comes about due to your heedless pursuits. ❏ Eye for Weakness: W hen you Discern Realities, you can Requires: Level 6+
On a 10+, you smash through with no problems, and anything in
always ask “who or what h ere is weak or vulnerable?” in Whenever you like, you may ask the GM “can I indulge one of
your way takes damage as appropriate. On a 7-9, you still smash
What Are You Waiting For? addition to your other questions. through and damage anything in your way, but choose one: my appetites here? If so, how?”
When you cry out a challenge to your enemies, roll+CON. On ● You get yourself hurt; take damage as appropriate.
a 10+, they treat you as the most obvious threat to be dealt with ❏ Like a Vise: A single one of your hands is often enough to
firmly hold onto an average-sized person, and only the ● You overexert yourself; take the Weakened debility until you ❏ The One Who Knocks
and ignore your companions, and you take +2 damage Ongoing have a moment to rest. Requires: Level 6+
against them. On a 7-9, only a few (the weakest or most strongest of foes can break out of your iron grip.
● You put yourself in a spot or leave yourself out of position. When you Defy Danger, on a 12+, you turn the danger back on
foolhardy among them) fall prey to your taunting. ❏ itself; the GM will describe how.
The Upper Hand ❏ Is That All You’ve Got?
You take +1 to Last Breath rolls. Requires: Level 6+, Like a Wrecking Ball ❏ Mark of Might
When you deliberately take the full brunt of an attack, Requires: Level 6+
When you roll a 7-9 on a Last Breath roll, you make an offer to
roll+CON. On a 7+, pick one. On a 10+, you only take half the When you take this move and spend some uninterrupted
Death for your life, instead of the other way around. If Death
❏ attack’s damage. time reflecting on your past glories, you may mark yourself
accepts, you will be returned to life. If not, you die.
● Your enemy leaves themselves open. with a symbol of your power (a long braid tied with bells, ritual
● You learn one of the enemy’s weaknesses; describe it. scars or tattoos, etc). Any intelligent, mortal creatures who sees
● Your lack of reaction infuriates or terrifies your enemy. this symbol knows instinctively that you are a force to be
reckoned with and treats you appropriately.
❏ ❏ Hidden Depths
Take another Herculean Appetite or another Formidable. ❏ War Cry
Requires: Level 6+
STARTING GEAR COINS & TREASURE LOAD ❏ Samson When you enter a battle with a show of force (a shout, a
You start with a Dagger (hand, 1 weight), some rallying cry, a battle dance), roll+CON. On a 10+, both. On a 7-9,
/ 10
You may take a debility of your choice to immediately break free
Dungeon Rations (5 uses, food, 1 weight), and a of any physical or mental restraint. one or the other.
Token from your travels or homeland. ● Your allies are rallied and take +1 Forward.
● Your enemies are stricken by fear and will act accordingly
Choose your weaponry: ❏ Indestructible Hunger (avoiding you, hiding, attacking with fear-driven abandon..)
❏ Axe (close, 1 weight) When you would take damage, you can choose to instead take
and Shield (+1 armour, 2 weight) ITEMS -1 Ongoing until you sate one of your appetites. If you already
❏ More! Always More!
❏ Battered Greatsword (close, two-handed, +1 have this penalty, you cannot choose this option.
Requires: Level 6+
damage, 2 weight) When you satisfy an appetite to the extreme (destroying
Choose one: ❏ Appetite for Destruction something unique and significant, gaining enormous fame,
❏ Chainmail (1 armour, worn, 1 weight) Gain one non-multiclass move of your choice from the Bard, riches, power, etc) you may choose to resolve that appetite.
❏ Adventuring Gear (5 uses, 1 weight) Druid, Fighter, or Thief class list. Treat your level for this move as If you do, cross it off the list and mark XP; you no longer feel the
❏ Poultices and Herbs (2 uses, slow, 1 weight) if you were one level lower. burning desire to pursue it as you once did. In its place, choose a
new appetite from the list.
When you have resolved six appetites in this way, you must
either retire, take on an apprentice, or change you a new
playbook, as if you had hit 11th level. Your life has changed.
NOTES | w rite down notes or additional details here, such as extra gear, bonds, or followers
THE BARD
The poems say an adventurer’s life is all open roads and the glory of coin and combat. The tales told in every farmhand-filled
inn have to have some ring of truth to them, don’t they? The songs to inspire peasantry and royals alike—to 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. A mere minstrel can retell a
thing, but it takes a true bard to live it. Strap on your boots, noble orator. Sharpen that hidden dagger and take up the call.
Someone’s got to be there, fighting 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.
NAME: _____________________________
Examples: Baldric, Webley, Astrafel, Meredda, Kosil, Amaryllis, Leena,
Mayweather, Florian, Bolir, Kurgan, Filbert, Charlotte, Theodore, Lily
DRIVE | choose one or write your own
❏ Peacekeeper
Avoid a conflict or defuse a tense situation.
❏ Instigator
Spur others to significant and unplanned decisive action.
❏ Heartfelt
Help someone deal with or overcome their personal problems.
❏
BONDS | do this together with the group CHARACTER SKETCH
You start with 6 bonds, divided between the other
members of your party. Each is a statement about how
you relate to them.
LOOK | pick as many that apply
● Female, Male, Ambiguous, Concealed, Transgressing, ________
Examples:
This is not my first adventure with ________. ● Human, E lf, Dwarf, Halfling, Gnome, Kobold, Goblin, Orc,
I heard stories about ________ long before I even met them. Hobgoblin, Gnoll, Harpy, Satyr, Lamia, Siren, Faun, ________
________ is often the butt of my jokes. ● Knowing Eyes, Fiery Eyes, Joyous Eyes, Searching Eyes, ________
I’m writing a ballad about ________’s adventures. ● Fancy Hair, Wild Hair, Stylish Cap, ________
________ entrusted me with a secret. ● Fit Body, Well-Fed Body, Thin Body, ________
________ is my muse. ● Clothes: Finery, Travelling, Poor, ________
I can’t bring myself to tell ________ how I truly feel about them.
I’ve bailed ________ out of trouble more times than I can count.
________ and I look out for each other. BACKGROUND | c hoose one or write your own
❏ Wide Wanderer
Your bonds will change and grow over the course of play. Your adventures have revealed much to you, and you’ve acquired
Use the space below to note any new or changed bonds. plenty of associates throughout your travels. When you go to a
civilised settlement, there’s always someone there who knows
of you and is willing to help you out; write a bond for them, now.
❏ Bardic Collegiate
You learned your bardic knowledge among associates and peers
in a unique and prestigious institution. Name a subject (Spells
and Magicks, Unusual Beasts, Gods and Their Servants, Grand
Histories, etc); you take +1 to use Bardic Lore on that subject.
❏ Folk Hero
You earned your start through some personal feat of prowess
and bravery, and you’re well-known because of it. W hen you use
Enchanting Entertainer to tell stories of your own heroics,
treat any result of a 6- as a 7-9 and add this option to the list:
● You attract the attention of another would-be hero, as if
you had rolled a 10+ to Recruit.
❏
STATS | a ssign these modifiers to your stats: +2, +1, +1, +0, +0, -1; add +1 at each even level (to a maximum of +3) ADVANCED MOVES | choose 1 at first level; add 1 each time you level up
❏ Parry and Riposte ❏ Anything You Can Do, I Can Do Better
STR DEX CON INT WIS CHA When you attempt to deflect and dodge a melee attack while When you Make Camp, you can choose to spend some time
unarmed or wielding a p recise weapon, roll+DEX. On a 7+, you with another player character. If you do, choose one:
avoid the attack. On a 10+, you also choose 1.
● You change up the distance, closing in or disengaging.
● You deal half your damage (rounded up) to the attacker.
● They choose a move you have and gain Hold equal to the
number of Bonds they have with you. They can spend 1 Hold
to use that move.
❏ WEAKENED ❏ SHAKY ❏ SICKENED ❏ DAZED ❏ CONFUSED ❏ SCARRED ● You choose a move they have and gain Hold equal to the
When a debility is marked, you take -1 ongoing to that stat. ❏ Maestro number of Bonds you have with them. You can spend 1 Hold
Requires: Level 6+, Parry and Riposte to use that move.
Add these to your choices for Parry and Riposte: When either of you next Make Camp, you both lose any
HIT POINTS ARMOUR DAMAGE LEVEL ● You disarm your attacker. remaining Hold from this move.
● You trip, hamper, or embarrass your attacker.
NAME: _____________________________
Examples: Durga, Aelfar, Gerda, Hawthorn, Lenore, Clarke, Penrose,
Drummond, Freya, Sara, Jon, Brinton, Stelios, Seransus, Emmer, Eira
DRIVE | choose one or write your own
❏ Sacrifice
Endanger yourself to heal another.
❏ Dedication
Make a sacrifice to follow the precepts of your faith.
❏ Vindication
Harm another to prove the superiority of your deity.
❏
BONDS | do this together with the group CHARACTER SKETCH
You start with 4 bonds, divided between the other
members of your party. Each is a statement about how
you relate to them.
LOOK | pick as many that apply
● Female, Male, Ambiguous, Concealed, Transgressing, ________
Examples:
________ despises my faith. ● Human, E lf, Dwarf, Halfling, Gnome, Kobold, Goblin, Orc,
________ doesn’t believe in my god; I will show them the truth. Hobgoblin, Gnoll, Valkyrie, Triton, Planetouched, ________
________ is a fellow worshipper. ● Kind Eyes, Sharp Eyes, Sad Eyes, ________
I must convert ________ to my faith. ● Tonsure Hair, Strange Hair, Bald, ________
My god has plans for ________. ● Ornate Robes, Roughspun Garb, Commoner’s Tunic, ________
________ has been through hardships that would break me. ● Thin Body, Knobby Body, Flabby Body, ________
I have intervened on ________’s behalf before.
Your bonds will change and grow over the course of play.
BACKGROUND | c hoose one or write your own
Use the space below to note any new or changed bonds. ❏ Warpriest
Your faith was tempered upon the battlefield, and you will leave
none behind. You take +1 to Defend someone or something else.
❏ Chirurgeon
You have long strived to help others, no matter how grave their
wounds or how grim the price. You ignore the slow tag on
bandages, herbs and poultices, and whenever you like, you can
spend 1 use of Adventuring Gear to produce 1-use of bandages.
❏ Pilgrim
Your faith guides you, protects you. It is you, and you are it. You
take +1 to Defy a Danger which pertains to your deity’s domains.
❏
STATS | a ssign these modifiers to your stats: +2, +1, +1, +0, +0, -1; add +1 at each even level (to a maximum of +3) ADVANCED MOVES | choose 1 at first level; add 1 each time you level up
❏ Cloistered Wisdom ❏ My Faith is My Shield
STR DEX CON INT WIS CHA When you Spout Lore or Discern Realities about something When you wear no armour and bear no shield, you get
pertaining to your deity’s domains, you may roll +WIS instead 2-armour.
of +INT.
❏ Knowledge of the Faithful
❏ Serenity
When you calmly walk through a dangerous situation, take
❏ WEAKENED ❏ SHAKY ❏ SICKENED ❏ DAZED ❏ CONFUSED ❏ SCARRED Requires: Level 6+, Cloistered Wisdom +1 to Defy Danger.
When a debility is marked, you take -1 ongoing to that stat. When you use Cloistered Wisdom, treat any result of a 6- as
a 7-9. ❏ Heaven’s Weaving
When you Parley with or otherwise broker a deal with
HIT POINTS ARMOUR DAMAGE LEVEL
❏ Haruspex someone, your faith grants you insight into them; you may ask
When you Commune with your deity after fulfilling their them two questions from the Discern Realities list.
/ 20 d6 XP
______________ Demands, you also take +1 Forward to do as they recommend.
❏ Divine Intervention
Modifiers ❏ Holy Petitioner When you Make Camp and pray to your deity, lose any hold
& Tags: Mark XP when you roll a 6- Requires: Level 6+, Haruspex you already have for this move and hold 1.
When your deity imposes on you a task, or when you When you or an ally would take damage, you may spend this
formally set yourself on a quest that pertains to their hold to call on your deity and have them intervene (a sudden
BASIC MOVES | y ou start with all of these domains, you take +1 Forward upon its completion. gust of wind, a lucky slip, a bust of light), negating that damage.
Divine Agent Invocation
You serve and worship a deity who grants you power. Give your When you call upon your deity’s power, choose an invocation ❏ The Scales of Life and Death ❏ Rebuke
god a name (maybe Helferth, Sucellus, Zorica, or Krugon the you know and roll+WIS. On a 7+, your deity’s power flows through You can Aid and Interfere with an ally’s Last Breath roll, and your When you issue a command to a creature or entity that
Bleak): you and the effect comes to pass, but you must choose a allies can Aid and Interfere with your Last Breath rolls. Be aware pertains to your deity’s domains, assemble your command
consequence from the list. On a 7-9, the GM chooses another. that Death will gladly rope you (or your allies) into its bargains. (containing a number of words equal to your level) and roll+WIS.
Then, define your deity’s domains by filling in each answer: ● The invocation’s Risk comes to pass. On a 10+, they will act according to both the letter and the spirit
● What they Control (the sun, the seas, the skies, etc) ● The effort is physically taxing. Mark a debility of your choice. ❏ Cheat Death Again of your command. On a 7-9, only one; the GM will say which.
● The power drains you. You take -1 Ongoing to Invoke until Requires: Level 6+, The Scales of Life and Death
you have some time to pray and clear your head. When you have 0 HP, instead of taking your Last Breath, ❏ Favoured Soul
● What they Represent (love, death, war, wind, etc) While one invocation is ongoing, you can’t use another. You can end roll+WIS. On a 10+, you live and choose one: Requires: Level 6+
an ongoing invocation whenever you wish. ● You discover one of Death’s dark secrets. When you use Invocation, on a 12+, choose no consequences.
● You have a moment with a soul of the deceased.
● Who their Worshippers are (nobles, dwarves, wizards, etc) Thaumaturgy ● You manage to stay beneath Death’s notice.
When you petition your deity to perform a miracle that ❏ Evidence of Faith
On a 7-9, you live, but Death takes notice and you make a Requires: Level 6+
pertains to their domains, tell the GM what you desire. Miracles terrible discovery. On a 6-, in addition to whatever the GM
● Who their Enemies are (demons, undead, heretics, etc) are always possible, but the GM will give you 1 to 4 of the When you see the effects of divine magic, you can ask the GM
says, you can cheat Death no longer and you must pass which deity granted the spell and its effects. You take +1 Forward
following conditions (separated by “ANDs” and “ORs”): through the Black Gates now and forever.
● It’s going to take days/weeks/months. to act on the answers.
● What their Demands are (sacrifices, secrets, victory, etc) ● First you must ________.
● You’ll need help from ________. ❏ Thy Will Be Done ❏ Apotheosis
● It will require ________. When you use your divine authority to convince a fellow Requires: Level 6+
● The effect will be unreliable or limited. worshipper of your deity to act in their name, roll+CHA. On a When you take this move and spend some time establishing
Commune ● You and your allies will risk danger from ________. 7+, they’ll do it to the best of their abilities, but choose one. On a a unique and potent connection to your deity, choose a
When you petition your deity for guidance on something ● You’ll have to disenchant ________ to do it. 7-9, the GM chooses another. feature associated with them (rending claws, wings of sapphire
that pertains to their domains, you are granted some useful Miracle examples: Raising someone from the dead; calling down an ● You’ll need to prove your divine authority to them first. feathers, an all-seeing third eye, etc). In recognition of your
knowledge or a boon; the GM will tell you what. In return, your unnatural storm of acid rain and soul-clouds; restoring someone’s ● They’ll need you to come with them. devotion and faith, your deity bestows this gift upon you.
deity may impose on you a task; mark XP when you complete it. missing limbs, eyes, horns, etc; unravelling the assorted dangers, ● A terrible twist of fate will befall them in the process.
threats, and grim portents of a front; summoning a divine envoy.
❏ Miracle Worker
❏ Lead the Flock Requires: Level 6+
When you preach to a mob, roll+CHA. On a 10+, hold 3. On a When you use Thaumaturgy, you may ignore or veto one
7-9, hold 1. At any time you may spend your hold, 1-for-1, to have requirement of your choice.
the mob:
● Bring people forward and deliver them to you.
STARTING GEAR COINS & TREASURE LOAD ● Bring forward all their precious things. ❏ Anathema
You carry some Dungeon Rations (5 uses, food, 1 Requires: Level 6+
/ 10
● Unite and fight for you.
weight), some Poultices and Herbs (2 uses, slow, 1 ● Fall into a frenzy of joy, sorrow, or rage, your choice. When you strike down an Enemy of your deity, roll+WIS. On a
weight), and a divine symbol of your faith. 10+, that enemy is disintegrated, struck down by the power of
● Go quietly back to their lives.
your faith. On a 7-9, the enemy is still destroyed, but choose one:
Choose your wear: ● Your deity’s wrath is not yet over. It causes massive
❏ Chainmail (1 armour, 1 weight) ❏ ❏ Extra Invocation collateral damage.
❏ Spartan Robes (0 weight) ITEMS Add an extra invocation to your list. ● Your deity draws upon your own strength for this act. Take
Choose your armament: -1 Forward.
❏ Warhammer (close, forceful, 2 weight) ❏ ❏ ❏ G
reater Invocation
❏ Staff (close, two-handed, 1 weight) Mark the Greater benefit of an invocation you know.
Choose two:
❏ Adventuring Gear (5 uses, 1 weight)
❏ Flask of Alcohol (2 uses, 0 weight)
❏ Healing Potion (0 weight)
❏ Shield (+1 armour, 2 weight)
NOTES | w rite down notes or additional details here, such as extra gear, bonds, or followers
THE DRUID
Cast your eyes around the fire. What has brought you to these people, stinking of the dust and sweat of the city? Perhaps it is a
kindness—do you protect them as the mother bear watches over her cubs? Are they your pack, now? Strange brothers and
sisters you have. Whatever your inspiration, they would certainly fail without your sharp senses and sharper claws.
You are of the sacred spaces; you are born of soil and wear the marks of her spirits on your skin. You may have had a life
before, maybe you were a city dweller like them, but not now. You’ve given up that static shape. Listen to your allies pray to
their carved stone gods and polish their silver shells. They speak of the glory they’ll find back in that festering town you left
behind.
Their gods are children, their steel is false protection. You walk the old ways, you wear the pelts of the earth itself. You’ll take
your share of the treasure, but will you ever walk as one of them? Only time will tell.
NAME: _____________________________
Examples: Hycorax, Ethanwe, Elana, Weylan, Rose, Mabe, Uriel, Udyr,
Rehgar, Sigrial, Dunstan, Nils, Thistle, Taeros, Celsithrine, Froia, Pelin
DRIVE | choose one or write your own
❏ Nature Claims All
Destroy a symbol of civilisation.
❏ Life’s Attendant
Help something or someone grow.
❏ Slayer of the Weird
Eliminate an unnatural menace.
❏
BONDS | do this together with the group CHARACTER SKETCH
You start with 4 bonds, divided between the other
members of your party. Each is a statement about how
you relate to them.
LOOK | pick as many that apply
● Female, Male, Ambiguous, Concealed, Transgressing, ________
Examples:
________ smells like prey, but I will make them into a predator. ● Human, E lf, Dwarf, Halfling, Gnome, Kobold, Goblin, Orc,
I will cleanse ________ of the spirits that haunt them. Hobgoblin, Gnoll, Triton, Faun, Wildling, Centaur, ________
________ and I are pledged to purge the sickness that plagues the land. ● Messy Hair, Braided Hair, Fur-Lined Hood, ________
Because of ________, I have changed as a person. ● Ceremonial Garb, Practical Leathers, Weathered Hides, ________
________ knows the secrets of the wilds. ● Tell: Antlers, Leopard Spots, Crystalline Eyes, Webbed Digits,
________ mistakenly believes that I must be tamed. Quill-Like Hair, Cloven Hooves, Serpentine Tongue, _______________
I have absolute faith in ________’s abilities.
Your bonds will change and grow over the course of play.
BACKGROUND | c hoose one or write your own
Use the space below to note any new or changed bonds. ❏ Born of the Soil
You learned your magic in a place where the spirits are strong
and ancient. Choose a land (the great forests, the sapphire
islands, the frozen north, the depths of the earth, etc); you take
+1 to Shapeshift into the form of an animal from that land.
❏ Totemist
You are bonded to a specific animal or beast; your Tell reflects it,
and you always possess its Instinct. W
hen you use Shapeshifter
to take the form of your totem, you always succeed as if you
had rolled a 10+.
❏ Fey-Touched
You were taken or trained by the fey to become nature’s servant.
When you use Communion of Whispers, you can call upon
your fey brethren and their eldritch court to provide you with a
second insight in exchange for a favour (the GM will say what).
❏
STATS | a ssign these modifiers to your stats: +2, +1, +1, +0, +0, -1; add +1 at each even level (to a maximum of +3) ADVANCED MOVES | choose 1 at first level; add 1 each time you level up
❏ Thing-Talker ❏ Formcrafter
STR DEX CON INT WIS CHA You see the spirits in the sand, the sea, and the stone. You can When you Shapeshift, choose a stat; you take +1 Ongoing to
now apply your Shapeshifter and Spirit Tongue moves to rolls using that stat while shifted. The GM will also choose a stat;
/ 8
When you use Spirit Tongue to Parley, you may roll +WIS Requires: Level 6+
instead of +CHA.
Choose your defenses: When you Shapeshift, you no longer have to Defy Danger to
When you Spout Lore about animal, nature, or the balance of ignore or control your chosen form’s Instinct(s). At the end of the
❏ Hide Armour (1 armour, worn, 1 weight) life, you may roll +WIS instead of +INT.
❏ Wooden Shield (+1 armour,1 weight) session, if you did as a chosen form’s Instinct desired of you,
mark XP.
Choose your armament:
❏ Shillelagh (close, 2 weight) ITEMS ❏ Eyes of the Tiger
❏ Staff (close, two-handed, 1 weight) When you mark an animal with blood, mud, or dirt, you can ❏ Form of Legend
❏ Spear (close, thrown, near, 1 weight) see through its eyes as if they were your own, no matter what Requires: Level 6+
Choose one: distance separates you. Only one animal may be marked in this You can now apply your Shapeshifter and Spirit Tongue moves to
❏ Adventuring Gear (5 uses, 1 weight) way at a time. fantastical beasts; those with magical or supernatural powers
❏ Poultices & Herbs (2 uses, slow, 1 weight) (like a cockatrice’s petrifying touch or a unicorn’s purifying horn).
❏ Halfling Pipeleaf (6 uses, 0 weight) ❏ Trackless Step When you S hapeshift into the form of a fantastical beast,
When you move through nature, you leave no trace and you hold Power equal to your CON. You can spend your Power,
effortlessly overcome any hindering or treacherous terrain. 1-for-1, to use the shape’s magical or supernatural powers.
When you spend your last Power, you must give up your
borrowed shape.
NOTES | w rite down notes or additional details here, such as extra gear, bonds, or followers
THE FIGHTER
It’s a thankless job—living day to day by your armour and the skill of your arm, diving heedlessly into danger. They won’t be
playing golden horns for the time you took that knife to the ribs for them in the bar in Bucksberg. No flock of angels will 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, for 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
around a campfire in the wilderness, you bear your scars with pride.
You are the wall—let every danger smash itself to dust on you. In the end, you’ll be the last one standing.
NAME: _____________________________
Examples: Elohiir, Hawke, Finnegan, Olive, Ozruk, Surtur, Cadeus,
Shanna, Greta, Lenna, Walton, Brianne, Kithracet, Ithemwe, Jarl
DRIVE | choose one or write your own
❏ Protector
Endanger yourself to protect those weaker than you.
❏ Victor
Defeat an opponent worthy of your might and skills.
❏ No Quarter
Kill a defenseless or surrendered enemy.
❏
BONDS | do this together with the group CHARACTER SKETCH
You start with 4 bonds, divided between the other
members of your party. Each is a statement about how
you relate to them.
LOOK | pick as many that apply
● Female, Male, Ambiguous, Concealed, Transgressing, ________
Examples:
________ owes me their life. ● Human, E lf, Dwarf, Halfling, Gnome, Kobold, Goblin, Orc,
________ is soft, but I will make them hard like me. Hobgoblin, Gnoll, Minotaur, Ogre, Dragonkin, Vanara, ________
I’ve sworn to protect ________ from their greatest enemy. ● Hard Eyes, Dead Eyes, Eager Eyes, ________
I’m worried that ________ will abandon us when things get tough. ● Wild Hair, Shorn Hair, Battered Helm, ________
________ is my rival, and I theirs. ● Calloused Skin, Tanned Skin, Scarred Skin, ________
I once fought something great and terrible alongside ________.
________ knows what I am like beneath my resolve.
BACKGROUND | c hoose one or write your own
Your bonds will change and grow over the course of play. ❏ Champion
Use the space below to note any new or changed bonds. Gladiator, hero, warlord - you’ve been at least one of these
things, if not more, and it’s taught you where the battle truly lies;
in the hearts and eyes of the crowd. When you enter a fight or
deliver a killing blow, you become the center of attention.
❏ Mercenary
In the messy line of work that you were in, you learned to read
folks truer than most - especially your employers. When you
Parley with or otherwise broker a deal with someone, you
may ask a question about them from the Riddle of Steel list.
❏ Soldier
You inspire others with your relentless fortitude and
perseverance. When you Chart a Course, you and those you
lead arrive at your destination faster than anticipated. W
hen you
Navigate, you may roll +CON instead of +INT.
❏
STATS | a ssign these modifiers to your stats: +2, +1, +1, +0, +0, -1; add +1 at each even level (to a maximum of +3) ADVANCED MOVES | choose 1 at first level; add 1 each time you level up
❏ Through Death’s Eyes ❏ Blacksmith
STR DEX CON INT WIS CHA When you go into battle, roll+WIS. On a 10+, name one NPC When you have access to a forge, you can graft the magical
who will live and one who will die. On a 7-9, name one or the powers of a weapon onto your Signature Weapon. This process
other. The GM will make your vision come true, if it’s even
remotely possible. On a 6-,in addition to whatever the GM says,
you see your own death; take -1 Ongoing throughout the battle.
destroys the magical weapon, but your Signature Weapon gains
all of its properties.
❏ WEAKENED ❏ SHAKY ❏ SICKENED ❏ DAZED ❏ CONFUSED ❏ SCARRED ❏ Strength of Ten
When a debility is marked, you take -1 ongoing to that stat. ❏ Visions of Death You always win one-on-one contests of strength. Also, choose 1:
Requires: Level 6+, Through Death’s Eyes ❏ Every attack you make has the forceful tag.
When you use Through Death’s Eyes, on a 12+, you may ❏ Every melee weapon you wield has the thrown and near tags.
HIT POINTS ARMOUR DAMAGE LEVEL instead name two NPCs who will die. If you do, you take +1 ❏ Every ranged weapon you wield has the far tag.
Ongoing to seal their fates.
❏ Magic Weapon
❏ Chainmail (1 armour, worn, 1 weight) Requires: Level 6+
and Adventuring Gear (5 uses, 1 weight) ❏ ❏ Improved Weapon When you take this move and spend some uninterrupted
❏ Scale Armour (2 armour, worn, clumsy, 1 weight) ITEMS Choose an extra enhancement for your Signature Weapon. time meditating with your Signature Weapon, choose a
Choose two: special power from the list below. Your weapon gains this power
❏ 1 Healing Potion (0 weight) as long as it is held by you.
❏ 22 Coins ❏ Dabbling Warrior ❏ Bane: It kills ________ (a specific type of creature; your choice)
❏ Shield (+1 armour, 2 weight) Gain one non-multiclass move of your choice from any class list. with but a single wound.
❏ Antitoxin (0 weight) Treat your level for this move as if you were one level lower. ❏ Divine: It is blessed by the gods, and is immediately
and Poultices & Herbs (2 uses, slow, 1 weight) recognisable as such.
❏ Returning: It always returns to your hand.
❏ Clearcutting: It cuts through wood and stone like butter.
❏ Vorpal: It ignores armour and causes profuse bleeding.
❏
NOTES | w rite down notes or additional details here, such as extra gear, bonds, or followers
THE IMMOLATOR
They pray to their gods for strength like fools; others, too smart for their own good, read books. Others, still, train with their
sword-arms or their tongues. Not you, though. Somehow, somewhy, you found power through another way, one wrought in fire
and pain. You made a sacrifice, then and there, freely given, for powers beyond the ken of mere mortals.
And it feels so, so good.
You’re the wildcard now. The uncaged flame, burning with passion and leaving ruin in your wake. Everyone else can feel it, too;
your fire stokes theirs, filling your new adventuring comrades with furore and brightening the lives of every yokel and maiden
lucky enough to cross your path. You’ve never felt so alive! And so what if there’s trouble following you every which way; all the
more reason to live life to the fullest, right?
Live fast, die young, and make sure you’re not the one who’s gotta pick up all the pieces.
NAME: _____________________________
Examples: Solomon, Omen, Leoric, Charfiend, Agar, Kithduin, Isilmwe,
Haeralos, Kilkarn, Candlewick, Ignis, Yajna, Hart, Emberlash, Prynne
DRIVE | choose one or write your own
❏ Thrills
Throw caution to the wind for your own personal gain.
❏ Glory
Utterly obliterate something significant or meaningful.
❏ Power
Exchange a sacrifice, freely given, for a service rendered.
❏
BONDS | do this together with the group CHARACTER SKETCH
You start with 3 bonds, divided between the other
members of your party. Each is a statement about how
you relate to them.
LOOK | pick as many that apply
● Female, Male, Ambiguous, Concealed, Transgressing, ________
Examples:
________ has felt the hellish touch of my fire. ● Human, E lf, Dwarf, Halfling, Gnome, Kobold, Goblin, Orc,
I once cast something into the flames for ________. Hobgoblin, Gnoll, Salamander, Mephit, Planetouched, ________
________ has also seen the fiery fate that will soon befall this world. ● Lithe Body, Knobby Body, Flabby Body, ________
________ thinks I’m more trouble than I’m worth, and they’re right. ● Shifty Eyes, Criminal Eyes, Deceitfully Innocent Eyes, ________
I have never met anyone more full of life than ________. ● Cropped Hair, Messy Hair, Hooded Head, ________
I once bent ________ to my will; never again.
Both ________ and I understand the true meaning of sacrifice.
________ needs to learn how to let loose and enjoy themselves. BACKGROUND | c hoose one or write your own
❏ Touched by Flame
Your bonds will change and grow over the course of play. Through some tragedy, your soul has been suffused by fire.
Use the space below to note any new or changed bonds. Non-magical heat and fire no longer harm you, and winter no
longer bites as deep.
❏ Fire Fiend’s Chosen
You were as much born as you were made, and your liege
demands payment for his boon. Your Firebrand has the living and
hungry tags instead of the dangerous tag, and you can never
remove them.
❏ Legacy of the Phoenix
You lost your life - only to have it returned to you, burning even
brighter than before. W hen you go out in a blaze of glory and
would take your Last Breath, the flames intervene on your
behalf. Instead of dying, you return to life with 1d6 HP and with
something inherent and valuable to you sacrificed to the flames;
the GM will say what.
❏
STATS | a ssign these modifiers to your stats: +2, +1, +1, +0, +0, -1
ADVANCED MOVES | choose 1 at first level; add 1 each time you level up
❏ Enkindler ❏ This Killing Fire
STR DEX CON INT WIS CHA
When you speak firmly and passionately to an NPC, choose When you use Firebrand, you may choose up to two tags. You
one of the following and roll+CHA. On a 7+, the desired effect
comes to pass. On a 7-9, the effect is only fleeting.
● You instill in them a new idea which they take to with fervor.
also add the following options to the list: M
Near, and Far.
essy & Forceful, A
rea,
❏ WEAKENED ❏ SHAKY ❏ SICKENED ❏ DAZED ❏ CONFUSED ❏ SCARRED ● You bolster their resolve, removing all sense of fear and ❏ Twice as Bright, Half as Long
When a debility is marked, you take -1 ongoing to that stat. doubt. When you channel the flames of fate, you may treat one of
● You belittle them, forcing them to back down - for now. your missed rolls as a 7-9, or a 7-9 as a 10+. Tell the GM what
you’ve lost to make this come to pass; an emotion, a memory, or
HIT POINTS ARMOUR DAMAGE LEVEL ❏ Fanning the Flames some innate piece of your being. It’s gone forever, right now.
Requires: Level 6+, Enkindler The flames will then make a request of you, big, or small (the GM
NAME: _____________________________
Examples: Thaddeus, Augustine, Kendrick, Errol, Callemwyr, Brom,
Hildur, Ulla, Regulus, Octavia, Seamus, Kyra, Galfenol, Lanethiir, Olyn
DRIVE | choose one or write your own
❏ No Rest for the Wicked
Deny mercy to a criminal, heretic, or unbeliever.
❏ Protector of the Just
Endanger yourself to protect someone weaker than you.
❏ Above the Law
Punish the innocent for your own gain or goals.
❏
BONDS | do this together with the group CHARACTER SKETCH
You start with 4 bonds, divided between the other
members of your party. Each is a statement about how
you relate to them.
LOOK | pick as many that apply
● Female, Male, Ambiguous, Concealed, Transgressing, ________
Examples:
________ shares my convictions. ● Human, E lf, Dwarf, Halfling, Gnome, Kobold, Goblin, Orc,
For what they have done, I am sworn to guide and protect ________. Hobgoblin, Gnoll, Dragonkin, Planetouched, Jackalfolk, ________
I have heard of ________’s exploits and am suitably impressed. ● Kind Eyes, Fiery Eyes, Glowing Eyes, ________
________ gave me food and shelter when I had nothing. ● Bald Head, Styled Hair, Decorated Helmet, ________
________ does not trust me, and I they. ● Holy Symbol: Worn, Fancy, Bloodstained, ________
I shall take ________ under my wing and teach them all I know.
I am in love with ________.
BACKGROUND | c hoose one or write your own
Your bonds will change and grow over the course of play. ❏ Judge
Use the space below to note any new or changed bonds. You are the open hand of redemption, and the clenched fist of
punishment. When a Paladin move asks you to roll +CHA or
when you Parley on honest terms, you may roll +WIS instead.
❏ Meek
You overcame incredible odds to find your strength, but you still
trust and treasure those you care for. W
hen you Aid an ally, you
may choose to suffer the consequences of their actions for them.
❏ Hero
You are dauntless in your pursuits, and you will stop at nothing
to see them done. W hen you pursue your Drive or when you
first take on a Quest, take +1 Forward.
❏
STATS | a ssign these modifiers to your stats: +2, +1, +1, +0, +0, -1; add +1 at each even level (to a maximum of +3) ADVANCED MOVES | choose 1 at first level; add 1 each time you level up
❏ Charge! ❏ ❏ Power of the Virtuous
STR DEX CON INT WIS CHA When you lead the charge into combat, those you lead take +1 Take another vow.
Forward.
❏ Over Onward
Requires: Level 6+, Replaces: Charge!
❏ Inspired Virtue
Whenever something comes to your attention that opposes
your virtues, you take +1 Forward to put an end to it.
❏ WEAKENED ❏ SHAKY ❏ SICKENED ❏ DAZED ❏ CONFUSED ❏ SCARRED When you lead the charge into combat, those you lead take
When a debility is marked, you take -1 ongoing to that stat. +1 Forward and +2 armour Forward. ❏ Shake it Off!
When you order an ally to overcome their dire straits,
HIT POINTS ARMOUR DAMAGE LEVEL ❏ Staunch Defender roll+CHA. On a 10+, they shake it off, break free, struggle
When you Defend, you take an additional 1 hold, even on a 6-. through, or whatnot. On a 7-9, a PC will take +1 Forward to
Whenever you spend hold to Defend someone or something overcome it, while an NPC will take some time to overcome it.
/ 22 d6+2 XP
______________ else, you also reduce the attacker’s damage by 1, if appropriate.
❏ We Happy Few
Modifiers ❏ Impervious Defender When you give an inspiring speech to your allies before
& Tags: Mark XP when you roll a 6- Requires: Level 6+, Staunch Defender facing a dire threat, roll+CHA. On a 10+, each ally takes 2
When you Defend, on a 12+, instead of taking any hold you Inspiration. On a 7-9, each ally takes 1 Inspiration. On a 6-, in
may choose to instead thwart the attack entirely and put your addition to whatever the GM says, each ally takes 1 Inspiration,
BASIC MOVES | y ou start with all of these attacker in a spot. but you take -1 Ongoing until you share your plaguing doubts
Devout Virtue The Chains of Faith with someone else.
You adhere to a strict moral code that grants you power beyond Whenever you fail to act in accordance to one of your Divine ❏ Voice of Authority Once battle is joined, your allies can spend their Inspiration at
that wielded by normal folk. Choose two of the following vows: Virtues, depending on the severity of your actions, you may lose When you raise your voice, it carries far and cuts through even any time, 1-for-1, to:
❏ Justice: Suffer not a crime unpunished. access to that vow and its associated benefits until you atone for the din of heavy battle. You also take +1 to Recruit or to Order a ● Act fearlessly against a terrifying foe or odds.
When you question a defeated, captured, or willing your misdeeds. The GM will tell you what you must do. Follower. ● Keep themselves at 1 HP when they would be reduced to or
individual, you can stare into their eyes to know if they are below 0 HP.
lying or not. I Am the Law ❏ Unquestioned Authority ● Make their attack ignore armour and leave their target
When you give an NPC an order based on your righteous Requires: Level 6+, Voice of Authority vulnerable.
❏ Mercy: Let no innocent creature suffer in your presence.
Whenever you heal someone else, you are healed for half the authority, roll+CHA. On a 7+, the GM chooses one: When you roll a 12+ to Order a Follower, they transcend
amount you healed them by. ● They’ll do what you say. their moment of fear and doubt and carry out your order with ❏ Stand Your Ground
● They’ll back away cautiously, then flee. particular effectiveness and efficiency. When you convince an ally to hold fast against incoming
❏ Courage: Refuse to let those who have power abuse it. ● They’ll attack you. danger, you both gain +1 Ongoing as long as you stay right
Whenever you Defend another person and choose to On a 10+, you also take +1 Forward against them. On a 6-, in where you are.
damage the attacker, you deal full damage (not half). addition to whatever the GM says, you take -1 Forward against ❏ Quest
When you dedicate yourself to a mission through prayer and
them.
❏ Purity: Abstain from mortal pleasures and finery. ritual cleansing, state what you set out to do (such as discover ❏ Smite Evil
You are immune to all mortal poisons and diseases. the truth about someone or something, or slay a blight on the Requires: Level 6+
Lay On Hands When you condemn an outlaw or evil creature for their
❏ Loyalty: Remain true to your word and to your allies. land). The GM will give you a blessing (such as a voice that
When you touch someone, skin to skin, and pray for their misdeeds, your weapon is engulfed in a searing, magical light.
None can doubt you; they might deny what you say, but in their transcends language, or an invulnerability to bladed weapons);
well-being, choose one of the following: Your attacks against them and their associates are brutal (you roll
hearts they recognise the truth and conviction of your words. stay true to your goal, and this blessing remains yours.
● They heal 1d6+1 damage. damage twice and take the best results), and the light shed by
When you complete your Quest, mark XP.
❏ Penitence: Do not needlessly kill intelligent creatures. ● They are cured of one mortal poison or disease. your weapon is blinding to them.
When you try to prevent a conflict, take +1. Then, roll+CHA. On a 10+, they are healed or cured, as you
wished it. On a 7-9, they are healed or cured, but the effect is ❏ Perfect Knight
❏ x taxing; you are either drained (taking 1d6+1 damage that ignores Requires: Level 6+, Quest ❏ Judge and Jury
armour) or left exposed. When you Q uest, you receive two Blessings instead of one. Requires: Level 6+
When you use I Am the Law, on a 12+, you may choose an
Armoured ❏ Merciful Intervention option from the list. The GM can’t choose that option.
You ignore the c lumsy tag on armour you wear. When you use Lay On Hands on an ally, you may choose a
second option from the list (even one you’ve already chosen). ❏ Indomitable
Requires: Level 6+
When you suffer a debility (even through Bloody Aegis), you
❏ Bloody Aegis
When you take damage, you can grit your teeth and accept the take +1 Forward against whatever caused it.
STARTING GEAR COINS & TREASURE LOAD blow. If you do, you take no damage but instead suffer a debility
You wear Scale Armour (2 armour, worn, clumsy, 3 of your choice. The other effects of the attack (if any) still apply, ❏ Healthy Distrust
weight) and carry some Dungeon Rations (5 uses,
food, 1 weight). / 12
and you can’t use this move if you already have all six debilities. Requires: Level 6+
Whenever the dark, corrupt, or chaotic magic wielded by
your foes causes you to Defy Danger, treat any result of a 6- as
❏ Divine Favour
Choose your weapon: You serve a particular religion, order, or deity which grants you a 7-9.
❏ Halberd (reach, +1 damage, two-handed, 2 weight) power beyond that provided by your own moral code. You gain
❏ Longsword (close, +1 damage, 1 weight) ITEMS the Divine Agent move from the Cleric, as well as one other Cleric
and Shield (+1 armour, 2 weight) move of your choice. Treat your level for these moves as if you
Choose one: were one level lower.
❏ Adventuring Gear (5 uses, 1 weight)
❏ Healing Potion (0 weight)
❏ 10 Coins
❏ Bandages (6 uses, slow, 0 weight)
NOTES | w rite down notes or additional details here, such as extra gear, bonds, or followers
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. That’s 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, but 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. But only you know the secrets of the spaces between.
Without you, they’d be lost. Blaze a trail through the blood and dark, strider.
NAME: _____________________________
Examples: Throndir, Jonah, Edan, Morg, Befenral, Nora, Shrike, Shem,
Ysolt, Gendrig, Bannegan, Diana, Kindramil, Celion, Eloise, Dambrath
DRIVE | choose one or write your own
❏ Freedom
Free someone from literal or figurative bonds.
❏ Hunter
Endanger yourself to combat an unnatural threat.
❏ Nature
Help an animal or spirit of the wild.
❏
BONDS | do this together with the group CHARACTER SKETCH
You start with 4 bonds, divided between the other
members of your party. Each is a statement about how
you relate to them.
LOOK | pick as many that apply
● Female, Male, Ambiguous, Concealed, Transgressing, ________
Examples:
________ underestimates my talents. ● Human, E lf, Dwarf, Halfling, Gnome, Kobold, Goblin, Orc,
________ is a friend of nature, and so I will be their friend as well. Hobgoblin, Gnoll, Skulker, Wildling, Harpy, Centaur, ________
I have guided ________ before, and they owe me for it. ● Wild Eyes, Sharp Eyes, Animal Eyes, ________
I lied to ________ about my past. ● Hooded, Wild Hair, Bald Head, ________
With ________ at my back, we can take on anything. ● Lithe Body, Wild Body, Sharp Body, ________
I will teach ________ how to survive in the wild. ● Clothes: Caped, Camouflage, Traveling, ________
________ knows the ways of the city better than me.
I must protect ________.
BACKGROUND | c hoose one or write your own
Your bonds will change and grow over the course of play. ❏ Hunter
Use the space below to note any new or changed bonds. You learned the value of a keen eye and of sheer accuracy from
an early age, and these talents have served you well. W hen you
Discern Realities, you can always ask “who or what here is weak
or vulnerable?” in addition to your other questions.
❏ Beastmaster
You’ve lived with the critters and creatures of the wilds just as
much, if not more, than your own kind. You can understand
animals, and when you spend some time in the wilderness,
you can Recruit from their bestial host.
❏ Guide
You mastered the world’s twisted paths, dense forests, and
treacherous mountainscapes long before you picked up a
weapon. When you Scout Ahead, you may choose 1 extra
option from the list, even on a 6-.
❏
STATS | a ssign these modifiers to your stats: +2, +1, +1, +0, +0, -1; add +1 at each even level (to a maximum of +3) ADVANCED MOVES | choose 1 at first level; add 1 each time you level up
❏ Animal Companion ❏ This is My Turf
STR DEX CON INT WIS CHA You are accompanied by a beast of uncommon loyalty and When you spend time in a location setting up a trap, describe
cleverness. See the Animal Companion insert for details. your plan of action and the resources you’re using. Then, choose
❏ ❏ Improved Companion
Requires: Animal Companion
up to two of the following options to describe your trap:
● Harm: Deal your damage to them, or greatly maim their
body.
❏ WEAKENED ❏ SHAKY ❏ SICKENED ❏ DAZED ❏ CONFUSED ❏ SCARRED Your animal companion gets 2 extra Benefits of your choice. ● Movement: Move someone to another spot, or halt their
When a debility is marked, you take -1 ongoing to that stat. action.
● Veil: Hide something or someone, or deprive someone of a
❏ ❏ Magnificent Specimen sense.
HIT POINTS ARMOUR DAMAGE LEVEL Requires: Level 6+, Improved Companion ● Social: Force them into a position where they have to obey
Choose one of the following when you take this move:
❏ Your animal companion gets +1 Quality (max +3).
you, turn violent, or retreat.
NAME: _____________________________
Examples: Raven, Starlight, Rook, Omar, Robin, Marlow, Farley, Kelda,
Carver, Trog, Dregal, Trixie, Sketch, Arain, Lightfoot, Eraduin, Jacklyn
DRIVE | choose one or write your own
❏ Thrillseeker
Leap into danger without a plan.
❏ Cunning
Avoid detection or infiltrate a location.
❏ Innocent
Shift danger or blame from yourself to someone else.
❏
BONDS | do this together with the group CHARACTER SKETCH
You start with 4 bonds, divided between the other
members of your party. Each is a statement about how
you relate to them.
LOOK | pick as many that apply
● Female, Male, Ambiguous, Concealed, Transgressing, ________
Examples:
I stole something from ________. ● Human, E lf, Dwarf, Halfling, Gnome, Kobold, Goblin, Orc,
________ has my back when things go wrong. Hobgoblin, Gnoll, Skulker, Jackalfolk, Vanara, Changeling, ________
________ knows incriminating details about me. ● Lithe Body, Knobby Body, Flabby Body, ________
I have a con running with ________. ● Shifty Eyes, Criminal Eyes, Deceitfully Innocent Eyes, ________
Me and ________ are the only survivors of a dubious venture. ● Cropped Hair, Messy Hair, Hooded Head, ________
I couldn’t live with myself if I lied to ________.
________ really enjoys the finer things in life.
________ respects me, and I respect them too! BACKGROUND | c hoose one or write your own
❏ Burglar
Your bonds will change and grow over the course of play. You’ve got an eye for wealth and value. You can always tell if
Use the space below to note any new or changed bonds. something is fake, and w hen you Discern Realities, you can
always ask “what here is useful or valuable to me?” in addition to
your other questions.
❏ Spy
You’re a consummate professional, and an upstanding citizen
besides. W hen you make the Oustanding Warrants move, you
may have the results of your roll apply to one of the other
players instead of yourself.
❏ Punk
You’re a simple thug, but that’s what counts; your friends are like
family, especially those from your early days. You take +1 to
Spout Lore about criminals and gangs, and you take +1 to deal
with them nonviolently.
❏
STATS | a ssign these modifiers to your stats: +2, +1, +1, +0, +0, -1; add +1 at each even level (to a maximum of +3) ❏ Poisoner ❏ ❏ Cautious
You’ve mastered the care and use of poisons; they are no longer When you use Danger Sense, you may ask another question.
dangerous for you to use. Choose a poison from the list below;
STR DEX CON INT WIS CHA you know the recipe for it. ❏ ❏ Extra Trick
❏ Oil of Tagit: Applied. The target falls into a light sleep. Take another Roguish Talent.
❏ Bloodweed: Touch. The target take -2 damage Ongoing until
they are cured. ❏ Hideout
❏ WEAKENED ❏ SHAKY ❏ SICKENED ❏ DAZED ❏ CONFUSED ❏ SCARRED ❏ Goldenroot: Applied. The target treats the next creature they You have a headquarters, secret lair, or safe haven that you call
see as a trusted ally, until proved otherwise. your own - a decrepit library, perhaps, or an abandoned keep.
When a debility is marked, you take -1 ongoing to that stat.
❏ Serpent’s Tears: Touch. Anyone dealing damage to the target Detail it, and give it a name.
deals +2 damage until they are cured. Your hideout is concealed from prying eyes, and you can expect
HIT POINTS ARMOUR DAMAGE LEVEL ❏ safety within its walls. W hen you or your allies Bolster or
Recover here, it takes only half as much time as normal.
NAME: _____________________________
Examples: Avon, Galadiir, Hrona, Mortimer, Phirosalle, Ovid, Kearney,
Vitus, Xeno, Emrys, Imogen, Gannon, Ogilia, Tresgoran, Dreft, Ysolde
DRIVE | choose one or write your own
❏ Discovery
Uncover something about a magical mystery.
❏ Antiquity
Acquire something old, lost, or magical.
❏ Power
Use your magic to command the respect of others.
❏
BONDS | do this together with the group CHARACTER SKETCH
You start with 3 bonds, divided between the other
members of your party. Each is a statement about how
you relate to them.
LOOK | pick as many that apply
● Female, Male, Ambiguous, Concealed, Transgressing, ________
Examples:
I have foreseen ________’s future role in the events to come. ● Human, E lf, Dwarf, Halfling, Gnome, Kobold, Goblin, Orc,
________ is keeping an important secret from me. Hobgoblin, Gnoll, Mephit, Changeling, Sylph, Lamia, ________
________ is woefully misinformed about the world. ● Haunted Eyes, Sharp Eyes, Crazed Eyes, ________
________ is my apprentice. ● Styled Hair, Wild Hair, Pointed Hat, ________
________ thinks I’m something I’m not. ● Worn Robes, Stylish Robes, Strange Robes, ________
________ believes my powers are evil. ● Pudgy Body, Creepy Body, Thin Body, ________
Your bonds will change and grow over the course of play.
Use the space below to note any new or changed bonds.
BACKGROUND | c hoose one or write your own
❏ Innate Gift
Magic is as natural as breath to you. W
henever a magical effect
happens close by, you can feel it and tell roughly which direction
and how far it is from you. W
hen you Discern Realities, you can
always ask “what here is magical?” in addition to your other
questions.
❏ Hard Study
You’ve earned your power through education, effort, and
exploitation. Take +1 to Spout Lore about something obscure
that nobody else has any clue about.
❏ Dark Deal
Your great power came with a price. You serve a hellish entity;
tell us who they are and the details of your pact, and the GM will
tell you of their goals. When you want to use your magic to
further those goals, you can use that entity’s potent magic to
perform a Ritual as if they were a place of power.
❏
STATS | a ssign these modifiers to your stats: +2, +1, +1, +0, +0, -1; add +1 at each even level (to a maximum of +3) ADVANCED MOVES | choose 1 at first level; add 1 each time you level up
❏ Erudite ❏ Arcane Specialty
STR DEX CON INT WIS CHA You get twice as many uses out of Bags of Books. W hen you You boast an affinity for a particular school of magic. Choose one
Spout Lore, on a 7+, the first person to act on the answers takes of the following; you can invoke its effect easily and without the
+1 Forward.
❏ Logical
need for a roll, as if using Prestidigitation.
❏ Abjuration: You can create and maintain one shield of force
at a time; whoever wields it treats it as a shield (+1 armour).
❏ WEAKENED ❏ SHAKY ❏ SICKENED ❏ DAZED ❏ CONFUSED ❏ SCARRED Requires: Level 6+, Erudite ❏ Conjuration: You can conjure a simple invisible construct that
When a debility is marked, you take -1 ongoing to that stat. When you use strict deduction to analyse your can do nothing but carry 3 Load of items.
surroundings, you can Discern Realities with +INT instead of ❏ Divination: You can telepathically communicate with one
+WIS. On a 12+, you may ask an additional question, not person you can see within near range.
HIT POINTS ARMOUR DAMAGE LEVEL limited to the list. ❏ Enchantment: With a touch, you can grant or revoke an
emotion - affection, anger, sadness, fear - for a few minutes.
/ 18 d6 XP
______________ ❏ Dispel Magic
When you spend time unravelling an ongoing magical effect,
❏ Evocation: You can fire small, magical projectiles (near); when
you use them to Volley, you may choose to take 2 damage
Modifiers roll+INT. On a 10+, choose 2. On a 7-9, choose 1. that ignores armour instead of expending ammo on a 7-9.
& Tags: Mark XP when you roll a 6- ● The magic doesn’t return after a short time. ❏ Illusion: You can create and maintain one lifelike illusion at a
● A weaker version of the magic doesn’t linger. time, for as long as you concentrate. A lifelike illusion either
● The unravelled magic doesn’t lash out and harm anyone. looks, sounds, feels, smells, or tastes real and authentic.
BASIC MOVES | y ou start with all of these
❏ Necromancy: You can harm others with an agonising touch
Arcanistry Cast a Spell ❏ Revoke (hand); if you damage them, heal 1 damage.
Magic is a force in this world, and you wield it like a tool - a When you invoke your magic and channel its power, choose a Requires: Level 6+, Dispel Magic
❏ Transmutation: With a touch, you can change the general,
dangerous, fantastical, and terribly potent tool. Choose one of spell you know and roll+INT. On a 7+, you successfully evoke the When you use Dispel Magic, on a 7+, choose an extra option.
physical appearance of someone for about a day.
the following caveats which applies to you, and to other arcanists spell and its effects comes to pass, but you must choose a
like you, as a result of this. consequence from the list. On a 7-9, the GM chooses another. ❏ Enchanter ❏ Multidisciplinary
❏ Spellbook: You carry a tome (or equivalent) in which you ● The spell’s Risk comes to pass. ou may
When you have time and safety with a magical item, y
store arcane knowledge; without it, you take -1 to Cast a ● The e ffort is physically taxing. Mark a debility of your choice. Requires: Level 6+, Arcane Specialty
ask the GM what it does and how you could duplicate it with a Take another Arcane Specialty.
Spell. W hen you Make Camp, you can spend some time ● The p ower drains you. You take -1 Ongoing to Invoke until Ritual; the GM will answer you truthfully.
studying your magical notes and scriptures to exchange one you have some time to refocus and clear your head.
spell you know (including its greater benefit) for another. While one spell i s ongoing, you can’t use another. You can end an ❏ Sage Advice
ongoing spell whenever you wish. ❏ Enchanter’s Soul When a character comes to you for guidance and you tell
❏ Magical Components: You exploit bizarre resources - eye of Requires: Level 6+, Enchanter them what you honestly think is best, they take +1 Forward to
newt, wing of bat - to fuel your spells. W
hen you spend When you have time and safety with a magical item in a follow your advice and do as you say.
time foraging in the wilderness, either take 1 Spell Ritual
When you want to achieve a powerful magical effect, tell the place of power, you can empower that item so that the next
Component, or take 3 Spell Components if you’re willing to time you use it its effects are amplified; the GM will tell you
expose yourself to trouble. W hen you Cast a Spell, you may GM what you’re trying to achieve. Ritual effects are always
exactly how.
❏ Arcane Ward
expend a Spell Component to choose one fewer option. possible, but the GM will give you 1 to 4 of the following You have +2 Armour against magical attacks, and nearby allies
conditions (separated by “ANDs” and “ORs”):
have +1 Armour against magical attacks.
❏ Familiar: You have a strong magical connection to an arcane ● It’s going to take days/weeks/months. ❏ Counterspell
creature. See the F amiliar insert. ● First you must ________. When you attempt to counter an arcane spell targeting you
as it is being cast, roll+INT. On a 10+, choose 2. On a 7-9, choose
❏ Archmage
❏ ● You’ll need help from ________. Requires: Level 6+
● It will require ________. 1.
When you Cast a Spell, on a 12+, choose no consequences.
● The effect will be unreliable or limited. ● The spell deals no damage.
● You and your allies will risk danger from ________. ● The spell’s effects are superficial and temporary.
❏ Quick Study
● You’ll have to disenchant ________ to do it. ● You take +1 Forward against the caster.
Prestidigitation Requires: Level 6+
When you perform a Ritual while accessing a source of great
You have the power to easily invoke minor magical cantrips When you see the effects of an arcane spell, you can ask the
magical power, you may ignore one requirement of your choice. ❏ Protective Counter
without penalty. Slowly moving small objects, creating minor GM the name of the spell and its effects. You take +1 Forward to
Ritual examples: Teleporting to a distant location; dominating a Requires: Level 6+, Counterspell
obvious illusions, generating mild heat and sources of light, and act on the answers.
weak-willed creature; trapping the soul of a dying creature within a When an ally you can see is targeted by an arcane spell,
other similar feats are all easily within your power without having
jewel; summoning a magical creature to your aid; communicating you can counter that spell as if it targeted you. If the spell
to roll.
between the planes; hearing and seeing creatures from afar. targets multiple allies you must counter for each separately. ❏ Sanctum
Requires: Level 6+
When you have time, arcane materials, and a safe space, you
❏ Showoff can create your own place of power for the Ritual move. Describe
STARTING GEAR COINS & TREASURE LOAD When you attempt to wow an audience with a display of
to the GM what kind of power it is and how you’re binding it to
You begin with some Dungeon Rations (5 uses, food, your power, roll+INT. On a 10+, choose 2. On a 7-9, choose 1.
/ 8
this place. In return, the GM will tell you one kind of creature that
1 weight) and any physical oddments appropriate to ● You have their full and undivided attention.
will have an interest in your workings.
your Arcanistry (such as a Spellbook, 0 weight, 5 coin; ● You draw a large and interested crowd.
or a Spell Component Pouch, 3 uses, 1 weight, 5 coin). ● You instill fear, admiration, or both in those that watch.
❏ Visions Through Time
Requires: Level 6+
Choose your preparation: ❏ ❏ Extra Spell
❏ Leather Armour (1 armour, 1 weight) ITEMS Add an extra spell to your list.
When you demand prophetic truth from your dreams, the
❏ Bag of Books (5 uses, 2 weight) GM will reveal the details of a grim portent to you - a bleak event
and Adventuring Gear (5 uses, 1 weight) that will come to pass without your intervention. Then, roll+INT.
Choose your weapon:
❏ ❏ ❏ G
reater Spell On a 10+, both. On a 7-9, choose 1.
Mark the Greater benefit of a spell you know. ● You take 2 Preparation towards it.
❏ Dagger (hand, 1 weight)
● You know how it can best be stopped.
❏ Staff (close, two-handed, 1 weight)
Choose one: ❏ Magical Dabbler
❏ Healing Potion (0 weight) Gain one non-multiclass move of your choice from a magical
❏ 3 Antitoxin (0 weight) class or from a class capable of casting spells.
❏ Pipeleaf (6 uses, 0 weight)
INSTANT LOCATIONS MONSTERS
20 STEADING TRADITIONS
1. Every structure is named and treated like a living, feeling person. 11. The history of each individual is tattooed upon their body. TAGS, MOVES, QUALITIES TREASURE
2. Visitors are only welcome if they allow themselves to be 12. Every person keeps an exotic creature as a pet and familiar. How does it usually hunt or fight? (pick 1) Roll the monster’s damage, and ...
branded. 13. Everyone wears the same matching uniform. ■ In large groups: Horde. ■ Hoarder: Roll twice and take the higher result.
3. It is considered arrogant to accept something on the first offer. ■ In small groups: Group. ■ Far from home: +1d6 rations.
14. Visitors are expected to provide entertainment in the evening.
■ By itself: Solitary. ■ Magical: Some strange item, possibly magical.
4. The people wear masks when outside their homes. 15. The locals haven’t gotten any news of the outside world in How big is it? (pick 1) ■ Divine: Some sign of a deity (or deities).
5. Every home contains a “fortune flower.” years. ■ Cat or smaller: Tiny. ■ Planar: Something not of this world.
6. Every home contains the death masks of deceased relatives. 16. The steading is highly democratic and its folk very opinionated. ■ Halfling: Small. ■ Lording over others: +2 to the roll.
7. Each member of the steading wears a single iron manacle. 17. The townsfolk place a high value on personal honor and duty. ■ Human: Medium. ■ Ancient and noteworthy: +2 to the roll.
8. Children are property of the steading, not of their parents. 18. Everyone in the steading acts terribly suspiciously. ■ Horse, a cart, etc.: Large. Then refer to this list for your result:
9. Dreams are treated with prophetic reverence here. 19. Lynchings are treated as a regular festival-event. ■ Elephant, a house, or bigger: Huge. 1-3: Coins and baubles (2d6 coin).
10. Social status is denoted by the length of someone’s hair, if any. 20. It is forbidden to stray from the steading’s winding paths. It’s known for … (choose all that apply) or A mundane item useful to the current situation.
■ Doing ________: +move. 4-6: Several coins (4d6+2 coin).
■ Deceit & trickery: +stealthy, +move.
20 STEADING PROBLEMS ■ Favour of the gods: +divine.
or Some specialised or uncommon supplies.
1. It is rife with excess and corruption. 11. It was founded on a place of power, recently disturbed. 7-8: Art/Luxury item (2d6+2×10 coin, 0 weight).
■ Spells & magic: +magical, +move.
2. It is ridden with disease and misery. 12. It is ancient, built on top of its own ruins. ■ Useful adaptation (wings, fireproof, etc): +quality. or Some useful information.
3. Its population is booming. 13. It is in dire need of supplies from another steading. 9-10: A bag of coins (1d6×100 coin, 1 weight per 100).
4. Its population is dwindling. 14. It has an intense and violent rivalry with another steading. Choose all that apply: or A minor magical trinket.
5. It is home to something that does not belong. 15. It stands at the border to a hostile land. ■ Has permanent magical protections: +magical. 11-12: Fine Art/Luxury item (2d6×100 coin, 0 weight).
6. It is home to eldritch beings who wear human skins. 16. It stands at the precipice of disaster, natural or made. ■ Works in groups: +organised, +move. or An immobile, exploitable resource.
7. It is home to members of a malicious and manipulative cult. 17. Its people are troubled by the restless dead. ■ As smart as a person (at least): +intelligent.
13-14: A lockbox full of coins (3d6+2×100 coin, 1 weight per 100).
8. It is threatened by a gang of ruthless brigands. 18. Its people have been recently cursed. ■ Actively defends itself: +move.
or A magical item or lingering boon.
9. It is threatened by earthly monsters. 19. Its people are the playthings of arcane powers. ■ Collects trinkets, treasure: +hoarder.
■ Lacks a physical form: +spirit. 15-16 A unique, valuable item (5d6×100 coin).
10. It is threatened by otherworldly terrors. 20. Its people are plagued by nightmares. or Roll again, but the result is directly related to a PC.
■ … but can manifest one: +move.
■ Lacks organs/discernable anatomy: +amorphous. 17+ A hoard of coins (1d6×1000 coin) and gems (1d6+2×100
20 STEADING QUALITIES ■ Disturbing/Terrible/Horrible: +terrifying, +move. coin), then roll again.
1. It is ruled by a single individual. 11. It is home to a powerful and influential individual. ■ Was made by someone: +quality (or two).
2. It is ruled by a theocracy. 12. It has cornered the market. ■ Tends to avoid fights, flees easily: +cautious
3. It is ruled by the people. 13. It promotes slavery and protects slavers. ■ It’s utterly alien to this world: +planar, +move
4. It belongs to a noble family. 14. It has a diverse and varied populace. ■ Its primary isn’t from wounds: +devious, +move
5. It is a centre of religion in the region. 15. It is remote or unwelcoming. +move: Write a move about that feature.
6. It is a centre of learning in the region. 16. It boasts the largest military in the region. +quality: Write a special quality that reflects that feature.
7. It uses its own unique language. 17. It is known for its exotic wares.
8. It uses its own internal currency.
9. It is defended by the best of the best.
10. It is defended by the worst of the worst.
18. It is the capital of an entire nation.
19. Its people are wealthy and live in comfort.
20. Its people are poor and live in squalor.
THE GM FOLLOWERS
HOW TO GM WORLD MOVES
If you don’t know what to do, look to your Agendas. These are your broadly applicable moves. Most other moves are just
■ Describe the situation more specific versions of these. FOLLOWER TAGS
■ Follow the rules ■ Reveal an unwelcome truth
■ Make moves ■ Show signs of approaching trouble ________-wise: They know all about _____, and can roll +Quality to Spout Lore about it.
■ Exploit your prep ■ Put them in a spot Archer: They grant +1 damage when they help you fight, and can roll +Quality to Volley on your behalf.
■ Use up their resource Athletic: Good at running, jumping, climbing, etc.
YOUR AGENDAS ■ Deal damage to them (or inflict other harm) Beautiful: They draw admiration and attention; makes an impression.
If you don’t know what to do, look to your Agendas. Everything you ■ Break their bonds
Cautious: They are careful and methodical; avoids acting rashly.
say or do at the table should be in service to these three goals. ■ Separate them
■ Portray a fantastical world ■ Turn their move back on them Connected (________): They have friends or contacts in ________, a particular steading or group.
■ Fill the characters’ lives with adventure ■ Give an opportunity fitting a class’ abilities Cunning: Clever and observant; can roll +Quality to Discern Realities on your behalf.
■ Play to find out what happens ■ Show a downside to their class, race, or gear Devious: Deceitful, treacherous, thieving.
■ Offer an opportunity, with or without a cost Ferocious: Its attacks deal +1 damage and are m essy.
YOUR PRINCIPLES ■ Tell them the requirements or consequences and ask
Group: A team, gang, or mob, with all the strengths and drawbacks of greater numbers.
Follow your Agendas using these Principles of play. ■ Use a more specific move (e.g. Dungeon, Monster)
Guardian: They can roll +Quality to Defend, and can spend their hold to deal damage equal to 1+Quality to the attacker.
■ Draw maps, leave blanks
■ Address the characters, not the players LOCATION MOVES Guide (________): Knows a particular steading or region and can roll +Quality to Spout Lore, Scout Ahead, or Navigate therein.
■ Embrace the fantastic These moves are best for Dungeons, but can be used in any kind of Hardy: Tough, hard-working, willing to put up with discomfort. They get +2 Load.
■ Make a move that follows hostile or dangerous locale. Healer: When they tend to wounds with bandages or poultices & herbs, add their Quality to the HP healed.
■ Never speak the name of your move ■ Change the environment Meek: They accept their lowly lot. You don’t need to Order Followers for them to do degrading or unreasonable things.
■ Give every monster life ■ Provide an alternate path
■ Make them backtrack or find another way Magical: Attuned to arcane forces; sensitive to the workings of magic. Use at least 1 of their moves to elaborate on their powers.
■ Name every person
■ Ask questions and use the answers ■ Hint that there’s more than meets the eye Organized: They make and follow plans well, and work well in a group. Once they agree to a plan, you do not need to Order Followers as
■ Be a fan of the characters ■ Present a discovery, useful or weird or dangerous long as the plan doesn’t go south.
■ Think dangerously ■ Introduce a new faction, creature, or person Self-sufficient: Can live off the land and roll +Quality to Forage.
■ Begin and end with the fiction ■ Present a challenge to a specific character Stealthy: Can avoid detection and often get the drop on foes.
■ Think offscreen, too ■ Offer riches at a price Warrior: They grant +1 damage when they help you fight, and you don’t need to Order Followers to get them to fight unless the
■ Always say what honesty demands opposition is terrifying or overwhelming.
THREATS
FOLLOWER RULES
Threats are the lingering problems that cause trouble for the PCs, the people and
places they know, the region they live in, or even the entire world. Followers are those individuals (people, beasts, or monsters) who go adventuring with you (the players) and follow your lead. In general,
Make a Threat when: you can tell the GM what you want your followers to do and you can expect that they’ll do it. Sometimes this means your characters are
■ When you introduce a monster, NPC, or even a place during a session and, after the session, you think it might cause trouble later. giving your followers orders; other times you can just say what you would expect the follower would naturally do.
■ When a length of time passes (such as when the PCs use the Bolster or Recover moves), you may create a new Threat or make an Like monsters, followers have HP, armour, damage, and instincts. They’ll also have moves and/or tags to indicate what they’re good at
existing one worse. and how they act. Unlike monsters, they have three additional statistics: Q uality, L oyalty, and Cost.
■ When you expect that the PCs will encounter it in an upcoming session. Quality represents how effective the follower is, particularly in the areas defined by their tags or moves. It ranges from -1 (rubbish) to +2
(expert).
To create a Threat: Between sessions, review your threats and update each as needed.
■ Name it and add it to the appropriate front (Independent, ■ Cross it off if it is no longer a threat. Loyalty determines how committed the follower is to you and your cause. It changes often, going from -2 to +3. If it would become -3, the
Adventure, or Campaign). ■ Mark any grim portents that occurred. follower betrays or abandons you. Note that Loyalty is a resource, one that the GM might decide to use up as one of their moves.
■ Choose and write down its threat type. ■ If the PCs have foiled it or changed its trajectory, update its Cost tells us what motivates the follower to follow you. These won’t always be tangible things.
■ Give it an instinct if it doesn’t already have one. grim portents and impending doom appropriately. Followers can deal and take damage, just like a monster does. When they would deal damage, you roll their damage die; when they take
■ If it’s active, write an impending doom and 2-4 grim ■ If it’s now active (but wasn’t before), write an impending damage, they lose HP. When they are reduced to 0 HP, they are out of the action and probably dead or dying - their fate is in the GM’s
portents. doom and grim portents. hands.
■ Optional: Add any related NPCs or other threats. ■ Review its instinct and threat type; revise if .appropriate. Like player characters, followers make the Encumbrance, Make Camp, and Recover moves. At the GM’s discretion, they might also make
■ Optional: Write some stakes questions. ■ Write down any new stakes questions that occur to you. the Death’s Door move. Aside from these, they can Do Their Thing; all other moves are off-limits, unless otherwise noted.
■ Optional: Write a custom player move. ■ Did its impact change? Move it to the Independent,
Adventure, or Campaign front, as appropriate.
MISCELLANY
FOLLOWERS THREAT TYPES
THREAT MOVES: BEASTS THREAT MOVES: AFFLICTIONS
e.g. Formian hives (impulse: to spread and overrun), lone otyughs e.g. Plagues (impulse: to spread), superstitions (impulse: to persecute),
CREATING FOLLOWERS (impulse: to feast on civilisation’s refuse), rampaging griffins (impulse: local customs (impulse: to maintain perceived order), curses (impulse:
to roam and terrorise) to twist and ensnare)
Competence Cost ■ Show up where it’s not wanted ■ Accumulate useful information
How competent is the follower? Choose one. What motivates the follower to accompany and assist the ■ Stalk or pursue prey ■ Someone neglects their responsibilities
● A liability Quality -1, +0 Tags characters? Choose one, maybe two, or make up a new one. ■ Protect its home or family ■ Someone lashes out
● Reasonably competent Quality +0, +1 Tags ● Lucre: C oin appropriate to their background and occupation. ■ Make a show of strength or aggression ■ Someone despairs
● Fully capable Quality +1, +2 Tags The higher their Quality, the more coin (and other valuables) ■ Build or expand a nest or den ■ Someone seeks succor
● An exceptional individual Quality +2, +4 Tags they might demand for their work. ■ Modify its environment ■ Someone hoards resources
Which of these describe them? Choose all that apply. ● Renown: P ublic recognition for their deeds and skills. The ■ Flee or panic or rage ■ Someone clings to old ways
● They’re highly specialised +1 to Quality, -2 Tags higher their Quality, the larger the audience required. ■ Consume something (or someone) ■ Someone embraces this as a blessing
● They’re past their prime +1 to Quality, +1 Wise ● Glory: D
efeating a worthy foe in battle. The higher their ■ Grow or diminish, in size or in numbers ■ Someone acts rashly, making things worse
● They’ve lived a life of danger +2 Tags Quality, the more worthy the foe must be. Possibly limited to ■ Someone blames a scapegoat
● They’ve lived a life of privilege +1 Tag certain enemy types (demons, barbarians, etc.). ■ Someone drags others into it
● They’ve lived a life of oppression +Meek THREAT MOVES: HORDES ■ Someone forms a mob
● Debauchery: F ood, drink, gambling, sex, and mischief. The
higher their Loyalty, the more extreme the thrills. e.g. Wild barbarians (impulse: to grow strong, to drive their enemies
Tags & Moves ● Affection: K ind words and deeds, quality time and attention. before them), humanoid vermin (impulse: to breed, to multiply and
Every Follower starts with one _ _______-wise tag, where the blank is The higher their Loyalty, the more affection they require. consume), riotous peasants (impulse: to overthrow the status quo) THREAT MOVES: ORGANISATIONS
filled by whatever subject or thing the follower knows best. ■ Grow or amass in numbers e.g. Cults (impulse: to infest from within), religions (impulse: to
● Knowledge: S ecrets, mysteries, and wonders only found by
Choose any additional tags from the Follower Tags list. exploring the wider world. The higher their Loyalty, the darker ■ Claim territory establish and follow doctrine), cabals (impulse: to absorb those in
and more forbidden the knowledge they desire. ■ Consume or despoil a resource power, to grow), thieves guilds (impulse: to infest from within)
At your option, you can give the Follower a move instead of a tag.
■ Perform a show of dominance ■ Accumulate useful information
A move describes what actions the Follower can do; these should ● Good: S
uffering alleviated, innocents defended, wrongs ■ Abruptly change location or direction ■ Make preparations
reflect specific skills, abilities, or tendencies that couldn’t be righted. The higher their Quality, the greater the good required. ■ Overwhelm a weaker force ■ Absorb someone or buy them out
better reflected through a tag. Examples include: ● Vengeance: P ayback against those that have wronged them or ■ Assault a bastion of civilisation ■ Negotiate a deal
● Point out a flaw in the plan. their loved ones. The higher their Quality, the more direct and ■ Appoint a champion ■ Give a demand or an ultimatum
● Notice something hidden. tangible the payback they require. ■ Make an alliance ■ Change a rule, law, or institution
● Follow quarry by tracks and spoor.
■ Come under a leader’s sway ■ Claim territory or resources
● Tend to the sick and injured. Hit Points, Armour, Damage & Load ■ Undergo internal squabbles or turmoil ■ Shake things up internally
● Divine the future. How resilient are they? Choose one. ■ Attack with subtlety; rumour-mongering, blackmail,
● Poison someone. ● Weak, frail, or soft. 3 HP. kidnapping, assassination
When a Follower uses one of their moves, you (the GM) might ● Able-bodied. 6 HP.
● Tough, strong, or hard. 9 HP.
THREAT MOVES: VILLAINS
require that they Do Their Thing (if the outcome is chancy) or e.g. Vile sorcerers (impulse: to wield and abuse great magical power),
you might just say what happens (if there’s little chance or risk). What armour do they wear? Choose one. lords of the undead (impulse: to seek true immortality), dragons THREAT MOVES: OTHERWORLDLY POWERS
● None. 0 Armour. (impulse: to hoard gold and jewels, to protect the clutch) e.g. Gods (impulse: to gather worshippers), demon princes (impulse:
Loyalty ● Hides or leather. 1 Armour. ■ Grasp power, recklessly to open the gates of Hell), elemental lords (impulse: to tear down
By default, a new Follower starts with Loyalty +1, but you can add ● Scale or chain. 2 Armour. ■ Gain followers or allies creation to its component parts), eidolons of law (impulse: to
or subtract 1 Loyalty to reflect their initial disposition and their ● Plate. 3 Armour. ■ Carefully study an enemy or potential ally eliminate perceived disorder), paragons (impulse: to pass judgement)
respect (or lack thereof) for the characters they follow. ■ Make an offer, with strings attached ■ Watch, wait, and learn
Do they wear a shield?
■ Demand concessions, obedience, or respect ■ Sense powerful emotions
Instinct ● Yes +1 Armour.
■ Make threats, veiled or not ■ Appear in dreams or visions
What does the follower do naturally that might cause trouble? ● No +0 Armour.
■ Outmaneuver their enemies ■ Offer power, service, knowledge, or more
Choose one, or make up a new one. How dangerous are they in a fight? Choose one. ■ Attack cautiously, holding reserves ■ Demand an oath or gift
● To avoid danger or punishment. ● They aren’t. 1d6-1 damage. ■ Attack ruthlessly, with little warning ■ Lay a curse on someone
● To give in to temptation. ● They can defend themselves. 1d6 damage. ■ Reveal a preparation made in advance ■ Twist a bargain to its favour
● To hold grudges and seek payback. ● They’re a veteran warrior. 1d6+1 damage. ■ Sacrifice someone to further their goals ■ Send forth minions to do its bidding
● To lay about and slack off. ■ Betray an ally or a trust ■ Shape its environs, per its nature
● To lord over others. Assign range & tags based on the weapons they wield.
■ Take a prisoner ■ Pursue alien goals
● To savage, pillage, and burn. In addition to their arms, armour, and any other tools of their ■ Do the unthinkable ■ Foster rivalries with similar powers
● To question your leadership or authority. trade (if any), human-sized followers have a Load of 2. Equip ■ Grow or diminish in strength
● To act impulsively.
them based on their circumstances and their background.
THREAT MOVES: WILDCARDS
e.g. Sentient artifacts (impulse: to find a worthy wielder), chosen ones THREAT MOVES: PLACES OF POWER
(impulse: to fulfill or resent their destiny), knights-errant (impulse: to e.g. Dark portals (impulse: to disgorge demons), abandoned towers
seek a worthy cause), scoundrels (impulse: to acquire immense riches) (impulse: to draw in the weak-willed), elemental vortexes (impulse: to
■ Aggressively pursue their ambitions grow, to tear apart reality), cursed land (impulse: to corrupt the living)
■ Demonstrate their worth, or lack thereof ■ Vomit forth a lesser danger
■ Display the contents of their heart ■ Spread to an adjacent place
■ Provide advice or help (wanted or not) ■ Grow in intensity or depth
■ Reveal a secret, or keep one closely ■ Lure someone in
■ Draw attention to themselves or others ■ Refuse entry to the unworthy
■ Appear unannounced ■ Imprison, ensnare, and refuse to let go
■ Act strangely (for them) ■ Leave its mark on an inhabitant or visitor
■ Bear witness ■ Dampen magic or increase its effects
■ Tell stories (true or not) ■ Confuse or obfuscate truth or direction
■ Make, keep, or break a promise ■ Corrupt or defy a natural law
■ Force an issue or a confrontation
■ Stand resolute and refuse to budge
INSTANT NPCS
NAMES
Aeron Ajax Alannys Alekyne Alester Alhoro Anastasia Andanna Arlon Ash Aytor Aziz Azra Bartleby Batista Bonspiel
Brianne Brovius Bryce Bugoso Cerenna Clarke Columbo Corenna Daelwynn Dahlra Dalamyr Darlessa Dayne Deryl Desmera Devan
Diana Dierdre Duram Eddison Eldon Elia Elizabeth Eltherian Eluria Emelio Emory Ewing Feralion Finbar Flapgar Floria
Gabriel Gamblor Gamgar Garlan Gawen Gloin Gabriel Gamblor Gregor Grimantha Griswald Halder Hawthorn Heramphalmos Herran Hob
Hua Hywn Igon Ixirgonthus Jack Japera Jared Jarmen Jocat Kaffshyth Kaleb Kevan Klipsan Kolina Krikorian Larence
Lark Lenore Leonella Lily Lim Lothar Lucan Lythene Laric Marrieth Martyn Matthias Maya Medlyn Melmarack Merrigold
Mildred Milo Mina Morya Nerissa Nestor Norris Obelis One-Eye Oramor Oria Osmund Ossian Ovid Palla Pelin
Piotr Porfryio Poy Preston Putnam Radka Rafi Ramona Reardon Reysen Rhea Rickard Rihana Ronnet Rowena Rudiger
Sabine Saviero Sayed Seraphina Shella Shevaun Shyra Slime Studebaker Sule Sybelle Syla Thena Trystane Tsu Umgax
Ussul Veranna Viktor Vortimer Walton Warthog Wendel Whalen Xie Yasen Yev Yodl Zamzomarr
100 INSTINCTS 100 KNACKS
1. To accumulate power. 51. To help others. 1. A beautiful mind. 51. Heroic self-sacrifice.
2. To atone. 52. To hide from a shameful fact. 2. A big idea. 52. Hidden knowledge.
3. To avenge. 53. To hunt the most dangerous game. 3. A book in a strange language. 53. Immunity from the law.
4. To avoid notice. 54. To improve the realm. 4. A catchy tune. 54. Immunity to fire.
5. To avoid battle. 55. To indulge. 5. A clear voice. 55. Invention.
6. To be a champion. 56. To kill a hated foe. 6. A discerning eye. 56. Kindness.
7. To be careful. 57. To live a quiet life. 7. A fortified position. 57. Lawmaking.
8. To be forgotten. 58. To live forever. 8. A heart. 58. Luck.
9. To be praised. 59. To live up to expectations. 9. A hidden entrance to the city. 59. Lying.
10. To be remembered in song. 60. To locate a lost thing. 10. A hidden path. 60. Magical awareness.
11. To be smarter, faster, stronger. 61. To lose their mind. 11. A key to an important door. 61. Metalworking.
12. To become a beast. 61. To make amends. 12. A library. 62. Mind-bending sexiness.
13. To become a terror to criminals. 63. To make good on a bet. 13. A long-lost sibling, regained. 63. Money, money, money.
14. To become someone else. 64. To make money. 14. A magic carpet. 64. Muscle.
15. To bring about unending summer. 65. To make the best of it. 15. A majestic beard. 65. Mysterious benefactors.
16. To commit an atrocity. 66. To not screw it all up. 16. A much-needed bag of taters. 66. Noble blood.
17. To conquer a faraway land. 67. To overcome a bad habit. 17. A mysterious ore. 67. Perfect memory.
18. To convince someone to do their dirty work. 68. To overcome a disadvantage. 18. A one-of-a-kind item. 68. Persistence.
19. To craft a masterwork. 69. To party. 19. A one-way ticket to paradise. 69. Piety.
20. To cure an illness. 70. To perfect a skill. 20. A plan for the perfect crime. 70. Poison.
21. To destroy an artifact. 71. To play the game. 21. A ring of power. 71. Political leverage.
22. To devour. 72. To preserve the law. 22. A safe place. 72. Power overwhelming.
23. To die gloriously. 73. To prove a point. 23. A secret. 73. Prophecy.
24. To discover the truth. 74. To prove their worth. 24. A sense of right and wrong. 74. Ratcatching.
25. To discover. 75. To prove another’s worth. 25. A silver tongue. 75. Resistance to disease.
26. To do good. 76. To raise dragons. 26. A stockpile of food. 76. Secret martial arts techniques.
27. To do what can’t be done. 77. To reclaim what was taken. 27. A tie to a monster. 77. Sense of direction.
28. To do what must be done. 78. To recover a lost memory. 28. A trained wolf. 78. Skill with a specific weapon.
29. To earn affection. 79. To restore the family name. 29. A true name. 79. Smelting.
30. To earn renown. 80. To retire. 30. A way with knots. 80. Souls.
31. To entertain. 81. To retreat from society. 31. An abnormal parentage. 81. Special destiny.
32. To escape. 82. To return home. 32. An arrow with your name on it. 82. Speed.
33. To establish a dynasty. 83. To reunite with a loved one. 33. An eye for detail. 83. Steely nerves.
34. To evangelise. 84. To rise in rank. 34. An innate spell. 84. Storytelling.
35. To expand their land. 85. To run away. 35. An innocent heart. 85. Strange tattoos.
36. To explore a mysterious place. 86. To save someone from a monstrosity. 36. Baking. 86. Stunning looks.
37. To extinguish an evil forever. 87. To serve. 37. Balance. 87. The attention of supernatural powers.
38. To find the one. 88. To settle down. 38. Bloodline. 88. The language of birds.
39. To find the six-fingered man. 89. To show kindness. 39. Bluffing. 89. The love of someone powerful.
40. To find true love. 90. To show them all. 40. Brewing. 90. The wind at his back and a spring in his step.
41. To fly. 91. To spill blood. 41. Certainty. 91. Tongues.
42. To follow an order. 92. To spread suffering. 42. Comprehensive local knowledge. 92. True love.
43. To gain a title. 93. To spread the good word. 43. Cooking. 93. Undefinable coolness.
44. To gain honour. 94. To steal something valuable. 44. Criminal connections. 94. Unique perspective.
45. To get just one more haul. 95. To survive just one more day. 45. Delusions of grandeur. 95. Unquestioning loyalty.
46. To get out of an obligation. 96. To teach. 46. Divine blessing. 96. Utter unremarkableness.
47. To go where no man has gone before. 97. To travel. 47. Endless ideas. 97. Visions.
48. To hate. 98. To uncover a hidden truth. 48. Endurance. 98. Wheels of polished steel.
49. To heal an old wound. 99. To uncover the past. 49. Exotic fruit. 99. Woodworking.
50. To help a family member. 100. To wake the ancient sleepe. 50. Hedge wizardry. 100. Writing.
ANIMAL COMPANION
You are accompanied by a beast of uncommon loyalty, with whom you have
bonded deeply and can communicate without words. Treat it as a Follower with
starting Loyalty +3. Its stats are based on its s ize and its benefits (see below).
NAME: _____________________________
HIT POINTS ARMOUR DAMAGE
If your companion is reduced to 0 HP, see Loyal to the End, below.
LOYALTY QUALITY LOAD
COMPANION SKETCH
SIZE AND TYPE | c hoose one of each; this determines its starting stats, plus the number of tags/moves it has
❏ Tiny: Quality +2, 6 HP, 1d6-1 damage, Load 0
❏ Bat ❏
Cat ❏ Crow ❏
Hawk ❏ Lizard ❏ Owl ❏
Rat ❏
Raccoon ❏ Viper ❏
Weasel ❏
❏ Small: Quality +1, 9 HP, 1d6 damage, Load 1
❏ Hyena ❏
Giant Gecko ❏ Eagle ❏ Hound ❏
Lynx ❏ Pack Drake ❏
Python ❏ Baboon ❏
❏ Medium: Quality +1, 12 HP, 1d6+1 damage, Load 2
❏ Alligator ❏
Boa ❏
Boar ❏
Bear ❏ Cougar ❏ Stag ❏
Goat ❏ Wolf ❏ Winged Drake ❏
❏ Large: Quality +1, 15 HP, 1d6+1 damage (forceful), Load 4
❏ Auroch ❏ Cave Bear ❏
Horse ❏
Smilodon ❏ Storm Drake ❏ Dire Sloth ❏ Gorilla ❏
BENEFITS | c hoose a total number of options based on its size; 6 if tiny or small, 4 if medium, and 3 if large
Tags Moves
❏ Athletic: Good at running, jumping, climbing, etc. ❏ Deliver a message.
❏ Beautiful: Draws admiration and attention; makes an impression. ❏ Drag down its prey.
❏ Cautious: Careful and methodical; avoids acting rashly. ❏ Escape from a bind.
❏ Cunning: Clever and observant; can roll +Quality to Discern Realities ❏ Fetch something.
on your behalf. ❏ Poison its prey.
❏ Devious: Deceitful, treacherous, thieving. ❏ Serve as a mount.
❏ Ferocious: Its attacks deal +1 damage and are messy. ❏ Stand watch.
❏ Hardy: Tough, hard-working, and willing to put up with discomfort.
❏ Track by scent.
They get +2 Load and +4 HP.
❏ Threaten and intimidate.
❏ Meek: Accepts its lowly lot; no need to Order Followers for degrading Trample, break, and wreck stuff.
❏
or unreasonable tasks.
❏
❏ Organised: Follows plans well, works well in a group. Once they agree
to a plan, there’s no need to Order Followers as long as the plan
❏
doesn’t go awry.
Self-Sufficient: Can live off the land and roll +Quality to Forage.
❏
Armour
❏ Stealthy: Avoids detection; often gets the drop on foes.
❏ ❏ +1 Armour per tic.
❏ Warrior: They grant +1 damage when they help you fight, and you
don’t need to Order Followers to get them to fight unless the
opposition is terrifying or overwhelming.
❏
INSTINCT | c hoose one COST | w rite one LOYAL TO THE END
❏ To challenge rivals ❏ To panic When your Animal Companion is reduced to 0
HP, roll+Loyalty. On a 10+, they’ll bounce back
❏ To follow its stomach ❏ To run rampant
pretty much as soon as they get some HP. On a 7-9,
❏ To freeze up ❏ To savage its prey
they’re seriously injured - ask the GM how. Until
❏ To get distracted ❏ To wander off they get a healer’s care and a few months of rest,
❏ To give chase ❏ they take -1 Ongoing and their max HP is halved.
❏ To make mischief On a 6-, they will die soon unless someone
intervenes; if they are saved, treat it as a 7-9 above.
INVOCATIONS | c hoose 2 at first level; add 1 at each odd level
❏ Cure Wounds ❏ Cause Fear (ONGOING)
An ally you touch is either healed for 1d6+2 HP or cured of a Name an individual or a type of mortal creature. They are
mortal poison or disease. filled with dread, causing them to recoil and back away; the
Risk: The benefit is halved or only temporary; the GM will say. weak and cowardly among them must outright flee.
❏ Greater: They either heal an extra +1d6 HP or recover Risk: Many more or fewer creatures than you expected are
from a debility of your choice. affected.
❏ Greater: On a 12+, even the mighty and strong-willed
❏ Divine Wrath must flee.
A foe takes 1d6+2 damage (f orceful) and is driven back.
Risk: They take only 1d6 damage and are not driven back. ❏ Illuminate (ONGOING)
❏ Greater: On a 12+, they are also left momentarily stunned A magical light is projected from a point you choose, piercing
and helpless. darkness, illusions, and other falsehoods or trickery.
Risk: The enemies of your deity can sense the disturbance caused
by your divine magic for miles around.
❏ Divine Ward
An ally takes +1 Forward to Defy Danger or is temporarily ❏ Greater: The light is blinding to all who look upon it, and it
deals 1d6 damage (i gnores armour) to the enemies of
protected from something pertaining to your deity’s domains.
your deity while the invocation lasts.
Risk: It takes all your effort to grant them this protection, and you
must Defy Danger once before you can do anything else.
❏ Greater: On a 12+, all your allies are affected. ❏ Sanctuary (ONGOING)
As you cast this spell, you walk the perimeter of an area,
❏ Contact Spirits consecrating it to your deity. As long as you stay within this
You can speak with the recently departed, or with a soul of area, you are alerted whenever someone acts with malice
your choosing; its spirit is pulled back through the planes, just within it (including entering with harmful intent).
close enough to speak to you and answer any one question Risk: The barrier is flawed; enemies of your deity can still enter,
you ask to the best of its ability. undetected and unhindered by your sanctuary.
Risk: The spirit is not bound to tell the truth or aid you. ❏ Greater: On a 12+, none can enter the sanctuary without
❏ Greater: On a 12+, you can ask it any number of your express knowledge and consent.
questions you desire; it will answer them as best it can.
❏ Bless
❏ Dismissal An ally takes +1 armour Forward and +2 damage Forward.
Choose an otherwordly entity or spirit you can see; it is Risk: The curse of only temporary, and they will recover in a few
banished from this world or back to whatever tethers it here. minutes.
Risk: It can choose to remain if it takes damage equal to your level ❏ Greater: The effect either gains the Ongoing tag,
(ignores armour). allowing it to last for as long as you maintain it (with
❏ Greater: On a 12+, weaker entities are utterly destroyed. Forward replaced by Ongoing), or all your allies are
Stronger spirits are permanently banished from this affected for a short time.
place, with whatever tethers them here destroyed.
❏ Bestow Curse
A foe you touch has their armour reduced to 0 or is struck by
some supernatural disease, by blindness, or by some other
affliction for a few minutes.
Risk: You also suffer the effects of the curse.
❏ Greater: On a 12+, the effect is permanent.
OTHER INVOCATIONS | f or custom invocations, invocations acquired in-game, and similar
SPELLS | c hoose 2 at first level; add 1 at each odd level
❏ Sleep ❏ Immunity (ONGOING)
FAMILIAR
1d6 foes you can see of the GM’s choice fall asleep. Only Name one specific source of harm, such as burning, cutting,
creatures capable of sleeping are affected, and they will lightning, poisonous gas, or mundane projectiles; for as long You have a strong connection to an arcane creature, with whom you share your
awake if disturbed (loud noises, jostling, pain, etc). as this spell is ongoing, you are immune to harm from that emotions and can communicate telepathically. Treat it as a Follower with
Risk: The effect is only fleeting and they will awake soon. source (but not to any secondary effects; choking smoke, etc). starting Loyalty +3. Its stats are based on its s ize and its benefits (see below).
❏ Greater: On a 12+, the spell effects another 2 targets. Risk: The defense is only partial; instead of immunity, you only
take half damage and effect from the source of harm you name. NAME: _____________________________
❏ Fireball ❏ Greater: On a 12+, you are also immune to the secondary
You evoke a mighty ball of flame that envelops your target effects of the source of harm you name.
and everyone nearby, inflicting 1d6+2 damage (f iery, ignores HIT POINTS ARMOUR DAMAGE
armour). ❏ Forcecage (ONGOING)
Risk: The blast effects only a single target or does not ignore A single foe is held in a cage of magical force through which
armour, the GM will say. nothing can get in or out. While the spell is ongoing, the caged
❏ Greater: On a 12+, the fireball deals +1d6 damage. creature can hear your thoughts and you cannot leave sight of
the cage. If your companion is reduced to 0 HP, see Eternal Servant, below.
Risk: You cannot take any other actions (besides dismissing the
❏ Invisibility
An ally you touch becomes undetectable by sight and sound forcecage) while the spell is ongoing. LOYALTY QUALITY LOAD
for a short time or until they make an attack. ❏ Greater: On a 12+, the cage is large enough to encompass
multiple nearby foes at once.
Risk: Either someone can still see and hear them clear as day, or
anyone scrutinous enough can still pierce the illusion; the GM will
say. ❏ Polymorph (ONGOING) FAMILIAR SKETCH
❏ Greater: The effect either gains the Ongoing tag, allowing Your touch reshapes a creature in its entirety; work with the
it to last for as long as you maintain it, or all your allies GM to determine the stat changes, significant adaptations,
are affected for a short time. and major weaknesses of the creature’s new form.
Risk: Either the form is unstable, the creature’s mind will be SIZE AND TYPE | c hoose one of each; this determines its starting stats, plus the number of tags/moves it has
altered too, or the form has an unintended and unforeseen ❏ Tiny: Quality +2, 6 HP, 1d6-1 damage, Load 0
❏ Mind Meld ❏ Abyssal Cat ❏ Illusory Crow ❏ Extraplanar Toad ❏ Wolpertinger ❏ Pixie ❏
You form a telepathic bond with a creature you touch, quality - the GM will say.
❏ Greater: The change can be made permanent, although ❏ Small: Quality +1, 9 HP, 1d6 damage, Load 1
allowing you to share thoughts, emotions, and memories. You ❏ Celestial Eagle ❏ Entropic Cobra ❏ Pseudodragon ❏ Dire Rat ❏ Imp ❏
can only maintain one such psychic connection at a time, but only one such permanent polymorph can exist at a time.
❏ Medium: Quality +1, 12 HP, 1d6+1 damage, Load 2
you may dismiss it whenever you like. ❏ Hell Hound ❏ Arcane Slime ❏ Blink Dog ❏ Nightwing ❏ Pooka ❏
Risk: You also share debilities, and when one of you takes damage ❏ Darkness (ONGOING)
you both take damage. An area you designate is blanketed by supernatural darkness
❏ Greater: You can also share vision and other senses and shadow while the spell is ongoing. Torches, lanterns, and
through the link. other mundane lights within the area are also snuffed out. BENEFITS | choose a total number of options based on its size; 6 if tiny, 4 if small, and 3 if medium
Risk: Something else comes with it; the GM will say. Tags Moves
❏ Mirror Image ❏ Greater: Even magical lights cannot pierce the darkness. All Familiars are Magical in addition to any other tags. ❏ Deliver a message.
You conjure an illusory duplicate of yourself that mimics your ❏ ________-Wise: They know all about ________, and can roll +Quality to ❏ Drag down its prey.
actions. When you are attacked, roll a d6; on a 4, 5, or 6, the ❏ Charm Spout Lore about it on your behalf. ❏ Escape from a bind.
attack destroys the illusion instead of hitting you, ending the A creature you touch is bewitched into treating you as a ❏ Athletic: Good at running, jumping, climbing, etc. ❏ Fetch something.
spell. You can only have one mirror image at a time. trusted friend for about an hour; write a bond with them. ❏ Beautiful: Draws admiration and attention; makes an impression.
Risk: The illusion is flawed; it is struck on a result of 5 or 6 instead. Once the spell ends, the bond is erased and they know full ❏ Poison its prey.
❏ Greater: On a 12+, you conjure (and can maintain) two well the effects of your magic. ❏ Cautious: Careful and methodical; avoids acting rashly. ❏ Serve as a mount.
mirror images instead of one. Risk: The entranced creature, though your friend, still knows ❏ Cunning: Clever and observant; can roll +Quality to Discern Realities ❏ Stand watch.
better than to trust you; don’t write a bond with them. on your behalf. ❏ Track by scent.
❏ Greater: On a 12+, you may either have them write an ❏ Devious: Deceitful, treacherous, thieving. ❏ Threaten and intimidate.
additional bond with you or have them not remember ❏ Hardy: Tough, hard-working, and willing to put up with discomfort.
the effects of your magic when the spell ends ❏ Trample, break, and wreck stuff.
They get +2 Load and +4 HP.
❏
❏ Meek: Accepts its lowly lot; no need to Order Followers for degrading
OTHER SPELLS | f or custom spells, spells acquired in-game, and similar or unreasonable tasks.
❏
❏ Organised: Follows plans well, works well in a group. Once they agree
to a plan, there’s no need to Order Followers as long as the plan
doesn’t go awry. Armour
❏ ❏ +1 Armour per tic.
❏ Stealthy: Avoids detection; often gets the drop on foes.
❏ Warrior: They grant +1 damage when they help you fight, and you
don’t need to Order Followers to get them to fight unless the
opposition is terrifying or overwhelming.
❏
INSTINCT | choose one COST | w rite one ETERNAL SERVANT
❏ To challenge rivals ❏ To panic When your Familiar is reduced to 0 HP,
roll+Loyalty. On a 10+, they’ll bounce back pretty
❏ To follow its stomach ❏ To run rampant
❏ To freeze up ❏ To savage its prey much as soon as they get some HP. On a 7-9,
they’re seriously injured - ask the GM how. Until
❏ To get distracted ❏ To wander off they get a healer’s care and a few months of rest,
❏ To give chase ❏ they take -1 Ongoing and their max HP is halved.
❏ To make mischief On a 6-, they will die soon unless someone
intervenes; if they are saved, treat it as a 7-9 above.
FOLLOWER
A Follower’s duty is to their patron, but their loyalty is their own.
NAME: _____________________________
HIT POINTS ARMOUR DAMAGE
LOYALTY QUALITY LOAD
FOLLOWER SKETCH
TAGS
❏ ________-Wise: They know all about ________, and can roll ❏ Hardy: Tough, hard-working, and willing to put up with
+Quality to Spout Lore about it on your behalf. discomfort. They get +2 Load and +4 HP.
❏ Athletic: Good at running, jumping, climbing, etc. ❏ Healer: When they tend to wounds with bandages or with
❏ Beautiful: Draws admiration and attention; makes an poultices & herbs, add their Quality to the HP healed.
impression. ❏ Meek: Accepts its lowly lot; no need to Order Followers for
❏ Cautious: Careful and methodical; avoids acting rashly. degrading or unreasonable tasks.
❏ Connected (________): They have friends and contacts in ________, ❏ Magical: Attuned to arcane forces, sensitive to the workings of
a particular steading or group. magic. Use at least 1 of their moves to elaborate on their
❏ Cunning: Clever and observant; can roll +Quality to Discern powers.
Realities on your behalf. ❏ Organised: Follows plans well, works well in a group. Once they
❏ Devious: Deceitful, treacherous, thieving. agree to a plan, there’s no need to Order Followers as long as
the plan doesn’t go awry.
❏ Ferocious: Its attacks deal +1 damage and are messy.
❏ Self-Sufficient: Can live off the land and roll +Quality to Forage.
❏ Group: A team, gang, or mob, with all the strengths and
drawbacks of greater numbers. ❏ Stealthy: Avoids detection; often gets the drop on foes.
❏ Guide (________): Knows a particular steading or region and can ❏ Warrior: They grant +1 damage when they help you fight, and
roll +Quality to Spout Lore, Scout Ahead, or Navigate therein. you don’t need to Order Followers to get them to fight unless
the opposition is terrifying or overwhelming.
❏
❏
❏ ❏
MOVES INSTINCT COST
❏ Deliver a message. ❏ To act selfishly ❏ Debauchery
❏ Escape from a bind. ❏ To act impulsively ❏ Vengeance
❏ Stand watch. ❏ To slack off ❏ Knowledge
❏ Threaten and intimidate. ❏ To lord over others ❏ Lucre
❏ Point out a flaw in the plan. ❏ To give in to temptation ❏ Good
❏ Notice something hidden. ❏ To sow doubt or misery ❏ Affection
❏ Follow quarry by tracks and spoor. ❏ To hold a grudge and seek payback ❏ Renown
❏ Tend to the sick and injured. ❏ To question leadership or authority ❏ Glory
❏ Divine the future. ❏ To avoid danger or punishment ❏
❏ Poison someone. ❏ To indulge in their addictions
❏ ❏ To inflict undue pain and suffering
❏ To loot, pillage, and burn
❏ ❏
❏
❏
NOTES NOTES
THREATS THREATS
NAME: __________________________________ NAME: __________________________________
❏ INDEPENDENT ❏ ADVENTURE ❏ CAMPAIGN ❏ INDEPENDENT ❏ ADVENTURE ❏ CAMPAIGN
TYPE: TYPE:
IMPULSE: IMPULSE:
IMPENDING DOOM:
IMPENDING DOOM:
❏
❏
❏
❏
❏
❏
❏
❏
DESCRIPTION / NOTES
DESCRIPTION / NOTES
NAME: __________________________________ NAME: __________________________________
❏ INDEPENDENT ❏ ADVENTURE ❏ CAMPAIGN ❏ INDEPENDENT ❏ ADVENTURE ❏ CAMPAIGN
TYPE: TYPE:
IMPULSE: IMPULSE:
IMPENDING DOOM:
IMPENDING DOOM:
❏
❏
❏
❏
❏
❏
❏
❏
DESCRIPTION / NOTES
DESCRIPTION / NOTES
MONSTERS MONSTERS
NAME: _____________________________________________ NAME: _____________________________________________
SETTING/DESCRIPTION
HP SETTING/DESCRIPTION
HP
❏ TINY ❏ SMALL ❏ MEDIUM ❏ LARGE ❏ HUGE
❏ TINY ❏ SMALL ❏ MEDIUM ❏ LARGE ❏ HUGE
❏ SOLITARY (1) ❏ GROUP (1d6+1) ❏ HORDE (3d6/wave) ❏ SOLITARY (1) ❏ GROUP (1d6+1) ❏ HORDE (3d6/wave)
TAGS:
NOTES: TAGS:
NOTES:
NAME: _____________________________________________ NAME: _____________________________________________
SETTING/DESCRIPTION
HP SETTING/DESCRIPTION
HP
❏ TINY ❏ SMALL ❏ MEDIUM ❏ LARGE ❏ HUGE
❏ TINY ❏ SMALL ❏ MEDIUM ❏ LARGE ❏ HUGE
❏ SOLITARY (1) ❏ GROUP (1d6+1) ❏ HORDE (3d6/wave) ❏ SOLITARY (1) ❏ GROUP (1d6+1) ❏ HORDE (3d6/wave)
TAGS:
NOTES: TAGS:
NOTES:
THREAT NOTES
NAME: __________________________________
❏ INDEPENDENT ❏ ADVENTURE ❏ CAMPAIGN
TYPE:
IMPULSE:
IMPENDING DOOM:
GRIM PORTENTS
❏
❏
❏
❏
❏
❏ TINY ❏ SMALL ❏ MEDIUM ❏ LARGE ❏ HUGE
INSTINCT: ARMOUR
SPECIAL QUALITIES:
MONSTER SKETCH
ATTACKS/DAMAGE: MOVES:
TAGS:
NOTES:
Credits
Worlds of Adventure was written and edited by Cameron Burns (@Muggins) in Western Australia.
Contributors
Greg Soper (@SentinelGreg)
Mark Weis (@Jaces_Acolyte)
Nicolas Derom (@Screbuts)
K. Stevenson (@VisceraBot)
Yochai Gal (@Yochaigal)
Thanks
Underwires, Sterbl, St33d, and the rest of the Dungeon World Discord server.
The Dungeon World subreddit and Google group communities.
Every custom playbook and hack from which this work is indirectly inspired.
Attribution
Worlds of Adventure is distributed under a Creative Commons Attribution-ShareAlike 4.0 International license.
The contents of Worlds of Adventure rely upon the rules contained in Dungeon World, by Adam Koebel and Sage LaTorra, licensed
under a Creative Commons Attribution 3.0 Unported license.
This supplement builds upon the existing works of:
Stonetop, by Jeremy Strandberg, authorised under a CC BY-SA 4.0 license.
Fellowship, by Jacob Randolph, authorised under a CC BY-SA 4.0 license.
Perilous Wilds, by Jason Lutes, Jeremy Strandberg, and Keny Widjaja, authorised under a CC BY-SA 3.0 license.
Class Warfare, by Johnstone Metzger, authorised under a CC BY-SA 4.0 license.
Grim World, by Deanna Nygren and Trenton Kennedy, authorised under a CC BY 3.0 license.
Inverse World, by Jacob Randolph and Brandon Schmelz, authorised under a CC BY-SA 4.0 license.
Freebooters on the Frontier, by Jason Lutes, Jan Burger, and Peter Mullen, authorised under a CC BY-SA 3.0 license.