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Worlds of Adventure: Dungeon World Guide

This document provides an introduction to Worlds of Adventure, a standalone supplement for Dungeon World that aims to simplify and refine the rules while incorporating recent design ideas. Some key changes include replacing alignments with character drives, making races backgrounds, removing ability scores in favor of just modifiers, standardizing hit points and load between classes, using only d6 for all mechanics, enhancing the bond system, and providing player principles to guide roleplay. The introduction outlines the goals and philosophy behind the revisions to create a tighter and more streamlined ruleset that maintains what makes Dungeon World great.

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Volney
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0% found this document useful (0 votes)
139 views41 pages

Worlds of Adventure: Dungeon World Guide

This document provides an introduction to Worlds of Adventure, a standalone supplement for Dungeon World that aims to simplify and refine the rules while incorporating recent design ideas. Some key changes include replacing alignments with character drives, making races backgrounds, removing ability scores in favor of just modifiers, standardizing hit points and load between classes, using only d6 for all mechanics, enhancing the bond system, and providing player principles to guide roleplay. The introduction outlines the goals and philosophy behind the revisions to create a tighter and more streamlined ruleset that maintains what makes Dungeon World great.

Uploaded by

Volney
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction
  • The Playkit
  • The Barbarian
  • The Bard
  • The Cleric
  • The Druid
  • The Fighter
  • The Immolator
  • The Paladin
  • The Ranger
  • The Thief
  • The Wizard
  • Appendix A: Player Inserts
  • Appendix B: GM Inserts
  • Credits

Worlds​ ​of​ ​Adventure 

A​ ​standalone​ ​supplement​ ​for​ ​Dungeon​ ​World 


TABLE​ ​OF​ ​CONTENTS 
Introduction  ...  3 
The​ ​Playkit  ...  5 
The​ ​Barbarian  ...  9 
The​ ​Bard  ...  11 
The​ ​Cleric  ...  13 
The​ ​Druid  ...  15 
The​ ​Fighter  ...  17 
The​ ​Immolator  ...  19 
The​ ​Paladin  ...  21 
The​ ​Ranger  ...  23 
The​ ​Thief  ...  25 
The​ ​Wizard  ...  27 
The​ ​GM​ ​Book  ...  29 
Appendix​ ​A:​ ​Player​ ​Inserts  ...  32 
Appendix​ ​B:​ ​GM​ ​Inserts  ...  37 
Credits  ...  41 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
This​ ​is​ ​a​ ​playtest​ ​document.​ ​Product​ ​version​ ​0.1 
Introduction 
 
What​ ​is​ ​Worlds​ ​of​ ​Adventure? 
With​ ​Worlds​ ​of​ ​Adventure​,​ ​our​ ​aim​ ​is​ ​to​ ​provide​ ​a​ ​simplified,​ ​tightened​ ​ruleset​ ​for​ ​Dungeon​ ​World​​ ​that​ ​built​ ​upon​ ​the​ ​strengths​ ​and 
themes​ ​of​ ​the​ ​original​ ​game​ ​while​ ​incorporating​ ​newer​ ​ideas​ ​and​ ​designs​ ​made​ ​popular​ ​since​ ​Dungeon​ ​World’s​​ ​initial​ ​release.​ ​In 
doing​ ​so,​ ​we​ ​hope​ ​to​ ​enhance​ ​those​ ​rules​ ​that​ ​facilitate​ ​roleplay,​ ​simplicity,​ ​and​ ​flexibility,​ ​while​ ​keeping​ ​true​ ​to​ D​ ungeon​ ​World’s 
roots. 
The​ ​ruleset​ ​of​ ​Worlds​ ​of​ ​Adventure​ ​supersedes​ ​that​ ​of​ ​Dungeon​ ​World.​ ​If​ ​there​ ​are​ ​rules​ ​presented​ ​here​ ​for​ ​a​ ​subject​ ​-​ ​Steadings,​ ​Bonds, 
Classes,​ ​and​ ​so​ ​on​ ​-​ ​those​ ​rules​ ​take​ ​precedence​ ​over​ ​their​ ​equivalents​ ​in​ ​Dungeon​ ​World.​ ​For​ ​example,​ ​Bonds​ ​no​ ​longer​ ​resolve​ ​or​ ​grant 
XP​ ​upon​ ​their​ ​resolution. 

 
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. 
 
W​ORLDS​ ​O​F​ ​A​DVENTURE  B​ASIC​​ ​M​OVES 
​ ​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.  S​PECIAL​​ ​M​OVES 
■ …​ ​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. 
 
A​DVENTURE​​ ​M​OVES  F​OLLOWER​​ ​M​OVES 
​ ​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. 
 
 
B​ONDS  D​OWNTIME​​ ​M​OVES 
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 

Q​UICK​ ​R​EFERENCE
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. 

 
   
E​QUIPMENT    
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. 
  
 
 

GEAR  WEAPONS  TRANSPORT    SERVICES​ ​&​ ​JOBS 


Adventuring​ ​Gear  5​ ​uses,​ ​1​ ​weight,​ ​20​ ​coins Weapons​ ​vary;​ ​a​ ​“dull​ ​sword”​ ​might​ ​deal​ ​-1​ ​damage,​ ​while​ ​a  Cart​ ​and​ ​Donkey  Load​ ​20,​ ​50​ ​coins  Note:​ ​With​ ​some​ ​negotiation,​ ​the​ ​price​ ​of​ ​services​ ​may​ ​be​ ​reduced 
Adventuring​ ​gear​ ​is​ ​a​ ​collection​ ​of​ ​useful​ ​mundane​ ​items​ ​such​ ​as  “masterwork​ ​knife”​ ​might​ ​deal​ ​+1​ ​damage.  Horse  Load​ ​10,​ ​75​ ​coins  by​ ​an​ ​amount​ ​of​ ​coin​ ​equal​ ​to​ ​the​ ​haggling​ ​character’s​ ​CHA.​ ​Same 
chalk,​ ​poles,​ ​spikes,​ ​ropes,​ ​etc.​ ​When​ ​you​ ​rummage​ ​through​ ​your  goes​ ​for​ ​increasing​ ​the​ ​payout​ ​of​ ​a​ ​job. 
Ranged​ ​Weapons  Warhorse  Load​ ​12,​ ​400​ ​coins
adventuring​ ​gear​ ​for​ ​some​ ​useful​ ​mundane​ ​item,​ ​you​ ​find​ ​what  Healing​ ​from​ ​a​ ​chirurgeon  5​ ​coins 
Ragged​ ​Bow  Near,​ ​2​ ​weight,​ ​10​ ​coins 
you​ ​need​ ​and​ ​mark​ ​off​ ​a​ ​use.  Wagon  Load​ ​40,​ ​150​ ​coins
Fine​ ​Bow  Near,​ ​far,​ ​2​ ​weight,​ ​35​ ​coins Repairs​ ​to​ ​a​ ​mundane​ ​item  25%​ ​of​ ​the​ ​item’s​ ​cost 
Bandages  3​ ​uses,​ ​slow,​ ​0​ ​weight,​ ​5​ ​coins  Barge  Load​ ​15,​ ​50​ ​coins 
When​ ​you​ ​have​ ​a​ ​few​ ​minutes​ ​to​ ​bandage​ ​someone​ ​else’s​ ​wounds,  Hunter’s​ ​bow  Near,​ ​far,​ ​1​ ​weight,​ ​50​ ​coins A​ ​custom​ ​item​ ​from​ ​a​ ​blacksmith  Base​ ​Item​ ​+​ ​50​ ​coins 
River​ ​Boat  Load​ ​20,​ ​150​ ​coins
heal​ ​them​ ​of​ ​4​ ​damage​ ​and​ ​expend​ ​a​ ​use.  Crossbow  Near,​ ​+1​ ​damage,​ ​reload,​ ​3​ ​weight,​ ​30​ ​coins An​ ​evening​ ​of​ ​song​ ​and​ ​dance  18​ ​coins 
Merchant​ ​Ship  Load​ ​200,​ ​5,000​ ​coins
Poultices​ ​and​ ​Herbs  2​ ​uses,​ ​slow,​ ​1​ ​weight,​ ​10​ ​coins A​ ​night’s​ ​“companionship”  20​ ​coins 
When​ ​you​ ​carefully​ ​treat​ ​someone’s​ ​wounds​ ​with​ ​poultices​ ​and  Hand​ ​Weapons  War​ ​Ship  Load​ ​100,​ ​20,000​ ​coins 
A​ ​week’s​ ​stay​ ​at​ ​a​ ​peasant​ ​inn  15​ ​coins 
herbs,​ ​heal​ ​them​ ​of​ ​7​ ​damage​ ​and​ ​expend​ ​a​ ​use.  Dagger/Shiv/Knife  Hand,​ ​1​ ​weight,​ ​2​ ​coins Passage​ ​on​ ​a​ ​safe​ ​route  1​ ​coin 
A​ ​week’s​ ​stay​ ​at​ ​a​ ​civilised​ ​inn  30​ ​coins 
Antitoxin  0​ ​weight,​ ​10​ ​coins  Cestus/Gauntlet  Hand,​ ​precise,​ ​deflecting,​ ​1​ ​weight,​ ​18​ ​coins Passage​ ​on​ ​a​ ​tough​ ​route  10​ ​coins 
When​ ​you​ ​drink​ ​antitoxin,​ ​you’re​ ​cured​ ​of​ ​one​ ​poison​ ​affecting​ ​you.  A​ ​week’s​ ​stay​ ​at​ ​the​ ​fanciest​ ​in​ ​in​ ​town  45​ ​coins 
Baselard/Kris/Kukri  Hand,​ ​1-piercing,​ ​vicious,​ ​2​ ​weight,​ ​28​ ​coins Passage​ ​on​ ​a​ ​dangerous​ ​route  100​ ​coins 
Healing​ ​Potion  0​ ​weight,​ ​50​ ​coins  A​ ​week’s​ ​unskilled​ ​mundane​ ​labour  10​ ​coins 
When​ ​you​ ​drink​ ​an​ ​entire​ ​healing​ ​potion,​ ​heal​ ​yourself​ ​of​ ​10  Close​ ​Weapons  A​ ​month’s​ ​pay​ ​for​ ​enlistment​ ​in​ ​an​ ​army  30​ ​coins 
damage​ ​or​ ​remove​ ​one​ ​debility,​ ​your​ ​choice.  LAND​ ​AND​ ​BUILDINGS 
Club/Shillelagh  Close,​ ​2​ ​weight,​ ​1​ ​coin  A​ ​hovel  20​ ​coins  Escort​ ​for​ ​a​ ​day​ ​along​ ​a​ ​bandit-infested​ ​road  20​ ​coins 
Keg​ ​of​ ​Fine​ ​Stout  4​ ​weight,​ ​10​ ​coins  Staff  Close,​ ​two-handed,​ ​1​ ​weight,​ ​1​ ​coin  Escort​ ​for​ ​a​ ​day​ ​along​ ​a​ ​monster-ridden​ ​road  55​ ​coins 
When​ ​you​ ​open​ ​a​ ​keg​ ​of​ ​fine​ ​stout​ ​and​ ​let​ ​everyone​ ​drink​ ​freely,  A​ ​cottage  500​ ​coins 
take​ ​+1​ ​to​ ​your​ ​Carouse​ ​roll.​ ​If​ ​you​ ​drink​ ​a​ ​whole​ ​keg​ ​yourself,​ ​you  Short​ ​Sword/Axe/Mace  Close,​ ​1​ ​weight,​ ​8​ ​coins A​ ​house  2,500​ ​coins A​ ​run-of-the-mill​ ​killing  5​ ​coins 
are​ ​very,​ ​very​ ​drunk.  Warhammer/Flail  Close,​ ​forceful,​ ​2​ ​weight,​ ​12​ ​coins  A​ ​mansion  50,000​ ​coins  An​ ​assassination  120​ ​coins 
Bag​ ​of​ ​Books  5​ ​uses,​ ​2​ ​weight,​ ​10​ ​coins Long​ ​Sword/Battleaxe  Close,​ ​+1​ ​damage,​ ​2​ ​weight,​ ​15​ ​coins A​ ​keep  75,000​ ​coins  A​ ​month’s​ ​prayers​ ​for​ ​the​ ​departed  1​ ​coin 
When​ ​your​ ​bag​ ​of​ ​books​ ​contains​ ​just​ ​the​ ​right​ ​book​ ​for​ ​the​ ​subject  Rapier  Close,​ ​precise,​ ​1​ ​weight,​ ​28​ ​coins 
you’re​ ​spouting​ ​lore​ ​on,​ ​consult​ ​the​ ​book,​ ​mark​ ​off​ ​a​ ​use,​ ​and​ ​take  A​ ​castle  250,000​ ​coins
+1​ ​to​ ​your​ ​roll.  Dueling​ ​Rapier  Close,​ ​precise,​ ​1-piercing,​ ​2​ ​weight,​ ​45​ ​coins 
A​ ​grand​ ​castle  1,000,000​ ​coins 
MEALS 
A​ ​hearty​ ​meal​ ​for​ ​one  1​ ​coin 
Pipeleaf  6​ ​uses,​ ​0​ ​weight,​ ​5​ ​coins  A​ ​month’s​ ​upkeep  1%​ ​of​ ​the​ ​cost 
When​ ​you​ ​share​ ​pipeleaf​ ​with​ ​someone,​ ​expend​ ​two​ ​uses​ ​and​ ​take  Reach​ ​Weapons  A​ ​poor​ ​meal​ ​for​ ​a​ ​family  1​ ​coin 
+1​ ​Forward​ ​to​ ​Parley​ ​with​ ​them.  Spear  Reach,​ ​thrown(near),​ ​1​ ​weight,​ ​5​ ​coins  A​ ​feast  15​ ​coins​ ​per​ ​person 
Chain​ ​Whip  Reach,​ ​vicious,​ ​1​ ​weight,​ ​12​ ​coins  BRIBES 
Rations  Ration,​ ​5​ ​uses,​ ​1​ ​weight,​ ​3​ ​coins  Peasant​ ​Dowry  20​ ​coins 
Not​ ​tasty,​ ​but​ ​not​ ​bad​ ​either.  Glaive/Halberd  Reach,​ ​+1​ ​damage,​ ​two-handed,​ ​2​ ​weight,​ ​18​ ​coins 
Governmental​ ​Loan  50​ ​coins 
Personal​ ​Feast  Ration,​ ​1​ ​use,​ ​1​ ​weight,​ ​10​ ​coins 
Other​ ​Weaponry  Compelling​ ​Bribe  80​ ​coins 
Ostentatious​ ​to​ ​say​ ​the​ ​least. 
Throwing​ ​Daggers  Thrown​ ​(near),​ ​4​ ​uses,​ ​1​ ​weight,​ ​4​ ​coins “Protection”​ ​for​ ​a​ ​small​ ​business  100​ ​coins 
Wondermeal  Ration,​ ​7​ ​uses,​ ​1​ ​weight,​ ​10​ ​coins (Masterwork)  Thrown​ ​(near,​ ​far),​ ​3​ ​uses,​ ​1​ ​weight,​ ​10​ ​coins
Only​ ​a​ ​few​ ​of​ ​the​ ​greatest​ ​culinary​ ​minds​ ​know​ ​the​ ​secrets​ ​of​ ​this  An​ ​offer​ ​you​ ​can’t​ ​refuse  500​ ​coins 
rare​ ​delicacy.​ ​It’ll​ ​keep,​ ​no​ ​matter​ ​the​ ​climate​ ​or​ ​conditions.  Arrows  3​ ​uses,​ ​1​ ​weight,​ ​3​ ​coins 
(Masterwork)  4​ ​uses,​ ​1​ ​weight,​ ​16​ ​coins
Hardtack  Ration,​ ​7​ ​uses,​ ​1​ ​weight,​ ​3​ ​coins  GIFTS​ ​AND​ ​FINERY 
Tastes​ ​like​ ​home.​ ​If​ ​home​ ​was​ ​a​ ​hog​ ​farm,​ ​and​ ​on​ ​fire.​ ​Practically  Peasant​ ​Gift  5​ ​coins 
inedible;​ ​you​ ​can’t​ ​eat​ ​the​ ​stuff​ ​for​ ​more​ ​than​ ​a​ ​few​ ​days​ ​at​ ​a​ ​time.  Armour 
Leather,​ ​Chainmail  1​ ​armour,​ ​worn,​ ​1​ ​weight,​ ​10​ ​coins  Fine​ ​Gift  55​ ​coins 
Flask​ ​of​ ​Whiskey  2​ ​uses,​ ​0​ ​weight,​ ​5​ ​coins  Noble​ ​Gift  200​ ​coins 
Gambeson,​ ​Scale​ ​Mail  2​ ​armour,​ ​worn,​ ​clumsy,​ ​3​ ​weight,​ ​50​ ​coins 
When​ ​you​ ​down​ ​a​ ​draught,​ ​expend​ ​a​ ​use​ ​and​ ​take​ ​+1​ ​Forward​ ​to 
act​ ​boldly​ ​or​ ​face​ ​down​ ​terror.  Plate  3​ ​armour,​ ​worn,​ ​clumsy,​ ​4​ ​weight,​ ​350​ ​coins Ring/Cameo  75​ ​coins 

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 

BONDS​ ​|​ ​do​ ​this​ ​together​ ​with​ ​the​ ​group 


You​ ​start​ ​with​ ​4​ ​bonds,​ ​divided​ ​between​ ​the​ ​other  LOOK​ ​|​ ​pick​ ​as​ ​many​ ​that​ ​apply 
members​ ​of​ ​your​ ​party.​ ​Each​ ​is​ ​a​ ​statement​ ​about​ ​how  ● Female,​ ​Male,​ ​Ambiguous,​ ​Concealed,​ ​Transgressing,​ ​________ 
you​ ​relate​ ​to​ ​them.  ● Human,​ E ​ lf,​ ​Dwarf,​ ​Halfling,​ ​Gnome,​ ​Kobold,​ ​Goblin,​ ​Orc, 
Examples:  Hobgoblin,​ ​Gnoll,​ ​Ogre,​ ​Wildling,​ ​Centaur,​ ​Minotaur,​ ​________ 
________​ ​dabbles​ ​in​ ​dangerous​ ​magic​ ​that​ ​I​ ​do​ ​not​ ​understand.  ● Mighty​ ​Thews,​ ​Long​ ​Shank,​ ​Scrawny​ ​Body,​ ​Supple​ ​Body,​ ​________ 
I​ ​must​ ​learn​ ​________’s​ ​strange​ ​ways​ ​in​ ​order​ ​to​ ​become​ ​stronger.  ● Tormented​ ​Eyes,​ ​Wild​ ​Eyes,​ ​Shrouded​ ​Eyes,​ ​________ 
________​ ​is​ ​puny​ ​-​ ​I​ ​won’t​ ​count​ ​on​ ​them​ ​when​ ​things​ ​get​ ​rough.  ● Scraps,​ ​Silks,​ ​Scavenger’s​ ​Outfit,​ ​Weather-Inappropriate,​ ​________ 
________​ ​shares​ ​my​ ​hunger​ ​for​ ​glory.  ● Decoration:​ ​Tattoos,​ ​Bejeweled,​ ​Bestial,​ ​Unmarred,​ ​________ 
________​ ​has​ ​seen​ ​the​ ​lands​ ​of​ ​my​ ​home,​ ​more​ ​recently​ ​than​ ​me. 
I​ ​have​ ​a​ ​bet​ ​with​ ​________. 
Sometimes​ ​________​ ​is​ ​the​ ​only​ ​one​ ​who​ ​can​ ​talk​ ​sense​ ​into​ ​me.  BACKGROUND​ ​|​ c​ hoose​ ​one​ ​or​ ​write​ ​your​ ​own 
Once​ ​this​ ​is​ ​all​ ​over,​ ​________​ ​and​ ​I​ ​are​ ​going​ ​to​ ​settle​ ​down.  ❏ Outsider 
  You​ ​and​ ​your​ ​people​ ​are​ ​not​ ​from​ ​around​ ​here,​ ​and​ ​you​ ​have​ ​a 
Your​ ​bonds​ ​will​ ​change​ ​and​ ​grow​ ​over​ ​the​ ​course​ ​of​ ​play.  different​ ​way​ ​of​ ​looking​ ​at​ ​things.​ ​You​ ​take​ ​+1​ ​to​ ​Spout​ ​Lore 
Use​ ​the​ ​space​ ​below​ ​to​ ​note​ ​any​ ​new​ ​or​ ​changed​ ​bonds.  using​ ​your​ ​foreign​ ​know-how. 
   
  ❏ Savage 
  You​ ​hail​ ​from​ ​stranger,​ ​more​ ​terrifying​ ​lands​ ​than​ ​most​ ​folk​ ​can 
  imagine,​ ​and​ ​your​ ​time​ ​there​ ​made​ ​you​ ​strong.​ ​When​ ​you​ ​pull​ ​a 
  degenerate,​ ​violent​ ​tactic​ ​against​ ​somebody​ ​who​ ​doesn’t 
  expect​ ​you​ ​to​ ​fight​ ​like​ ​an​ ​animal,​​ ​take​ ​+1​ ​Forward. 
 
  ❏ Survivor 
  You​ ​weathered​ ​the​ ​fall​ ​of​ ​your​ ​family,​ ​your​ ​empire,​ ​your​ ​very 
  livelihood.​ ​And​ ​yet​ ​still​ ​you​ ​stand,​ ​and​ ​now​ ​the​ ​world​ ​owes​ ​you​ ​a 
  debt.​ ​When​ ​you​ ​take​ ​back​ ​something​ ​that​ ​is​ ​rightfully​ ​yours 
  (your​ ​call)​ ​by​ ​force,​​ ​you​ ​impress,​ ​dismay,​ ​or​ ​frighten​ ​your 
  enemies. 
 
 
  ❏   
 
 
 
 
   
     
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 
  ❏ Ancestral​ ​Visions    ❏ Wide-Wanderer 
​ ​STR    ​DEX  ​ ​CON    ​INT  ​ ​WIS    ​CHA  When​ ​you​ ​consult​ ​your​ ​ancestral​ ​spirits​ (​ or​ ​gods,​ ​or​ ​your  You’ve​ ​travelled​ ​the​ ​wide​ ​world​ ​over.​ ​When​ ​you​ ​arrive 
totem,​ ​etc),​ ​they​ ​will​ ​give​ ​you​ ​an​ ​insight​ ​relating​ ​to​ ​the​ ​current  someplace,​​ ​ask​ ​the​ ​GM​ ​about​ ​any​ ​important​ ​local​ ​traditions, 

      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.   

​ ​ ​ ​ ​ ​/​ ​20  d6  ​ ​XP 


______________ 
 
● You​ ​redirect​ ​their​ ​blow​ ​into​ ​someone​ ​or​ ​something​ ​else. 
When​ ​you​ ​Parry​ ​and​ ​Riposte,​​ ​on​ ​a​ ​12+,​ ​choose​ ​2​ ​(not​ ​1). 
❏ Song​ ​of​ ​Rest 
When​ ​you​ ​Make​ ​Camp,​​ ​those​ ​who​ ​listen​ ​to​ ​your​ ​soothing​ ​songs 
and​ ​stories​ ​either​ ​heal​ ​an​ ​additional​ ​1d6​ ​damage​ ​or​ ​take​ ​+1 
​ ​Modifiers   
❏ With​ ​a​ ​Little​ ​Help..  Forward​ ​the​ ​next​ ​day. 
​ ​&​ ​Tags:  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​Mark​ ​XP​ ​when​ ​you​ ​roll​ ​a​ ​6- 
You​ ​can​ ​Aid​ ​or​ ​Interfere​ ​with​ ​just​ ​a​ ​few​ ​impactful​ ​words. 
  You​ ​also​ ​take​ ​+1​ ​to​ ​Aid​ ​an​ ​ally,​ ​and​ ​your​ ​allies​ ​take​ ​+1​ ​to​ ​Aid​ ​you.  ❏ Litany​ ​of​ ​Curses 
BASIC​ ​MOVES​ ​|​ y​ ou​ ​start​ ​with​ ​all​ ​of​ ​these    When​ ​you​ ​taunt​ ​an​ ​enemy​ ​with​ ​insult​ ​after​ ​insult,​​ ​roll+CHA. 
❏ ..From​ ​My​ ​Friends  On​ ​a​ ​10+,​ ​they​ ​are​ ​either​ ​left​ ​open​ ​and​ ​exposed​ ​or​ ​make​ ​a​ ​rash 
Arcane​ ​Art    Enchanting​ ​Entertainer 
Requires:​ ​Level​ ​6+,​ ​With​ ​a​ ​Little​ ​Help..  decision​ ​to​ ​get​ ​back​ ​at​ ​you,​ ​the​ ​GM​ ​will​ ​say.​ ​On​ ​a​ ​7-9,​ ​you​ ​also 
You​ ​have​ ​the​ ​ability​ ​to​ ​weave​ ​magical​ ​effects​ ​into​ ​your​ ​speech  When​ ​you​ ​perform​ ​in​ ​front​ ​of​ ​an​ ​audience,​​ ​describe​ ​the​ ​story 
When​ ​you​ ​Aid​ ​an​ ​ally​ ​or​ ​an​ ​ally​ ​Aids​ ​you,​​ ​treat​ ​a​ ​6-​ ​as​ ​a​ ​7-9.  strike​ ​a​ ​chord;​ ​from​ ​now​ ​on​ ​and​ ​whenever​ ​possible,​ ​they’ll​ ​go 
and​ ​performances​ ​-​ ​be​ ​it​ ​music,​ ​song,​ ​dance,​ ​oratory,​ ​or  you​ ​tell,​ ​the​ ​song​ ​you​ ​sing,​ ​or​ ​the​ ​details​ ​of​ ​your​ ​performance 
  after​ ​you​ ​with​ ​extreme​ ​prejudice. 
otherwise.​ ​Describe​ ​your​ ​style,​ ​then​ ​choose​ ​two​ ​effects​ ​you​ ​know  and​ ​roll+CHA.​ ​On​ ​a​ ​7+,​ ​you​ ​hold​ ​the​ ​attention​ ​of​ ​all​ ​sentient, 
 
how​ ​to​ ​invoke:  living​ ​creatures​ ​for​ ​as​ ​long​ ​as​ ​you​ ​perform​ ​and​ ​as​ ​long​ ​as​ ​nothing ❏ Charming​ ​and​ ​Open 
❏ Inspire​ ​Greatness:​​ ​An​ ​ally​ ​takes​ ​+1​ ​armour​ ​Forward​ ​and​ ​+2  distracts​ ​them.​ ​On​ ​a​ ​10+,​ ​you​ ​also​ ​choose​ ​2.​ ​On​ ​a​ ​7-9,​ ​choose​ ​1.  When​ ​you​ ​speak​ ​frankly​ ​with​ ​someone,​​ ​you​ ​can​ ​ask​ ​their  ❏ Dashing​ ​Rogue 
damage​ ​Forward.  ● A​ ​member​ ​of​ ​the​ ​audience​ ​becomes​ ​enraptured​ ​with​ ​you;  player​ ​a​ ​question​ ​from​ ​the​ ​list​ ​below.​ ​They​ ​must​ ​answer​ ​you  When​ ​you​ ​use​ ​your​ ​impeccable​ ​good-looks​ ​and​ ​considerable 
❏ Dirge​ ​of​ ​Doom​:​ ​A​ ​foe​ ​takes​ ​-1​ ​armour​ ​Forward​ ​and​ ​-2  the​ ​GM​ ​will​ ​say​ ​who.  truthfully,​ ​and​ ​then​ ​they​ ​may​ ​ask​ ​you​ ​a​ ​question​ ​from​ ​the​ ​list,  charms​ ​to​ ​your​ ​advantage,​​ ​take​ ​+1​ ​forward​ ​to​ ​Parley​ ​with 
damage​ ​Forward.  ● Someone​ ​comes​ ​to​ ​you​ ​afterwards,​ ​requesting​ ​your  which​ ​you​ ​must​ ​also​ ​answer​ ​truthfully.   anyone​ ​who​ ​respects​ ​your​ ​appearance. 
services​ ​or​ ​bearing​ ​news​ ​of​ ​an​ ​opportunity.  ● What​ ​are​ ​you​ ​really​ ​feeling​ ​right​ ​now?   
❏ Inspire​ ​Courage:​​ ​An​ ​ally’s​ ​mind​ ​is​ ​cleared​ ​of​ ​fear​ ​and 
enchantment.  ● One​ ​or​ ​more​ ​members​ ​of​ ​the​ ​audience​ ​will​ ​give​ ​you​ ​gifts​ ​-  ● What​ ​are​ ​you​ ​trying​ ​to​ ​hide?  ❏ Throw​ ​Down​ ​the​ ​Gauntlet 
the​ ​GM​ ​will​ ​say​ ​what.  ● What​ ​do​ ​you​ ​want​ ​from​ ​me?  When​ ​your​ ​honour​ ​is​ ​insulted​ ​and​ ​you​ ​demand​ ​a​ ​duel,​​ ​your 
❏ Breaker​ ​of​ ​Chains​:​ ​An​ ​ally​ ​is​ ​freed​ ​of​ ​all​ ​physical​ ​restraints. 
● How​ ​could​ ​I​ ​get​ ​you​ ​to​ ​________?  opponent​ ​cannot​ ​decline.​ ​They​ ​may​ ​propose​ ​conditions​ ​and​ ​ask 
❏ Healing​ ​Chorus​:​ ​An​ ​ally​ ​heals​ ​1d6+1​ ​damage.  Bardic​ ​Lore  ● Whom​ ​do​ ​you​ ​serve?  to​ ​use​ ​a​ ​substitute,​ ​but​ ​they​ ​cannot​ ​decline. 
❏ Metal​ ​Hurlant​:​ ​A​ ​foe​ ​takes​ ​1d6+1​ ​damage​ ​and​ ​is​ ​deafened  When​ ​you​ ​Spout​ ​Lore​ ​about​ ​someone​ ​or​ ​something​ ​you’ve   
for​ ​a​ ​few​ ​minutes.  heard​ ​tales,​ ​songs,​ ​or​ ​legends​ ​about,​​ ​you​ ​may​ ​roll​ ​+CHA  ❏ Disarming​ ​and​ ​Open  ❏ Eldritch​ ​Tones 
❏ Whelming​ ​Blast​:​ ​A​ ​foe​ ​becomes​ ​temporarily​ ​confused,  instead​ ​of​ ​+INT.​ ​On​ ​a​ ​10+,​ ​you​ ​may​ ​also​ ​ask​ ​the​ ​GM​ ​any​ ​one  Requires:​ ​Level​ ​6+,​ ​Charming​ ​and​ ​Open  Requires:​ ​Level​ ​6+ 
causing​ ​them​ ​to​ ​lash​ ​out​ ​and​ ​attack​ ​anyone​ ​nearby.  question​ ​about​ ​the​ ​subject;​ ​they​ ​will​ ​answer​ ​truthfully.  You​ ​need​ ​only​ ​to​ ​engage​ ​someone​ ​in​ ​conversation​ ​to​ ​use  When​ ​you​ ​use​ ​Arcane​ ​Art,​​ ​you​ ​may​ ​choose​ ​to​ ​either​ ​call​ ​upon​ ​a 
❏ Countersong:​​ ​You​ ​drown​ ​out​ ​the​ ​magical​ ​incantations​ ​of​ ​a  Charming​ ​and​ ​Open.​ ​When​ ​you​ ​use​ ​Charming​ ​and​ ​Open,  second​ ​effect​ ​or​ ​have​ ​your​ ​magic​ ​effect​ ​a​ ​second​ ​valid​ ​target. 
spellcaster​ ​you​ ​can​ ​hear,​ ​causing​ ​their​ ​spell​ ​to​ ​fail.  A​ ​Port​ ​in​ ​the​ ​Storm  you​ ​may​ ​ask​ ​them​ ​an​ ​additional​ ​question,​ ​not​ ​limited​ ​to​ ​the 
  When​ ​you​ ​return​ ​to​ ​a​ ​civilised​ ​settlement​ ​you’ve​ ​visited  list. 
before,​​ ​tell​ ​the​ ​GM​ ​when​ ​you​ ​were​ ​last​ ​here.​ ​They’ll​ ​tell​ ​you​ ​how 
❏ Bewitching​ ​Performance 
When​ ​you​ ​weave​ ​magic​ ​into​ ​your​ ​words​ ​or​ ​into​ ​a    Requires:​ ​Level​ ​6+ 
performance,​​ ​choose​ ​one​ ​of​ ​these​ ​effects​ ​to​ ​invoke​ ​and  it’s​ ​changed​ ​since​ ​then. 
❏ Knowledge​ ​to​ ​Power  When​ ​you​ ​give​ ​a​ ​performance​ ​instilled​ ​with​ ​raw​ ​emotion​ ​to 
roll+CHA.​ ​On​ ​a​ ​10+,​ ​you​ ​achieve​ ​the​ ​selected​ ​effect.​ ​On​ ​a​ ​7-9,  When​ ​you​ ​use​ ​Bardic​ ​Lore,​​ ​on​ ​a​ ​7-9,​ ​you​ ​may​ ​have​ ​the​ ​GM  an​ ​audience​ ​of​ ​sentient,​ ​living​ ​creatures,​​ ​choose​ ​one​ ​and 
your​ ​spell​ ​still​ ​works,​ ​but​ ​you​ ​also​ ​draw​ ​unwanted​ ​attention​ ​or  choose​ ​both​ ​options​ ​instead​ ​of​ ​just​ ​one.  roll+CHA.​ ​On​ ​a​ ​7+,​ ​your​ ​magic​ ​will​ ​affect​ ​them​ ​as​ ​long​ ​as​ ​your 
your​ ​magic​ ​reverberates​ ​to​ ​other​ ​targets​ ​affecting​ ​them​ ​as​ ​well,  When​ ​you​ ​use​ ​Bardic​ ​Lore,​​ ​on​ ​a​ ​6-,​ ​you​ ​can​ ​spend​ ​a​ ​while  performance​ ​lasts.​ ​On​ ​a​ ​12+,​ ​the​ ​effects​ ​will​ ​linger​ ​after​ ​it​ ​ends. 
GM’s​ ​choice.  pondering,​ ​reminiscing,​ ​and​ ​carefully​ ​examining​ ​the​ ​subject​ ​to  ● Torpor:​ ​On​ ​a​ ​7-9,​ ​they​ ​become​ ​lethargic​ ​and​ ​inattentive. 
  roll​ ​a​ ​second​ ​time.  On​ ​a​ ​10+,​ ​they​ ​fall​ ​asleep​ ​for​ ​a​ ​few​ ​minutes. 
    ● Dread:​ ​On​ ​a​ ​7-9,​ ​they​ ​become​ ​fearful​ ​and​ ​desperate. 
  On​ ​a​ ​10+,​ ​they​ ​cower,​ ​run,​ ​or​ ​hide,​ ​seeking​ ​safety. 
  ❏ Sudden​ ​Insights 
Requires:​ ​Level​ ​6+,​ ​Knowledge​ ​to​ ​Power  ● Fury:​ ​On​ ​a​ ​7-9,​ ​they​ ​become​ ​riotous​ ​and​ ​violent. 
  On​ ​a​ ​10+,​ ​they​ ​form​ ​an​ ​armed​ ​and​ ​dangerous​ ​mob. 
You​ ​can​ ​Discern​ ​Realities​ ​by​ ​merely​ ​glancing​ ​about.​ W ​ hen 
STARTING​ ​GEAR  ​COINS​ ​&​ ​TREASURE  ​LOAD  you​ ​use​ ​Bardic​ ​Lore,​​ ​on​ ​a​ ​12+,​ ​the​ ​GM​ ​will​ ​also​ ​reveal​ ​to​ ​your  ● Hope:​ ​On​ ​a​ ​7-9,​ ​they​ ​become​ ​fearless​ ​and​ ​resolute. 
You​ ​have​ ​some​ ​Dungeon​ ​Rations​ ​(5​ ​uses,​ ​food,​ ​1  a​ ​glaring​ ​weakness,​ ​strength,​ ​or​ ​a​ ​long-forgotten​ ​secret.  On​ ​a​ ​10+,​ ​they​ ​take​ ​significant,​ ​lasting​ ​action. 
weight)​ ​and​ ​a​ ​personal​ ​instrument​ ​or​ ​belonging. 
 
Choose​ ​your​ ​wear: 
​/​ ​10  
 
❏ ❏​​ ​Wide​ ​Audience  ❏ Reputation 
Requires:​ ​Level​ ​6+ 
Choose​ ​one​ ​of​ ​the​ ​following​ ​types​ ​of​ ​creature. 
❏ Leather​ ​Armour​ ​(1​ ​armour,​ ​1​ ​weight)  ❏ Undead  ❏ Animals  ❏ Plants  ❏ Constructs  When​ ​you​ ​first​ ​meet​ ​someone​ ​who’s​ ​heard​ ​tales​ ​about​ ​you, 
❏ Ostentatious​ ​Clothes​ ​(0​ ​weight)  When​ ​you​ ​use​ ​Arcane​ ​Art,​ ​Eldritch​ ​Entertainer,​ ​or​ ​Bewitching roll+CHA.​ ​On​ ​a​ ​10+,​ ​tell​ ​the​ ​GM​ ​two​ ​things​ ​they’ve​ ​heard​ ​about 
Choose​ ​two:  ​ITEMS  Performance,​​ ​you​ ​can​ ​have​ ​your​ ​magic​ ​effect​ ​these​ ​types​ ​of  you.​ ​On​ ​a​ ​7-9,​ ​tell​ ​the​ ​GM​ ​one​ ​thing​ ​they’ve​ ​heard,​ ​and​ ​the​ ​GM 
❏ Rapier​ ​(close,​ ​precise,​ ​1​ ​weight)  creatures​ ​in​ ​addition​ ​to​ ​or​ ​instead​ ​of​ ​sentient,​ ​living​ ​creatures.  will​ ​tell​ ​you​ ​another​ ​thing​ ​they’ve​ ​heard. 
❏ Short​ ​Sword​ ​(close,​ ​1​ ​weight)   
❏ Worn​ ​Bow​ ​(near,​ ​2​ ​weight)  ❏ A​ ​Knight​ ​in​ ​Shining​ ​Armour​ ​Appears 
and​ ​Bundle​ ​of​ ​Arrows​ ​(3​ ​ammo,​ ​1​ ​weight)  ❏ ❏​ ​❏​ ​Bardic​ ​Expertise 
Learn​ ​another​ ​two​ ​Arcane​ ​Arts​ ​of​ ​your​ ​choice.  Requires:​ ​Level​ ​6+ 
Choose​ ​one:  When​ ​you​ ​dramatically​ ​appear​ ​in​ ​the​ ​middle​ ​of​ ​a​ ​tense 
❏ Flask​ ​of​ ​Alcohol​ ​(2​ ​uses,​ ​0​ ​weight)   
situation,​​ ​deliver​ ​a​ ​quick​ ​speech​ ​and​ ​roll+CHA.​ ​On​ ​a​ ​10+,​ ​all 
❏ Pipeleaf​ ​(6​ ​uses,​ ​0​ ​weight)  ❏ ❏​​ ​Worldly  three.​ ​On​ ​a​ ​7-9,​ ​choose​ ​two. 
  Gain​ ​one​ ​non-multiclass​ ​move​ ​of​ ​your​ ​choice​ ​from​ ​any​ ​class​ ​list.  ● You​ ​defuse​ ​or​ ​intensify​ ​a​ ​situation,​ ​your​ ​choice. 
  Treat​ ​your​ ​level​ ​for​ ​this​ ​move​ ​as​ ​if​ ​you​ ​were​ ​one​ ​level​ ​lower.  ● You​ ​draw​ ​attention​ ​away​ ​from​ ​any​ ​number​ ​of​ ​your​ ​allies. 
  ● Your​ ​speech​ ​isn’t​ ​interrupted,​ ​by​ ​word​ ​or​ ​by​ ​violence. 
   
 
 
NOTES​ ​|​ w​ rite​ ​down​ ​notes​ ​or​ ​additional​ ​details​ ​here,​ ​such​ ​as​ ​extra​ ​gear,​ ​bonds,​ ​or​ ​followers 
 
  THE​ ​CLERIC 
The​ ​lands​ ​of​ ​Dungeon​ ​World​ ​are​ ​a​ ​gods-forsaken​ ​mess.​ ​They’re​ ​lousy​ ​with​ ​the​ ​walking​ ​dead,​ ​beasts​ ​of​ ​all​ ​sorts,​ ​and​ ​the​ ​vast 
unnatural​ ​spaces​ ​between​ ​safe​ ​and​ ​temple-blessed​ ​civilizations.​ ​It​ ​is​ ​a​ ​godless​ ​world​ ​out​ ​there.​ ​That’s​ ​why​ ​it​ ​needs​ ​you. 
Bringing​ ​the​ ​glory​ ​of​ ​your​ ​god​ ​to​ ​the​ ​heathens​ ​isn’t​ ​just​ ​in​ ​your​ ​nature—it’s​ ​your​ ​calling.​ ​It​ ​falls​ ​to​ ​you​ ​to​ ​proselytize​ ​with​ ​sword 
and​ ​mace​ ​and​ ​spell,​ ​to​ ​cleave​ ​deep​ ​into​ ​the​ ​witless​ ​heart​ ​of​ ​the​ ​wilds​ ​and​ ​plant​ ​the​ ​seed​ ​of​ ​divinity​ ​there.​ ​Some​ ​say​ ​that​ ​it’s​ ​best 
to​ ​keep​ ​the​ ​gods​ ​close​ ​to​ ​your​ ​heart.​ ​You​ ​know​ ​that’s​ ​rubbish.​ ​God​ ​lives​ ​at​ ​the​ ​edge​ ​of​ ​a​ ​blade. 
Show​ ​the​ ​world​ ​who​ ​is​ ​lord. 
   

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; 

      inanimate​ ​natural​ ​objects​ ​(plants​ ​and​ ​rocks)​ ​or​ ​creatures​ ​made 


thereof.​ ​Thing-Talker​ ​forms​ ​can​ ​be​ ​exact​ ​copies,​ ​or​ ​can​ ​be 
mobile,​ ​vaguely​ ​humanoid-shaped​ ​entities.​ ​Work​ ​with​ ​the​ ​GM​ ​to 
you​ ​take​ ​-1​ ​Ongoing​ ​to​ ​rolls​ ​using​ ​that​ ​stat​ ​while​ ​shifted. 
 
❏ Balance​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ B
​ ALANCE: 
​ ​❏​ ​WEAKENED  ​❏​ ​SHAKY  ​ ​❏​ ​SICKENED  ​❏​ ​DAZED  ​ ​❏​ ​CONFUSED  ​❏​ ​SCARRED  define​ ​the​ ​qualities,​ ​limitations,​ ​and​ ​Instinct​ ​of​ ​such​ ​forms.  When​ ​you​ ​deal​ ​damage,​​ ​take​ ​1​ ​Balance. 
When​ ​a​ ​debility​ ​is​ ​marked,​ ​you​ ​take​ ​-1​ ​ongoing​ ​to​ ​that​ ​stat.    When​ ​you​ ​touch​ ​someone​ ​and​ ​channel​ ​the​ ​spirits​ ​of​ ​life,​​ ​you 
  ❏ World-Talker  may​ ​spend​ ​Balance.​ ​For​ ​each​ ​Balance​ ​spent,​ ​heal​ ​1d4​ ​HP. 
    Requires:​ ​Level​ ​6+,​ ​Thing-Talker  When​ ​you​ ​Make​ ​Camp​ ​or​ ​otherwise​ ​rest,​​ ​lose​ ​all​ ​Balance. 
​HIT​ ​POINTS  ​ARMOUR  ​ ​DAMAGE  ​ ​LEVEL  You​ ​see​ ​the​ ​patterns​ ​that​ ​make​ ​up​ ​the​ ​fabric​ ​of​ ​the​ ​world.​ ​You  
  can​ ​now​ ​apply​ ​your​ ​Shapeshifter​ ​and​ ​Spirit​ ​Tongue​ ​moves​ ​to  ❏ Shed 
​ ​ ​ ​ ​ ​/​ ​20  d6  ​ ​XP 
______________ 
 
pure​ ​elements​ ​-​ ​fire,​ ​water,​ ​air,​ ​and​ ​earth.​ ​Work​ ​with​ ​the​ ​GM 
to​ ​define​ ​the​ ​qualities,​ ​limitations,​ ​and​ ​Instinct​ ​of​ ​such​ ​forms. 
When​ ​you​ ​take​ ​damage​ ​while​ ​Shapeshifted,​​ ​you​ ​may​ ​choose 
to​ ​forcibly​ ​revert​ ​to​ ​your​ ​normal​ ​form​ ​in​ ​order​ ​to​ ​negate​ ​the 
​ ​Modifiers    damage. 
​ ​&​ ​Tags:  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​Mark​ ​XP​ ​when​ ​you​ ​roll​ ​a​ ​6-  ❏ Barkskin   
You​ ​have​ ​2-armour​ ​so​ ​long​ ​as​ ​your​ ​feet​ ​touch​ ​the​ ​ground.  ❏ Weather​ ​Weaver 
    When​ ​you​ ​are​ ​under​ ​open​ ​skies​ ​when​ ​the​ ​sun​ ​rises,​​ ​the​ ​GM 
BASIC​ ​MOVES​ ​|​ y​ ou​ ​start​ ​with​ ​all​ ​of​ ​these  ❏ Call​ ​of​ ​the​ ​Wild  will​ ​ask​ ​you​ ​what​ ​the​ ​weather​ ​will​ ​be​ ​that​ ​day.​ ​Tell​ ​them 
Shapeshifter    Communion​ ​of​ ​Whispers  When​ ​you​ ​summon​ ​nature’s​ ​beasts​ ​to​ ​your​ ​presence​ ​or​ ​to  whatever​ ​you​ ​like;​ ​it​ ​comes​ ​to​ ​pass. 
When​ ​you​ ​call​ ​upon​ ​the​ ​spirits​ ​to​ ​change​ ​your​ ​shape,​​ ​name​ ​a  When​ ​you​ ​spend​ ​time​ ​in​ ​a​ ​place,​ ​making​ ​note​ ​of​ ​its​ ​resident  the​ ​presence​ ​of​ ​someone​ ​else,​​ ​choose​ ​a​ ​type​ ​of​ ​animal​ ​and 
non-magical​ ​animal;​ ​you​ ​take​ ​its​ ​form,​ ​but​ ​roll+WIS.​ ​On​ ​a​ ​10+,  spirits​ ​and​ ​calling​ o ​ n​ ​the​ ​spirits​ ​of​ ​the​ ​land,​​ ​roll+WIS.​ ​You​ ​will  roll+WIS.​ ​On​ ​a​ ​7+,​ ​they​ ​congregate​ ​at​ ​a​ ​location​ ​you​ ​choose.​ ​On​ ​a  ❏ Red​ ​of​ ​Tooth​ ​and​ ​Claw 
you​ ​transform​ ​quickly​ ​and​ ​without​ ​issue.​ ​On​ ​a​ ​7-9,​ ​you​ ​still  be​ ​granted​ ​a​ ​vision​ o ​ f​ ​significance​ ​to​ ​you,​ ​your​ ​allies,​ ​and​ ​the  7-9,​ ​choose​ ​1:  Requires:​ ​Level​ ​6+ 
transform,​ ​but​ ​you​ ​are​ ​put​ ​in​ ​a​ ​spot​ ​or​ ​draw​ ​unwanted​ ​attention.  spirits​ ​around​ ​you.​ ​On​ ​a​ ​10+,​ ​the​ ​vision​ ​will​ ​be​ ​clear​ ​and​ ​helpful  ● It​ ​takes​ ​time​ ​for​ ​them​ ​to​ ​gather.  When​ ​you​ ​take​ ​the​ ​form​ ​of​ ​a​ ​creature​ ​both​ ​dangerous​ ​and 
While​ ​in​ ​your​ ​borrowed​ ​shape,​​ ​you​ ​gain​ ​any​ ​innate​ ​abilities​ ​and to​ ​you.​ ​On​ ​a​ ​7-9,​ ​the​ ​vision​ ​is​ ​unclear,​ ​its​ ​meaning​ ​murky.​ ​On​ ​a​ ​6-,  ● You​ ​are​ ​not​ ​precise​ ​about​ ​the​ ​location.  fearsome,​​ ​your​ ​attacks​ ​are​ ​brutal​​ ​(you​ ​roll​ ​damage​ ​twice​ ​and 
weaknesses​ ​of​ ​the​ ​form;​ ​claws,​ ​wings,​ ​gills,​ ​breathing​ ​water  in​ ​addition​ ​to​ ​whatever​ t​ he​ ​GM​ ​says,​ ​the​ ​vision​ ​is​ ​upsetting,  ● You​ ​attract​ ​other​ ​animals​ ​in​ ​addition​ ​to​ ​or​ ​instead​ ​of​ ​those  take​ ​the​ ​best​ ​results)​ ​and​ ​gain​ ​one​ ​of​ ​the​ ​following​ ​tags:​ ​Messy​, 
instead​ ​of​ ​air,​ ​and​ ​so​ ​on.​ ​You​ ​also​ ​gain​ ​the​ ​Instinct​ ​of​ ​your​ ​new  frightening,​ ​or​ ​traumatising;​ ​take​ ​-1​ ​Forward.  you​ ​intended.  Forceful​,​ ​or​ ​Vicious​. 
form;​ ​if​ ​you​ ​try​ ​and​ ​ignore​ ​this​ ​primal​ ​urge​ ​or​ ​keep​ ​it​ ​in​ ​check,     
you​ ​must​ ​Defy​ ​Danger.​ ​You​ ​may​ ​return​ ​to​ ​your​ ​normal​ ​form​ ​(or  Nature’s​ ​Chosen  ❏ Command​ ​Nature  ❏ Doppleganger’s​ ​Dance 
that​ ​of​ ​another​ ​creature​ ​via​ ​Shapeshifter)​ ​at​ ​any​ ​time.  Your​ ​bond​ ​with​ ​the​ ​wilds​ i​ nfluences​ ​you​ ​in​ ​strange​ ​ways.​ ​Choose  Requires:​ ​Level​ ​6+,​ ​Requires:​ ​Call​ ​of​ ​the​ ​Wild  Requires:​ ​Level​ ​6+ 
  a​ ​Tell​ ​-​ ​a​ ​physical​ ​attribute​ ​that​ ​marks​ ​you​ ​as​ ​an​ ​avatar​ ​of​ ​nature.  When​ ​you​ ​use​ ​Call​ ​of​ ​the​ ​Wild,​​ ​you​ ​may​ ​instead​ ​attempt​ ​to  When​ ​you​ ​have​ ​time​ ​(a​ ​few​ ​hours)​ ​to​ ​study​ ​the​ ​essence​ ​of​ ​a 
Example​ ​Shapeshifter​ ​Instincts:  It​ ​remains​ ​with​ ​you,​ ​no​ ​matter​ ​what​ ​shape​ ​you​ ​take.​ ​You​ ​also  call​ ​upon​ ​nature’s​ ​chosen​ ​-​ ​treants,​ ​wisps,​ ​fey,​ ​and​ ​other  specific​ ​individual,​​ ​you​ ​can​ ​take​ ​their​ ​exact​ ​form​ ​using 
To​ ​smash​ ​and​ ​tear.  have​ ​no​ ​need​ ​to​ ​eat​ ​or​ ​drink;​ ​if​ ​a​ ​move​ ​tells​ ​you​ ​to​ ​mark​ ​off​ ​a  magical​ ​creatures​.  Shapeshifter.​ ​You​ ​can​ ​only​ ​remember​ ​one​ ​such​ ​form​ ​at​ ​a​ ​time. 
To​ ​fly​ ​free​ ​and​ ​without​ ​care.  ration,​ ​just​ ​ignore​ ​it.    When​ ​you​ ​Shapeshift,​​ ​you​ ​can​ ​choose​ ​to​ ​suppress​ ​your​ ​tell;​ ​if 
To​ ​prey​ ​upon​ ​the​ ​weak​ ​and​ ​isolated.  ❏ Eye​ ​of​ ​the​ ​Storm  you​ ​do,​ ​you​ ​take​ ​-1​ ​Ongoing​ ​until​ ​you​ ​return​ ​to​ ​your​ ​own​ ​form. 
To​ ​consume​ ​and​ ​devour.  Spirit​ ​Tongue  When​ ​you​ ​exert​ ​your​ ​will​ ​in​ ​a​ ​circle​ ​around​ ​yourself,   
To​ ​skulk​ ​about​ ​and​ ​ambush​ ​the​ ​unsuspecting.  The​ ​grunts,​ ​barks,​ ​chirps,​ ​and​ ​calls​ ​of​ ​the​ ​creatures​ ​of​ ​the​ ​wild  roll+CON.​ ​On​ ​a​ ​10+,​ ​the​ ​world​ ​calms​ ​around​ ​you;​ ​the​ ​earth​ ​below 
To​ ​weave​ ​webs​ ​and​ ​victimise​ ​the​ ​foolish.  are​ ​as​ ​language​ ​to​ ​you.​ ​You​ ​can​ ​speak​ ​with​ ​and​ ​understand 
❏ To​ ​Speak​ ​With​ ​the​ ​World​ ​Itself 
your​ ​feet​ ​stops​ ​breaking​ ​apart,​ ​fires​ ​your​ ​touch​ ​go​ ​out,​ ​and  Requires:​ ​Level​ ​6+ 
To​ ​assault​ ​and​ ​challenge​ ​the​ ​brave​ ​or​ ​strong.  animals.  storms​ ​break​ ​around​ ​you.​ ​On​ ​a​ ​7-9,​ ​this​ ​calmness​ ​affects​ ​only 
  When​ ​you​ ​use​ ​Communion​ ​of​ ​Whispers,​​ ​whatever​ ​the​ ​result, 
  what​ ​you​ ​touch,​ ​and​ ​only​ ​as​ ​long​ ​as​ ​you​ ​are​ ​touching​ ​it. 
  you​ ​may​ ​ask​ ​any​ ​one​ ​question​ ​about​ ​the​ ​vision​ ​you​ ​received.​ ​The 
  spirits​ ​will​ ​answer​ ​you​ ​to​ ​the​ ​best​ ​of​ ​their​ ​knowledge​ ​and​ ​ability. 
 
  ❏ Elemental​ ​Mastery 
  Requires:​ ​Level​ ​6+,​ ​Eye​ ​of​ ​the​ ​Storm 
  ❏ Chimera 
  When​ ​you​ ​call​ ​on​ ​the​ ​primal​ ​spirits​ ​of​ ​fire,​ ​water,​ ​earth,  Requires:​ ​Level​ ​6+ 
  or​ ​air​ ​to​ ​perform​ ​a​ ​task​ ​for​ ​you,​​ ​roll+CON.​ ​On​ ​a​ ​10+,​ ​choose  When​ ​you​ ​Shapeshift,​​ ​you​ ​may​ ​create​ ​an​ ​entirely​ ​imagined 
  2.​ ​On​ ​a​ ​7-9,​ ​choose​ ​1.​ ​On​ ​a​ ​6-,​ ​some​ ​catastrophe​ ​occurs​ ​as​ ​a  form​ ​composed​ ​of​ ​up​ ​to​ ​three​ ​different​ ​shapes,​ ​such​ ​as​ ​a​ ​bear 
  result​ ​of​ ​your​ ​calling.  with​ ​the​ ​wings​ ​of​ ​an​ ​eagle​ ​and​ ​the​ ​head​ ​of​ ​a​ ​ram.​ ​If​ ​you​ ​have 
  ● The​ ​effect​ ​you​ ​desire​ ​comes​ ​to​ ​pass.  Thing-Talker​ ​or​ ​World-Talker,​ ​you​ ​can​ ​include​ ​shapes​ ​available 
  ● You​ ​avoid​ ​paying​ ​nature’s​ ​price.  from​ ​those​ ​moves​ ​as​ ​well.​ ​Work​ ​with​ ​the​ ​GM​ ​to​ ​define​ ​the 
  ● You​ ​retain​ ​control.  qualities,​ ​limitations,​ ​and​ ​Instinct(s)​ ​of​ ​this​ ​merged​ ​form. 
 
STARTING​ ​GEAR  ​COINS​ ​&​ ​TREASURE  ​LOAD  ❏ Earthly​ ​Disciple 
You​ ​carry​ ​a​ ​Token​ ​of​ ​the​ ​Spirits.  ❏ Embracing​ ​No​ ​Form 

​/​ ​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.   

​ ​ ​ ​ ​ ​/​ ​24  d6+2  ​ ​XP 


______________   
❏ Thicket​ ​of​ ​Blades 
❏ Strength​ ​of​ ​a​ ​Hundred 
Requires:​ ​Strength​ ​of​ ​Ten 
​ ​Modifiers    When​ ​you​ ​engage​ ​an​ ​enemy​ ​in​ ​melee​ ​combat,​​ ​they​ ​are​ ​forced  Anyone​ ​you​ ​carry​ ​counts​ ​as​ ​1​ ​weight,​ ​no​ ​matter​ ​how​ ​much 
​ ​&​ ​Tags:  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​Mark​ ​XP​ ​when​ ​you​ ​roll​ ​a​ ​6-  to​ ​acknowledge​ ​you.  they​ ​weigh​ ​or​ ​carry​ ​themselves.​ ​Also,​ ​either​ ​take​ ​another 
When​ ​an​ ​enemy​ ​you​ ​are​ ​engaged​ ​with​ ​makes​ ​a​ ​move​ ​against  choice​ ​from​ ​the​ ​Strength​ ​of​ ​Ten​ ​list,​ ​or​ ​take​ ​this: 
  anyone​ ​other​ ​than​ ​you,​​ ​you​ ​may​ ​attempt​ ​to​ ​stop​ ​them.​ ​If​ ​you  ❏ Anyone​ ​you​ ​pick​ ​up​ ​has​ ​the​ t​ hrown​​ ​and​ ​near​​ ​tags. 
BASIC​ ​MOVES​ ​|​ y​ ou​ ​start​ ​with​ ​all​ ​of​ ​these  do,​ ​roll+INT.​ ​On​ ​a​ ​10+,​ ​their​ ​move​ ​is​ ​cancelled​ ​-​ ​their​ ​attack​ ​is 
blocked,​ ​their​ ​escape​ ​route​ ​cut​ ​off,​ ​their​ ​spell​ ​interrupted.​ ​On​ ​a  ❏ Shield​ ​Mastery 
Battered​ ​Resolve    Signature​ ​Weapon 
7-9,​ ​you​ ​intercept​ ​their​ ​move​ ​-​ ​rather​ ​than​ ​who​ ​they​ ​were  When​ ​you​ ​are​ ​struck​ ​by​ ​a​ ​physical​ ​attack​ ​while​ ​wielding​ ​a 
You​ ​are​ ​a​ ​mortal​ ​bastion​ ​against​ ​the​ ​unknown,​ ​the​ ​bizarre,​ ​and  You​ ​carry​ ​a​ ​unique​ ​weapon,​ ​without​ ​compare;​ ​it​ ​is​ ​your​ ​best 
originally​ ​aiming​ ​for,​ ​they​ ​hit​ ​you.  shield,​​ ​you​ ​can​ ​choose​ ​to​ ​have​ ​your​ ​shield​ ​take​ ​the​ ​brunt​ ​of​ ​it, 
the​ ​weird.​ ​You​ ​have​ ​fought​ ​creatures​ ​beyond​ ​imagining,​ ​odds  friend,​ ​your​ ​life,​ ​and​ ​the​ ​one​ ​thing​ ​you​ ​can​ ​always​ ​rely​ ​on.​ ​Your 
  destroying​ ​it​ ​but​ ​leaving​ ​you​ ​unharmed. 
beyond​ ​reason​ ​-​ ​and​ ​yet​ ​still​ ​you​ ​stand,​ ​alive​ ​and​ ​well.​ ​Choose  weapon​ ​is​ ​2-weight;​ ​give​ ​it​ ​a​ ​name,​ ​describe​ ​it,​ ​and​ ​tell​ ​us​ ​how​ ​it 
the​ ​one,​ ​immutable​ ​quality​ ​that​ ​has​ ​kept​ ​you​ ​whole:  came​ ​into​ ​your​ ​possession.  ❏ Predator​ ​Instincts   
❏ Not​ ​to​ ​be​ ​Trifled​ ​With:​​ ​Your​ ​iron​ ​fist​ ​commands​ ​respect.  Requires:​ ​Level​ ​6+,​ ​Thicket​ ​of​ ​Blades  ❏ Ironclad 
When​ ​you​ ​Parley​ ​using​ ​threats​ ​of​ ​violence​ ​as​ ​leverage,  When​ ​you​ ​use​ ​Thicket​ ​of​ ​Blades,​​ ​on​ ​a​ ​12+,​ ​you​ ​do​ ​more  Armour​ ​and​ ​shields​ ​you​ ​wear​ ​or​ ​bear​ ​do​ ​not​ ​count​ ​against​ ​your 
you​ ​may​ ​roll​ ​+STR​ ​instead​ ​of​ ​+CHA.  than​ ​just​ ​stop​ ​their​ ​move​ ​-​ ​they​ ​give​ ​you​ ​an​ ​opening.​ ​Disarm  Load​ ​(they​ ​weigh​ ​nothing).​ ​When​ ​you​ ​spend​ ​some​ ​time​ ​(about 
Choose​ ​the​ ​most​ ​appropriate​ ​range​ ​for​ ​your​ ​weapon:  them,​ ​cripple​ ​them,​ ​or​ ​just​ ​deal​ ​your​ ​damage,​ ​your​ ​choice.  half​ ​an​ ​hour)​ ​to​ ​repair,​ ​maintain,​ ​and​ ​reinforce​ ​your​ ​armour, 
❏ Deathless:​​ ​You’ve​ ​escaped​ ​Death’s​ ​grasp​ ​once​ ​before​ ​and   
❏ Hand  ❏ Close  ❏ Reach  ❏ Near  take​ ​+2​ ​armour​ ​Forward. 
lived​ ​to​ ​tell​ ​the​ ​tale;​ ​its​ ​embrace​ ​no​ ​longer​ ​fazes​ ​you.​ W
​ hen 
you​ ​take​ ​your​ ​Last​ ​Breath,​​ ​you​ ​may​ ​roll​ ​+CON. 
Then​ ​pick​ ​two​ ​enhancements​ ​it​ ​has:  ❏ To​ ​Me,​ ​My​ ​Brothers! 
❏ It​ ​glows​ ​in​ ​the​ ​presence​ ​of​ ​________​ ​(goblins,​ ​mages,​ ​etc)  When​ ​you​ ​attempt​ ​to​ ​rally​ ​warriors​ ​to​ ​your​ ​banner,​​ ​roll+CHA.  ❏ Merciless 
❏ Keen-Eyed:​​ ​Nothing​ ​escapes​ ​your​ ​notice.​ ​When​ ​you​ ​Discern  ❏ Grisly:​ ​It​ ​deals​ + ​ 1​ ​damage​​ ​and​ ​is​ ​vicious​.  On​ ​a​ ​7+,​ ​they​ ​will​ ​fight​ ​alongside​ ​you​ ​for​ ​one​ ​battle.​ ​On​ ​a​ ​10+,  Requires:​ ​Level​ ​6+ 
Realities,​​ ​add​ ​the​ ​following​ ​question​ ​to​ ​the​ ​list:​ ​“How​ ​can​ ​I  ❏ Sharp​ ​or​ ​Spiked:​ ​It​ ​has​ ​2-piercing​.  choose​ ​3.​ ​On​ ​a​ ​7-9,​ ​choose​ ​2.  When​ ​you​ ​fight​ ​to​ ​kill​ ​and​ ​hold​ ​nothing​ ​back,​​ ​your​ ​attacks​ ​are 
turn​ ​this​ ​situation​ ​to​ ​my​ ​advantage?”  ❏ Versatile:​ ​It​ ​has​ ​an​ ​additional​ ​range.  ● The​ ​warband​ ​is​ ​as​ ​large​ ​as​ ​you​ ​could​ ​hope​ ​for.  brutal​​ ​(you​ ​roll​ ​damage​ ​twice​ ​and​ ​take​ ​the​ ​best​ ​results)​ ​and​ ​you 
❏ Huge:​ ​It​ ​has​ ​the​ ​messy​​ ​and​ f​ orceful​​ ​tags.  ● The​ ​warband​ ​will​ ​follow​ ​you​ ​into​ ​the​ ​jaws​ ​of​ ​hell​ ​itself.  take​ ​+2​ ​damage​ ​Forward. 
❏ Impressive​ ​Poise:​​ ​Your​ ​grace​ ​and​ ​wit​ ​take​ ​people​ ​by​ ​surprise. 
❏ Well-Crafted:​ ​It​ ​has​ ​-1​ ​weight​.  ● The​ ​warband​ ​is​ ​well-equipped. 
When​ ​you​ ​catch​ ​someone​ ​off-guard​ ​with​ ​your​ ​quick 
❏ Perfectly-Weighted:​ ​It​ ​has​ ​the​ p ​ recise​​ ​tag.  ● The​ ​warband​ ​is​ ​made​ ​up​ ​of​ ​veteran​ ​warriors. 
reflexes​ ​or​ ​thinking,​​ ​take​ ​+1​ ​Forward​ ​against​ ​them.  ❏ Walk​ ​it​ ​Off 
❏   ● The​ ​warband​ ​will​ ​not​ ​expect​ ​a​ ​great​ ​reward​ ​after​ ​the​ ​battle. 
❏     Requires:​ ​Level​ ​6+ 
  ❏   You​ ​restore​ ​debilities​ ​at​ ​a​ ​rate​ ​of​ ​three​ ​days,​ ​even​ ​without 
❏ Great​ ​Khan  extensive​ ​rest​ ​or​ ​medical​ ​care. 
  Requires:​ ​Level​ ​6+,​ ​To​ ​Me,​ ​My​ ​Brothers! 
  Riddle​ ​of​ ​Steel   
When​ ​you​ ​use​ ​To​ ​Me,​ ​My​ ​Brothers!​ Y ​ ou​ ​choose​ ​an 
  When​ ​you​ ​Discern​ ​Realities​ ​in​ ​combat,​​ ​take​ ​+1.  additional​ ​option​ ​on​ ​a​ ​7+.​ ​Add​ ​the​ ​following​ ​to​ ​the​ ​list:  ❏ Superior​ ​Warrior 
  When​ ​you​ ​engage​ ​a​ ​sentient​ ​foe​ ​in​ ​combat,​​ ​you​ ​may​ ​ask​ ​one  ● The​ ​warband​ ​will​ ​bring​ ​mystical​ ​powers​ ​or​ ​ancient  Requires:​ ​Level​ ​6+ 
Armoured  of​ ​the​ ​following​ ​questions;​ ​the​ ​GM​ ​will​ ​answer​ ​you​ ​truthfully.  artifacts​ ​to​ ​bear​ ​on​ ​your​ ​foes.  When​ ​you​ ​Hack​ ​and​ ​Slash,​​ ​on​ ​a​ ​12+,​ ​you​ ​may​ ​choose​ ​to​ ​instead 
You​ ​ignore​ ​the​ c​ lumsy​​ ​tag​ ​on​ ​armour​ ​you​ ​wear.  ● What​ ​do​ ​they​ ​expect​ ​to​ ​achieve?  ● The​ ​warband​ ​will​ ​follow​ ​you​ ​as​ ​long​ ​as​ ​you​ ​continue​ ​to  deal​ ​your​ ​damage,​ ​avoid​ ​their​ ​attack,​ ​and​ ​impress,​ ​dismay,​ ​or 
● What​ ​are​ ​they​ ​trying​ ​to​ ​hide?  bring​ ​them​ ​victories.  frighten​ ​your​ ​enemies. 
● What​ ​emotion​ ​drives​ ​them?     
  ❏ Sense​ ​of​ ​Unease 
  ❏ Bend​ ​Bars,​ ​Lift​ ​Gates 
When​ ​you​ ​use​ ​pure​ ​strength​ ​to​ ​destroy​ ​an​ ​inanimate  Requires:​ ​Level​ ​6+ 
STARTING​ ​GEAR  ​COINS​ ​&​ ​TREASURE  ​LOAD  obstacle,​​ ​roll+STR.​ ​On​ ​a​ ​10+,​ ​choose​ ​3.​ ​On​ ​a​ ​7-9,​ ​choose​ ​2.  Whenever​ ​the​ ​bizarre​ ​and​ ​magical​ ​powers​ ​wielded​ ​by 
You​ ​carry​ ​your​ ​Signature​ ​Weapon​ ​(2​ ​weight)​ ​and  ● It​ ​doesn’t​ ​take​ ​a​ ​very​ ​long​ ​time.  supernatural​ ​entities​ ​cause​ ​you​ ​to​ ​Defy​ ​Danger,​​ ​treat​ ​any 
some​ ​Rations​ ​(5​ ​uses,​ ​food,​ ​1​ ​weight). 
 
Choose​ ​your​ ​defenses: 
​/​ ​12  
● Nothing​ ​of​ ​value​ ​is​ ​damaged. 
● It​ ​doesn’t​ ​make​ ​an​ ​inordinate​ ​amount​ ​of​ ​noise. 
● You​ ​can​ ​fix​ ​the​ ​thing​ ​again​ ​without​ ​a​ ​lot​ ​of​ ​effort. 
result​ ​of​ ​a​ ​6-​ ​as​ ​a​ ​7-9. 

❏ 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 

​ ​ ​ ​ ​ ​/​ ​18  d6+1  ​ ​XP 


______________  You​ ​may​ ​apply​ ​the​ ​effects​ ​of​ ​Enkindler​ ​to​ ​a​ ​group​ ​of​ ​people​ ​-​ ​a
dozen​ ​or​ ​so​ ​-​ ​all​ ​at​ ​once. 
 
will​ ​say​ ​exactly​ ​what).​ ​You​ ​may​ ​not​ ​use​ ​this​ ​ability​ ​again​ ​until​ ​you 
have​ ​fulfilled​ ​their​ ​wishes,​ ​and​ ​refusing​ ​to​ ​do​ ​so​ ​may​ ​have​ ​dire 
consequences. 
​ ​Modifiers   
❏ Lore​ ​of​ ​Flame   
​ ​&​ ​Tags:  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​Mark​ ​XP​ ​when​ ​you​ ​roll​ ​a​ ​6- 
When​ ​you​ ​enter​ ​a​ ​trance​ ​before​ ​a​ ​fire,​ ​seeking​ ​a​ ​prophetic  ❏ Troublemaker 
  vision​ ​from​ ​the​ ​flames,​​ ​the​ ​GM​ ​will​ ​reveal​ ​the​ ​details​ ​of​ ​a​ ​grim  When​ ​your​ ​reputation​ ​for​ ​mischief,​ ​danger,​ ​or​ ​destruction 
BASIC​ ​MOVES​ ​|​ y​ ou​ ​start​ ​with​ ​all​ ​of​ ​these  portent​ ​to​ ​you​ ​-​ ​a​ ​bleak​ ​event​ ​that​ ​will​ ​come​ ​to​ ​pass​ ​without​ ​your  precedes​ ​you,​​ ​don’t​ ​roll​ ​for​ ​Outstanding​ ​Warrants.​ ​Everyone 
intervention.​ ​You​ ​take​ ​1​ ​Preparation​ ​towards​ ​stopping​ ​it.  knows​ ​about​ ​you,​ ​and​ ​the​ ​authorities​ ​don’t​ ​want​ ​to​ ​start​ ​trouble 
Firebrand    Mesmeric 
  with​ ​you​ ​in​ ​the​ ​hopes​ ​that​ ​you​ ​won’t​ ​start​ ​trouble​ ​with​ ​them. 
When​ ​you​ ​conjure​ ​a​ ​weapon​ ​of​ ​pure​ ​flame,​​ ​describe​ ​its​ ​shape.  When​ ​you​ h ​ ave​ ​time​ ​and​ ​privacy​ ​with​ ​someone​ ​and​ ​you 
It​ ​forms​ ​in​ ​your​ ​hands,​ ​choose​ ​up​ ​to​ ​one​ ​of​ ​the​ ​following​ ​tags  impose​ ​your​ f​ iery​ ​will​ ​upon​ ​them,​​ ​roll+CHA.​ ​On​ ​a​ ​10+,​ ​hold​ ​2.  ❏ See​ ​the​ ​Heart 
and​ ​roll+CON.​ ​On​ ​a​ ​7+,​ ​it​ ​forms​ ​as​ ​you​ ​desire.​ ​On​ ​a​ ​10+,​ ​it​ ​also  On​ ​a​ ​7-9,​ ​hold​ 1
​ .​ ​They​ ​can​ ​spend​ ​your​ ​hold,​ ​1-for-1,​ ​by:  Requires:​ ​Level​ ​6+,​ ​Replaces:​ ​Lore​ ​of​ ​Flame  ❏ Burn​ ​Down​ ​the​ ​House 
either​ ​has​ + ​ 1​ ​Damage​​ ​or​ ​loses​ ​the​ D ​ angerous​​ ​tag.  ● Giving​ ​you​ ​something​ ​they​ ​think​ ​you​ ​want.  When​ ​you​ ​enter​ ​a​ ​trance​ ​before​ ​a​ ​fire,​ ​asking​ ​the​ ​flames  You​ ​are​ ​the​ ​party;​ ​take​ ​+CHA​ ​to​ ​Carouse. 
● Close  ● Doing​ ​something​ ​you​ ​tell​ ​them​ ​to​ ​do.  about​ ​someone​ ​you​ ​know,​​ ​roll+CHA.​ ​On​ ​a​ ​10+,​ ​ask​ ​any​ ​two  When​ ​you​ ​Carouse,​​ ​on​ ​a​ ​10-11,​ ​choose​ ​1.​ ​On​ ​a​ ​12+,​ ​choose​ ​2. 
● Reach  ● Fighting​ ​to​ ​protect​ ​you.  of​ ​the​ ​following,​ ​and​ ​the​ ​GM​ ​will​ ​answer​ ​truthfully.​ ​On​ ​a​ ​7-9,  ● You​ ​acquire​ ​the​ ​aid​ ​of​ ​a​ ​helpful​ ​companion,​ ​with​ ​Cost: 
● Thrown​ ​(Near)  If​ ​they’re​ ​an​ ​NPC,​ t​ hey​ ​can’t​ ​act​ ​out​ ​against​ ​you​ ​until​ ​your​ ​Hold​ ​is  ask​ ​only​ ​one.  Debauchery,​ ​as​ ​if​ ​you​ ​had​ ​rolled​ ​a​ ​10+​ ​to​ ​Recruit. 
● Vicious  spent.​ ​If​ ​they’re​ ​a​ P ​ C,​ ​you​ ​can​ ​spend​ ​your​ ​Hold,​ ​1-for-1,​ ​to:  ● What​ ​are​ ​they​ ​doing,​ ​right​ ​now?  ● You​ ​actually​ ​make​ ​some​ ​money​ ​back;​ ​gain​ ​2d6+CHA​ ​coin. 
If​ ​you​ ​have​ ​the​ ​advanced​ ​move​ ​This​ ​Killing​ ​Fire,​ ​you​ ​can​ ​also  ● Distract​ ​them​ ​with​ ​the​ ​thought​ ​of​ ​you,​ ​forcing​ ​them​ ​to​ ​Defy  ● Who​ ​do​ ​they​ ​trust​ ​or​ ​like​ ​the​ ​most?  ● Someone​ ​important​ ​owes​ ​you​ ​a​ ​favour;​ ​write​ ​a​ ​bond​ ​with 
choose​ ​from​ ​the​ ​following​ ​list:  Danger.  ● How​ ​could​ ​I​ ​get​ ​to​ ​them,​ ​physically​ ​or​ ​emotionally?  them​ ​explaining​ ​why. 
● Messy​ ​&​ ​Forceful  ● Inspire​ ​them​ w ​ ith​ ​the​ ​thought​ ​of​ ​you,​ ​giving​ ​them​ ​+1  ● When​ ​can​ ​I​ ​expect​ ​to​ ​see​ ​them​ ​next? 
● Area  Forward.    ❏ From​ ​Hell’s​ ​Heart 
● Near  ❏ Zuko​ ​Style  Requires:​ ​Level​ ​6+ 
● Far  My​ ​Cleansing​ ​Fire  When​ ​you​ ​bend​ ​a​ ​flame​ ​to​ ​your​ ​will,​​ ​roll+CON.​ ​On​ ​a​ ​10+,​ ​it  When​ ​you​ ​bring​ ​forth​ ​fire​ ​with​ ​any​ ​of​ ​your​ ​moves,​​ ​you​ ​may 
You​ ​may​ ​treat​ ​your​ ​DEX​ ​as​ ​your​ ​STR​ ​when​ ​making​ ​attacks​ ​with  The​ ​fire​ ​mends​ ​you,​ m ​ elts​ ​you​ ​down,​ ​reforges​ ​you​ ​anew.  does​ ​as​ ​you​ ​command,​ ​taking​ ​the​ ​shape​ ​and​ ​movement​ ​that​ ​you  bring​ ​forth​ ​the​ ​black​ ​fires​ ​of​ ​hell​ ​itself.​ ​This​ ​hellfire​ ​gives​ ​off​ ​no 
this​ ​weapon,​ ​it​ ​always​ ​begins​ ​with​ ​the​ ​Fiery​,​ ​Hand​,​ ​and​ ​Dangerous  When​ ​you​ ​Make​ ​Camp​ ​around​ ​a​ ​large​ ​campfire,​​ ​choose​ ​1.  desire​ ​for​ ​as​ ​long​ ​as​ ​it​ ​has​ ​fuel​ ​on​ ​which​ ​to​ ​burn.​ ​On​ ​a​ ​7-9,​ ​the  heat​ ​and​ i​ gnores​ ​armour​,​ ​scorching​ ​the​ ​soul​ ​itself.​ ​Those 
tags,​ ​and​ ​it​ ​lasts​ ​for​ ​as​ ​long​ ​as​ ​you​ ​need​ ​it.  When​ ​you​ ​engulf​ ​yourself​ ​in​ ​a​ ​large​ ​and​ ​powerful​ ​flame,​ ​or  effect​ ​is​ ​short-lived,​ ​lasting​ ​only​ ​for​ ​a​ ​moment.  creatures​ ​without​ ​souls​ ​are​ ​left​ ​unharmed. 
  perform​ ​a​ ​ritual​ ​before​ ​such​ ​a​ ​blaze,​​ ​choose​ ​2.   
Flame​ ​in​ ​the​ ​Heart  ● You​ ​are​ ​healed​ ​to​ ​your​ ​full​ ​HP.  ❏ Twisted​ ​Firestarter  ❏ Too​ ​Hot​ ​to​ ​Handle 
When​ ​you​ ​gaze​ ​intensely​ ​into​ ​someone’s​ ​eyes,​​ ​you​ ​may​ ​ask  ● You​ ​are​ ​cured​ ​of​ ​a​ ​debility​ ​of​ ​your​ ​choice.  Requires:​ ​Level​ ​6+,​ ​Replaces:​ ​Zuko​ ​Style  Requires:​ ​Level​ ​6+ 
their​ ​player​ ​“what​ ​fuels​ ​the​ ​flames​ ​of​ ​your​ ​desire?”​ ​They’ll​ ​answer  ● You​ ​regrow​ ​any​ ​lost​ ​limbs.  When​ ​you​ ​bend​ ​a​ ​flame​ ​to​ ​your​ ​will,​​ ​roll+CON.​ ​On​ ​a​ ​7+,​ ​it  When​ ​you​ ​enter​ ​combat,​​ ​roll+CHA.​ ​On​ ​a​ ​10+,​ ​hold​ ​2.​ ​On​ ​a​ ​7-9, 
with​ ​the​ ​truth,​ ​even​ ​if​ ​the​ ​character​ ​does​ ​not​ ​know​ ​or​ ​would  ● You​ ​are​ ​purged​ ​of​ ​any​ ​mortal​ ​poisons​ ​or​ ​diseases.  does​ ​as​ ​you​ ​command,​ ​taking​ ​the​ ​shape​ ​and​ ​movement​ ​that  hold​ ​1.​ ​Spend​ ​your​ ​hold,​ ​1-for-1,​ ​to​ ​make​ ​eye​ ​contact​ ​with​ ​an 
otherwise​ ​keep​ ​this​ ​hidden.  you​ ​desire​ ​for​ ​as​ ​long​ ​as​ ​it​ ​has​ ​fuel​ ​on​ ​which​ ​to​ ​burn.​ ​On​ ​a  NPC​ ​present​ ​who​ ​freezes​ ​or​ ​flinches​ ​and​ ​can’t​ ​act​ ​until​ ​you​ ​break 
  12+,​ ​choose​ ​2.​ ​On​ ​a​ ​10-11,​ ​choose​ ​1.  it​ ​off.​ ​On​ ​a​ ​6-,​ ​your​ ​enemies​ ​immediately​ ​identify​ ​you​ ​as​ ​their 
  ● The​ ​flame​ ​will​ ​massively​ ​grow​ ​in​ ​both​ ​size​ ​and​ ​ferocity.  biggest​ ​threat. 
  ● The​ ​flame​ ​will​ ​persist​ ​for​ ​a​ ​short​ ​time​ ​without​ ​fuel. 
  ● The​ ​flame​ ​will​ ​burn​ ​away​ ​more​ ​than​ ​just​ ​flesh​ ​and​ ​bone; 
  ❏ Watch​ ​the​ ​World​ ​Burn 
those​ ​who​ ​survive​ ​are​ ​scarred​ ​forever,​ ​losing​ ​whatever  Requires:​ ​Level​ ​6+ 
  they​ ​hold​ ​most​ ​dear​ ​through​ ​some​ ​twist​ ​of​ ​fate. 
  When​ ​you​ ​channel​ ​the​ ​flames​ ​and​ ​call​ ​down​ ​a​ ​firestorm,​​ ​tell 
  the​ ​GM​ ​what​ ​you’re​ ​sacrificing​ ​and​ ​roll+CON.​ ​The​ ​sky​ ​open​ ​ups 
 
  ❏ Reckless​ ​Attacker  and​ ​fire​ ​pours​ ​like​ ​rain​ ​within​ ​an​ ​area​ ​proportionate​ ​to​ ​your 
When​ ​you​ ​Hack​ ​and​ ​Slash​​ ​and​ ​choose​ ​to​ ​expose​ ​yourself​ ​to  sacrifice;​ ​everyone​ ​and​ ​everything​ ​in​ ​the​ ​area​ ​takes​ ​damage​ ​as 
STARTING​ ​GEAR  ​COINS​ ​&​ ​TREASURE  ​LOAD  your​ ​enemy​ ​on​ ​a​ ​10+,​ ​your​ ​aggression​ ​catches​ ​them​ ​off-guard​ ​or  appropriate.​ ​On​ ​a​ ​10+,​ ​you​ ​can​ ​extinguish​ ​the​ ​storm​ ​with​ ​a​ ​little 
You​ ​carry​ ​no​ ​weapons​ ​and​ ​need​ ​no​ ​armour​ ​but​ ​the  puts​ ​them​ ​in​ ​a​ ​spot;​ ​tell​ ​us​ ​how.  effort.​ ​On​ ​a​ ​7-9,​ ​the​ ​fires​ ​rage​ ​out​ ​of​ ​control,​ ​spreading​ ​and 
flames​ ​that​ ​burn​ ​within​ ​you.​ ​You​ ​do​ ​bear,​ ​however,​ ​a 
Grim​ ​Keepsake​ ​of​ ​your​ ​past​ ​sacrifices. 
 
​/​ ​8  
 
❏ Hypnotic​ ​Tether 
dusting​ ​where​ ​they​ ​are​ ​carried​ ​by​ ​wind​ ​and​ ​weather.​ ​On​ ​a​ ​6-, 
something​ ​cruel,​ ​intelligent,​ ​and​ ​hungry​ ​comes​ ​with​ ​the​ ​storm. 
 
When​ ​you​ ​use​ ​Mesmeric,​​ ​take​ ​+1​ ​hold,​ ​even​ ​on​ ​a​ ​6-. 
Choose​ ​one:  Whenever​ ​you​ ​like,​​ ​you​ ​can​ ​choose​ ​to​ ​look​ ​and​ ​listen​ ​through  ❏ Snuff​ ​Out 
❏ Adventuring​ ​Gear​ ​(5​ ​uses,​ ​1​ ​weight)  the​ ​eyes​ ​and​ ​ears​ ​of​ ​someone​ ​you​ ​have​ ​hold​ ​over,​ ​just​ ​like​ ​that.  Requires:​ ​Level​ ​6+ 
❏ 10​ ​Coins  ​ITEMS    When​ ​you​ ​brutally​ ​end​ ​the​ ​life​ ​of​ ​an​ ​unworthy​ ​foe​ ​(your​ ​call) 
Choose​ ​two:  in​ ​full​ ​view​ ​of​ ​their​ ​allies,​​ ​they​ ​gain​ ​an​ ​intense​ ​fear​ ​of​ ​you​ ​and 
❏ Healing​ ​Potion​ ​(0​ ​weight)  ❏ Give​ ​Me​ ​Fuel,​ ​Give​ ​Me​ ​Fire​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​FUEL: 
When​ ​you​ ​take​ ​damage​ ​while​ ​unarmoured,​​ ​take​ ​1​ ​Fuel.  you​ ​take​ ​+1​ ​Ongoing​ ​to​ ​intimidate​ ​and​ ​attack​ ​them,​ ​forever. 
❏ Dungeon​ ​Rations​ ​(5​ ​uses,​ ​food,​ ​1​ ​weight)   
❏ Bandages​ ​(6​ ​uses,​ ​slow,​ ​0​ ​weight)  When​ ​you​ ​call​ ​upon​ ​your​ ​inner​ ​fire​ ​to​ ​come​ ​to​ ​your​ ​aid, 
❏ Flask​ ​of​ ​Alcohol​ ​(2​ ​uses,​ ​0​ ​weight)  spend​ ​a​ ​Fuel​ ​and​ ​choose​ ​one: 
❏ Pipeleaf​ ​(6​ ​uses,​ ​0​ ​weight)  ● You​ ​take​ ​+1​ ​Forward​ ​to​ ​conjure​ ​your​ ​Firebrand. 
  ● You​ ​take​ ​+1​ ​damage​ ​Forward​ ​with​ ​your​ ​Firebrand. 
  When​ ​you​ ​Make​ ​Camp​ ​or​ ​otherwise​ ​rest,​​ ​lose​ ​all​ ​Fuel. 
 
 
 
 
NOTES​ ​|​ w​ rite​ ​down​ ​notes​ ​or​ ​additional​ ​details​ ​here,​ ​such​ ​as​ ​extra​ ​gear,​ ​bonds,​ ​or​ ​followers 
 
  THE​ ​PALADIN 
Hell​ ​awaits.​ ​An​ ​eternity​ ​of​ ​torment​ ​in​ ​fire​ ​or​ ​ice​ ​or​ ​whatever​ ​best​ ​suits​ ​the​ ​sins​ ​of​ ​the​ ​damned​ ​throngs​ ​of​ ​Dungeon​ ​World.​ ​All 
that​ ​stands​ ​between​ ​the​ ​pits​ ​of​ ​that​ ​grim​ ​torture​ ​and​ ​salvation​ ​is​ ​you.​ ​Holy​ ​man,​ ​armored​ ​war​ ​machine,​ ​templar​ ​of​ ​the​ ​Good 
and​ ​the​ ​Light,​ ​right?​ ​The​ ​cleric​ ​may​ ​say​ ​his​ ​prayers​ ​at​ ​night​ ​to​ ​the​ ​gods,​ ​dwelling​ ​in​ ​their​ ​heavens.​ ​The​ ​fighter​ ​may​ ​wield​ ​his 
sharp​ ​sword​ ​in​ ​the​ ​name​ ​of​ ​“good”​ ​but​ ​you​ ​know.​ ​Only​ ​you. 
Eyes,​ ​hands,​ ​and​ ​sweet​ ​killing​ ​blow​ ​of​ ​the​ ​gods,​ ​you​ ​are.​ ​Yours​ ​is​ ​the​ ​gift​ ​of​ ​righteousness​ ​and​ ​virtue—of​ ​justice,​ ​of​ ​Vision,​ ​too.​ ​A 
purity​ ​of​ ​intent​ ​that​ ​your​ ​companions​ ​do​ ​not​ ​have. 
So​ ​guide​ ​these​ ​fools,​ ​paladin.​ ​Take​ ​up​ ​your​ ​holy​ ​cause​ ​and​ ​bring​ ​salvation​ ​to​ ​the​ ​wastrel​ ​world. 
Vae​ ​victis,​ ​right? 
   

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. 

​ ​ ​ ​ ​ ​/​ ​20  d6+1  ​ ​XP 


______________  ❏ Your​ ​animal​ ​companion​ ​gets​ ​+1​ ​Armour​ ​and​ ​+4​ ​HP. 
❏ Your​ ​animal​ ​companion​ ​gets​ ​the​ M ​ agical​​ ​quality​ ​and​ ​at 
Then,​ ​roll+INT.​ ​On​ ​a​ ​10+,​ ​hold​ ​2​ ​Trap​ ​for​ ​each​ ​chosen​ ​option.​ ​On 
a​ ​7-9,​ ​hold​ ​1​ ​Trap​ ​for​ ​each​ ​chosen​ ​option.​ ​You​ ​can​ ​spend​ ​this 
Trap,​ ​1-for-1,​ ​to​ ​activate​ ​an​ ​option’s​ ​effects. 
​ ​Modifiers    least​ ​one​ ​new​ ​move​ ​to​ ​reflect​ ​its​ ​new​ ​abilities.   
​ ​&​ ​Tags:  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​Mark​ ​XP​ ​when​ ​you​ ​roll​ ​a​ ​6-   
❏ Armour​ ​Break 
 
❏ A​ ​Safe​ ​Place  When​ ​you​ ​attack​ ​a​ ​specific​ ​section​ ​of​ ​physical​ ​or​ ​natural 
When​ ​you​ ​choose​ ​and​ ​prepare​ ​the​ ​party’s​ ​campsite,  armour,​​ ​roll+STR.​ ​On​ ​a​ ​10+,​ ​the​ ​section​ ​is​ ​chipped​ ​away​ ​or 
BASIC​ ​MOVES​ ​|​ y​ ou​ ​start​ ​with​ ​all​ ​of​ ​these  whomever​ ​the​ ​GM​ ​chooses​ ​to​ ​Stay​ ​Sharp​ ​during​ ​the​ ​night​ ​takes  broken​ ​entirely;​ ​any​ ​attack​ ​that​ ​manages​ ​to​ ​hit​ ​that​ ​spot​ ​ignores 
Always​ ​Prepared​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​READINESS:    Tools​ ​of​ ​the​ ​Trade  +1​ ​to​ ​their​ ​roll.  armour.​ ​On​ ​a​ ​7-9,​ ​the​ ​effect​ ​is​ ​only​ ​temporary​ ​or​ ​the​ ​vulnerability 
When​ ​you​ ​enter​ ​into​ ​a​ ​conflict,​​ ​roll+INT.​ ​On​ ​a​ ​10+,​ ​take​ ​3  When​ ​you​ ​know​ ​of​ ​a​ ​specific​ ​weapon,​ ​tool,​ ​or​ ​substance​ ​that    is​ ​difficult​ ​to​ ​target,​ ​the​ ​GM​ ​will​ ​say. 
Readiness.​ ​On​ ​a​ ​7-9,​ ​take​ ​2​ ​Readiness.​ ​On​ ​a​ ​6-,​ ​in​ ​addition​ ​to  will​ ​aid​ ​in​ ​the​ ​slaying​ ​of​ ​a​ ​creature,​​ ​you​ ​can​ ​carefully​ ​unpack  ❏ Constant​ ​Vigilance 
whatever​ ​the​ ​GM​ ​says,​ ​take​ ​1​ ​Readiness;​ ​you’ll​ ​need​ ​it.  your​ ​arsenal​ ​and​ ​start​ ​searching.​ ​If​ ​it’s​ ​relatively​ ​cheap​ ​or  Requires:​ ​Level​ ​6+,​ ​A​ ​Safe​ ​Place 
You​ ​may​ ​only​ ​ever​ ​have​ ​3​ ​Readiness​ ​at​ ​a​ ​time.  common,​ ​you​ ​have​ ​it;​ ​if​ ​it’s​ ​expensive,​ ​rare,​ ​or​ ​unique,​ ​roll+INT. 
❏ Relentless​ ​Harrier 
You​ ​can​ ​always​ ​roll​ ​to​ ​Stay​ ​Sharp,​ ​even​ ​if​ ​you​ ​are​ ​asleep,  When​ ​you​ ​assault​ ​and​ ​harass​ ​a​ ​foe​ ​to​ ​provoke​ ​or​ ​confuse 
  On​ ​a​ ​10+,​ ​the​ ​GM​ ​will​ ​say​ ​you​ ​either​ ​have​ ​it,​ ​or​ ​have​ ​something  distracted,​ ​or​ ​someone​ ​else​ ​is​ ​on​ ​watch.​ ​If​ ​someone​ ​else​ ​is​ ​on  them,​​ ​roll+DEX.​ ​On​ ​a​ ​10+,​ ​choose​ ​2.​ ​On​ ​a​ ​7-9,​ ​choose​ ​1. 
Ruthless​ ​Slayer  similarly​ ​useful.​ ​On​ ​a​ ​7-9,​ ​the​ ​GM​ ​will​ ​pick​ ​one:  watch,​ ​you​ ​both​ ​roll,​ ​but​ ​only​ ​the​ ​best​ ​result​ ​applies.  ● You​ ​deal​ ​your​ ​damage​ ​to​ ​them. 
While​ ​engaged​ ​in​ ​a​ ​conflict,​​ ​you​ ​may​ ​spend​ ​a​ ​Readiness​ ​against ● You​ ​have​ ​it,​ ​but​ ​it​ ​needs​ ​to​ ​be​ ​repaired,​ ​charged,​ ​or    ● You​ ​slip​ ​away​ ​before​ ​they​ ​can​ ​react. 
an​ ​enemy,​ ​1-for-1,​ ​to:  assembled​ ​first.  ❏ Grisly​ ​Trophy  ● You​ ​force​ ​them​ ​to​ ​break​ ​formation​ ​or​ ​expose​ ​themselves. 
● Predict​ ​their​ ​movements​:​ ​Take​ ​the​ ​10+​ ​result​ ​on​ ​Defy​ ​Danger.  ● You​ ​have​ ​it,​ ​but​ ​there​ ​are​ ​serious​ ​drawbacks​ ​to​ ​using​ ​it.  When​ ​you​ ​slay​ ​a​ ​dangerous​ ​creature,​​ ​you​ ​may​ ​impart​ ​some​ ​of 
● Know​ ​their​ ​thoughts​:​ ​Ask​ ​the​ ​GM​ ​“what’s​ ​my​ ​opponent’s​ ​next  ● You​ ​have​ ​it,​ ​but​ ​it’s​ ​not​ ​as​ ​you​ ​remembered​ ​it​ ​to​ ​be.  its​ ​power​ ​into​ ​a​ ​trophy​ ​(worn,​ ​1​ ​weight)​ ​-​ ​a​ ​horn,​ ​a​ ​claw,​ ​a​ ​skull,​ ​or
move?”​ ​and​ ​take​ ​+1​ ​Forward​ ​to​ ​act​ ​on​ ​the​ ​answers.  If​ ​you​ ​find​ ​what​ ​you’re​ ​looking​ ​for,​ ​the​ ​GM​ ​will​ ​ask​ ​you​ ​“why​ ​did  ❏ Strider 
some​ ​other​ ​body​ ​part.​ ​The​ ​GM​ ​will​ ​give​ ​you​ ​one​ ​nonmagical  When​ ​you​ ​Scout​ ​Ahead​ ​or​ ​Navigate,​​ ​you​ ​treat​ ​any​ ​result​ ​of​ ​a​ ​6- 
● Take​ ​something​ ​important​:​ ​Name​ ​something​ ​your​ ​target​ ​has  you​ ​prepare​ ​for​ ​this?”​ ​Tell​ ​them.  move​ ​the​ ​creature​ ​had;​ ​while​ ​you​ ​wear​ ​this​ ​trophy,​ ​you​ ​may 
(an​ ​item,​ ​a​ ​weapon,​ ​their​ ​limb,​ ​their​ ​position);​ ​they​ ​lose​ ​it.    as​ ​a​ ​7-9. 
perform​ ​that​ ​move​ ​by​ ​Defying​ ​Danger​ ​first. 
  Hunt​ ​and​ ​Track  You​ ​may​ ​only​ ​wear​ ​and​ ​benefit​ ​from​ ​one​ ​trophy​ ​at​ ​a​ ​time. 
Bestiary​ ​Knowledge  When​ ​you​ ​spend​ ​a​ ​few​ ​moments​ ​scanning​ ​your​ ​surroundings,   ❏ Trackless​ ​Step 
You​ ​are​ ​learned​ ​about​ ​the​ ​world​ ​and​ ​its​ ​creatures;​ ​take​ ​+1​ ​to  you​ ​can​ ​ask​ ​the​ ​GM​ ​“What​ ​tracks​ ​or​ ​signs​ ​of​ ​passage​ ​are​ ​present  When​ ​you​ ​move​ ​with​ ​care​ ​and​ ​calm,​​ ​you​ ​make​ ​no​ ​noise​ ​and 
Spout​ ​Lore​ ​about​ ​the​ ​wilds​ ​and​ ​its​ ​creatures,​ ​or​ ​about​ ​monsters.  here?”  ❏ Arcane​ ​Trophy  leave​ ​no​ ​sign​ ​of​ ​your​ ​passage. 
When​ ​you​ ​Discern​ ​Realities​ ​by​ ​studying​ ​tracks​ ​or​ ​signs​ ​of  Requires:​ ​Level​ ​6+,​ ​Grisly​ ​Trophy 
When​ ​you​ ​first​ ​encounter​ ​a​ ​beast​ ​or​ ​monster,​​ ​you​ ​may​ ​ask​ ​the 
passage,​​ ​take​ ​+1​ ​and​ ​add​ ​“Where​ ​did​ ​they​ ​go?”​ ​to​ ​the​ ​list​ ​of  When​ ​you​ ​fashion​ ​a​ ​Grisly​ ​Trophy​ ​from​ ​a​ ​magical 
GM​ ​“what​ ​is​ ​the​ ​most​ ​effective​ ​way​ ​to​ ​kill​ ​this?”​ ​You​ ​take​ ​+1  ❏ Camouflage 
questions​ ​you​ ​can​ ​ask.  creature,​​ ​the​ ​GM​ ​will​ ​also​ ​give​ ​you​ ​one​ ​magical​ ​move​ ​the 
Forward​ ​to​ ​act​ ​on​ ​the​ ​answers.  When​ ​you​ ​keep​ ​still​ ​in​ ​a​ ​natural​ ​environment,​​ ​you’re​ ​utterly 
  creature​ ​had​ ​(a​ ​freezing​ ​touch,​ ​a​ ​gaze​ ​that​ ​turns​ ​to​ ​stone,​ ​etc). 
  undetectable​ ​until​ ​you​ ​do​ ​something​ ​that​ ​would​ ​reveal​ ​yourself 
 
  (like​ ​attacking,​ ​moving,​ ​or​ ​speaking​ ​above​ ​a​ ​whisper). 
  ❏ Favoured​ ​Enemy   
  When​ ​you​ ​have​ ​downtime,​​ ​you​ ​can​ ​declare​ ​a​ ​specific​ ​type​ ​of 
  enemy​ ​(goblins,​ ​mages,​ ​etc)​ ​as​ ​your​ ​Favoured​ ​Enemy.  ❏ Setup​ ​Strike 
You​ ​may​ ​spend​ ​Preparation​ ​against​ ​your​ ​Favoured​ ​Enemy​ ​as​ ​if​ ​it  Requires:​ ​Level​ ​6+ 
 
were​ ​Readiness.​ W ​ hen​ ​you​ ​Bolster​ ​against​ ​your​ ​Favoured  When​ ​you​ ​deal​ ​damage​ ​to​ ​an​ ​enemy,​​ ​you​ ​create​ ​an​ ​opening 
 
Enemy,​​ ​take​ ​an​ ​extra​ ​Preparation.  that​ ​an​ ​ally​ ​can​ ​capitalise​ ​on​ ​to​ ​either​ ​take​ ​+1​ ​to​ ​their​ ​roll​ ​or​ ​take 
 
  +2​ ​damage​ ​to​ ​their​ ​attack. 
 
  ❏ Know​ ​Your​ ​Enemy 
  When​ ​you​ ​Spout​ ​Lore​ ​about​ ​an​ ​enemy’s​ ​abilities,​ ​habits,​ ​or  ❏ Veteran​ ​Hunter 
Requires:​ ​Level​ ​6+ 
STARTING​ ​GEAR  ​COINS​ ​&​ ​TREASURE  ​LOAD  weaknesses,​​ ​take​ ​1​ ​Readiness​ ​against​ ​that​ ​enemy. 
  You​ ​may​ ​now​ ​hold​ ​up​ ​to​ ​4​ ​Readiness.​ W
​ hen​ ​you​ ​use​ ​Always 
You​ ​begin​ ​with​ ​leather​ ​armour​ ​(1​ ​armour,​ ​1​ ​weight),  Prepared,​​ ​on​ ​a​ ​12+,​ ​take​ ​4​ ​Readiness​ ​(instead​ ​of​ ​3). 
adventuring​ ​gear​ ​(5​ ​uses,​ ​1​ ​weight),​ ​and​ ​dungeon 
rations​ ​(5​ ​uses,​ ​food,​ ​1​ ​weight) 
 
​/​ ​10  
❏ God​ ​Among​ ​the​ ​Wastes 
Your​ ​connection​ ​to​ ​the​ ​wild​ ​is​ ​divine​ ​or​ ​spiritual.​ ​Either​ ​gain​ ​the 
Divine​ ​Agent​ ​move​ ​from​ ​the​ ​Cleric​ ​and​ ​another​ ​Cleric​ ​move​ ​of  ❏ Well​ ​Organised 
your​ ​choice,​ ​or​ ​gain​ ​a​ ​Druid​ ​move​ ​of​ ​your​ ​choice.​ ​Treat​ ​your​ ​level  Requires:​ ​Level​ ​6+ 
Choose​ ​your​ ​armaments: 
for​ ​these​ ​moves​ ​as​ ​if​ ​you​ ​were​ ​one​ ​level​ ​lower.  When​ ​you​ ​use​ ​Tools​ ​of​ ​the​ ​Trade,​​ ​you​ ​may​ ​choose​ ​to​ ​spend​ ​a 
❏ Spear​ ​(reach,​ ​thrown,​ ​near,​ ​1​ ​weight) 
​ITEMS    Readiness​ ​to​ ​retrieve​ ​a​ ​specific​ ​weapon,​ ​tool,​ ​or​ ​substance​ ​you 
and​ ​a​ ​Shield​ ​(+1​ ​armour,​ ​2​ ​weight) 
  need​ ​from​ ​your​ ​arsenal​ ​at​ ​a​ ​moment’s​ ​notice​ ​instead​ ​of​ ​having​ ​to 
❏ Short​ ​Sword​ ​(close,​ ​1​ ​weight) 
  carefully​ ​unpack​ ​it​ ​first. 
and​ ​a​ ​Dagger​ ​(hand,​ ​1​ ​weight) 
❏ Hunter’s​ ​Bow​ ​(near,​ ​far,​ ​1​ ​weight)   
   
and​ ​a​ ​Bundle​ ​of​ ​Arrows​ ​(5​ ​ammo,​ ​1​ ​weight) 
   
   
   
 
 
 
 
 
   
NOTES​ ​|​ w​ rite​ ​down​ ​notes​ ​or​ ​additional​ ​details​ ​here,​ ​such​ ​as​ ​extra​ ​gear,​ ​bonds,​ ​or​ ​followers 
 
  THE​ ​THIEF 
You’ve​ ​heard​ ​them,​ ​sitting​ ​around​ ​the​ ​campfire.​ ​Bragging​ ​about​ ​this​ ​battle​ ​or​ ​that,​ ​or​ ​about​ ​how​ ​their​ ​gods​ ​are​ ​smiling​ ​on​ ​your 
merry​ ​band.​ ​You​ ​count​ ​your​ ​coins​ ​and​ ​smile​ ​to​ ​yourself—this​ ​is​ ​the​ ​thrill​ ​above​ ​all.​ ​You​ ​alone​ ​know​ ​the​ ​secret​ ​of​ ​Dungeon 
World:​ ​filthy,​ ​filthy​ ​lucre. 
Sure,​ ​they​ ​give​ ​you​ ​lip​ ​for​ ​all​ ​the​ ​times​ ​you’ve​ ​snuck​ ​off​ ​alone,​ ​but​ ​without​ ​you,​ ​every​ ​one​ ​of​ ​them​ ​would​ ​have​ ​been​ ​dissected​ ​by 
a​ ​flying​ ​guillotine​ ​or​ ​poisoned​ ​straight​ ​to​ ​death​ ​by​ ​some​ ​ancient​ ​needle​ ​trap.​ ​So​ ​let​ ​them​ ​complain.​ ​When​ ​you’re​ ​done​ ​with​ ​all 
this​ ​delving​ ​you’ll​ ​toast​ ​their​ ​heroes’​ ​graves. 
From​ ​your​ ​castle.​ ​Full​ ​of​ ​gold.​ ​You​ ​rogue. 
   

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. 

​ ​ ​ ​ ​ ​/​ ​20  d6+1  ​ ​XP 


______________  When​ ​you​ ​have​ ​time​ ​to​ ​dissect​ ​and​ ​analyse​ ​a​ ​poison,​​ ​you 
learn​ ​its​ ​recipe. 
When​ ​you​ ​have​ ​time​ ​to​ ​gather​ ​materials​ ​and​ ​a​ ​safe​ ​space​ ​to 
 
❏ All​ ​in​ ​the​ ​Wrist 
Daggers​ ​and​ ​knives​ ​you​ ​wield​ ​get​ ​the​ ​thrown​​ ​and​ ​near​​ ​tags,​ ​and 
​ ​Modifiers    brew,​​ ​you​ ​can​ ​make​ ​three​ ​uses​ ​of​ ​any​ ​poison​ ​you​ ​know​ ​the  you​ ​can​ ​always​ ​Ambush​ ​with​ ​them. 
​ ​&​ ​Tags:  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​Mark​ ​XP​ ​when​ ​you​ ​roll​ ​a​ ​6-  recipe​ ​for.  You​ ​also​ ​keep​ ​a​ ​brace​ ​of​ ​iron​ ​throwing​ ​knives​ ​(near,​ ​2​ ​ammo,​ ​1 
    weight)​ ​on​ ​your​ ​person;​ W ​ hen​ ​you​ ​Supply,​​ ​you​ ​may​ ​restock​ ​it 
❏ Envenom  for​ ​free. 
BASIC​ ​MOVES​ ​|​ y​ ou​ ​start​ ​with​ ​all​ ​of​ ​these  Requires:​ ​Poisoner   
Roguish​ ​Talent    Tricks​ ​of​ ​the​ ​Trade 
What’s​ ​the​ ​trick​ ​up​ ​your​ ​sleeve?​ ​Choose​ ​one.  When​ ​you​ ​pick​ ​locks​ ​or​ ​pockets​ ​or​ ​disable​ ​traps,​​ ​roll+DEX.​ ​On 
When​ ​you​ ​apply​ ​a​ ​poison​ ​that​ ​you’ve​ ​used​ ​before​ ​to​ ​your  ❏ Nothing​ ​Up​ ​My​ ​Sleeve 
weapon,​​ ​it’s​ ​touch​​ ​instead​ ​of​ a
​ pplied​.  When​ ​you​ ​conceal​ ​a​ ​small​ ​object​ ​(weight​ ​0)​ ​on​ ​your​ ​person, 
❏ Lurker:​​ ​You​ ​know​ ​just​ ​how​ ​to​ ​move​ ​quickly​ ​and​ ​quietly  a​ ​10+,​ ​you​ ​do​ ​it,​ ​no​ ​problem.​ ​On​ ​a​ ​7-9,​ ​you​ ​still​ ​do​ ​it,​ ​but​ ​the​ ​GM  When​ ​you​ ​discreetly​ ​apply​ ​a​ ​poison​ ​to​ ​a​ ​target,​​ ​such​ ​as  no​ ​one​ ​can​ ​find​ ​it​ ​unless​ ​you​ ​are​ ​bound,​ ​stripped,​ ​and 
through​ ​the​ ​black​ ​and​ ​the​ ​gloom.​ ​When​ ​you​ ​stand​ ​in  will​ ​offer​ ​you​ ​two​ ​options​ ​between​ ​suspicion,​ ​danger,​ ​or​ ​cost.  with​ ​a​ ​pinprick,​ ​they​ ​won’t​ ​even​ ​notice.  thoroughly​ ​searched.​ ​You​ ​can​ ​conceal​ ​up​ ​to​ ​DEX​ ​items​ ​this​ ​way. 
shadows​ ​or​ ​darkness​ ​without​ ​talking​ ​or​ ​moving,​​ ​NPCs     
will​ ​never​ ​see​ ​you​ ​as​ ​long​ ​as​ ​they​ ​haven’t​ ​already​ ​spotted  Danger​ ​Sense 
you.​ ​If​ ​you’re​ ​more​ ​than​ ​a​ ​few​ ​feet​ ​away​ ​from​ ​them,​​ ​they  Whenever​ ​you​ ​like,​​ ​you​ ​may​ ​ask​ ​the​ ​GM​ ​“is​ ​there​ ​an​ ​ambush​ ​or  ❏ Brewer  ❏ Wealth​ ​and​ ​Taste 
won’t​ ​see​ ​you​ ​even​ ​if​ ​you​ ​move​ ​or​ ​attack,​ ​and​ ​even​ ​if​ ​they  trap​ ​here?”​ ​If​ ​they​ ​say​ ​yes,​ ​you​ ​may​ ​ask​ ​any​ ​two​ ​of​ ​the​ ​following:  Requires:​ ​Level​ ​6+,​ ​Poisoner  When​ ​you​ ​make​ ​a​ ​show​ ​of​ ​flashing​ ​a​ ​possession​ ​which 
know​ ​you’re​ ​there.  ● What​ ​will​ ​trigger​ ​the​ ​trap​ ​or​ ​ambush?  When​ ​you​ ​have​ ​time​ ​to​ ​gather​ ​materials​ ​and​ ​a​ ​safe​ ​place  appears​ ​valuable,​​ ​name​ ​an​ ​NPC​ ​present.​ ​They​ ​will​ ​do​ ​anything 
● What​ ​will​ ​happen​ ​once​ ​it’s​ ​triggered?  to​ ​brew,​​ ​you​ ​can​ ​describe​ ​the​ ​effects​ ​of​ ​a​ ​poison​ ​you’d​ ​like​ ​to  to​ ​obtain​ ​your​ ​item,​ ​or​ ​one​ ​like​ ​it. 
❏ Scoundrel:​​ ​You​ ​have​ ​a​ ​way​ ​with​ ​words,​ ​a​ ​trustworthy​ ​face,​ ​a  create;​ ​the​ ​GM​ ​will​ ​tell​ ​you​ ​that​ ​you​ ​can​ ​create​ ​it,​ ​but​ ​with​ ​one   
suave​ ​demeanor.​ W ​ hen​ ​you​ ​tell​ ​a​ ​lie​ ​or​ ​half-truth,​​ ​it​ ​will  ● How​ ​could​ ​it​ ​be​ ​disarmed​ ​or​ ​thwarted? 
● What​ ​else​ ​should​ ​I​ ​be​ ​on​ ​the​ ​lookout​ ​for?  or​ ​more​ ​caveats:  ❏ Connections 
be​ ​accepted​ ​as​ ​fact​ ​by​ ​anyone​ ​who​ ​doesn’t​ ​know​ ​any​ ​better.  ● It​ ​will​ ​only​ ​work​ ​under​ ​specific​ ​circumstances. 
As​ ​long​ ​as​ ​no​ ​one​ ​reveals​ ​hard​ ​evidence​ ​to​ ​the​ ​contrary,  When​ ​you​ ​put​ ​out​ ​word​ ​to​ ​the​ ​criminal​ ​underbelly​ ​about 
● The​ ​best​ ​you​ ​can​ ​manage​ ​is​ ​a​ ​weaker​ ​version. 
anything​ ​you​ ​say​ ​will​ ​be​ ​accepted​ ​as​ ​open​ ​honesty.  Ambush  something​ ​you​ ​want​ ​or​ ​need,​​ ​roll+CHA.​ ​On​ ​a​ ​10+,​ ​someone​ ​has 
● It’ll​ ​take​ ​a​ ​while​ ​for​ ​the​ ​effects​ ​to​ ​manifest.  it,​ ​just​ ​for​ ​you.​ ​On​ ​a​ ​7-9,​ ​you’ll​ ​have​ ​to​ ​settle​ ​for​ ​something​ ​close 
When​ ​you​ a ​ ttack​ ​someone​ ​up​ ​close​ ​and​ ​personal​ ​and​ ​they 
❏ Walker:​​ ​You​ ​can​ ​climb​ ​along​ ​solid​ ​walls​ ​and​ ​ceilings​ ​as  ● It’ll​ ​have​ ​obvious​ ​side​ ​effects.  or​ ​it​ ​comes​ ​with​ ​strings​ ​attached,​ ​your​ ​call. 
don’t​ ​see​ ​it​ ​coming,​​ ​you​ ​deal​ ​your​ ​damage​ ​(as​ ​normal)​ ​and​ ​may 
quickly​ ​as​ ​you​ ​can​ ​walk​ ​or​ ​run,​ ​regardless​ ​of​ ​their​ ​texture​ ​or   
choose​ ​to​ ​push​ ​your​ ​luck.​ ​If​ ​you​ ​do,​ ​roll+DEX.​ ​On​ ​a​ ​10+,​ ​choose​ ​2. 
composition,​ ​as​ ​long​ ​as​ ​they​ ​could​ ​support​ ​your​ ​weight.  On​ ​a​ ​7-9,​ ​choose​ ​1.  ❏ Dirty​ ​Fighting  ❏ Leave​ ​No​ ​Trace 
When​ ​you​ ​are​ ​climbing,​​ ​you​ ​only​ ​have​ ​one​ ​hand​ ​free​ ​to  ● You​ ​deal​ ​+1d6​ ​damage.  When​ ​you​ ​and​ ​an​ ​ally​ ​flank​ ​an​ ​enemy​ ​and​ ​you​ ​make​ ​an  Requires:​ ​Level​ ​6+ 
take​ ​actions​ ​with;​ ​you​ ​may​ ​carry​ ​one​ ​person​ ​with​ ​you,​ ​but  ● They​ ​don’t​ ​cry​ ​out,​ ​make​ ​noise,​ ​or​ ​draw​ ​attention.  attack​ ​against​ ​them,​​ ​choose​ ​one:  You​ ​are​ ​preternaturally​ ​silent,​ ​and​ ​will​ ​never​ ​make​ ​noise​ ​unless 
you​ ​can’t​ ​use​ ​your​ ​hands​ ​at​ ​all​ ​while​ ​you​ ​have​ ​a​ ​passenger.  ● You​ ​stun​ ​or​ ​hamper​ ​them,​ ​at​ ​least​ ​for​ ​the​ ​moment.  ● You​ ​create​ ​an​ ​advantage​ ​or​ ​an​ ​opening;​ ​your​ ​ally​ ​takes​ ​+1  you​ ​choose​ ​to.​ ​You​ ​never​ ​need​ ​to​ ​Defy​ ​Danger​ ​to​ ​act​ ​quietly. 
● You​ ​slip​ ​away​ ​before​ ​they​ ​can​ ​react.  Forward​ ​to​ ​act​ ​on​ ​it.  Whenever​ ​you​ ​like,​​ ​you​ ​may​ ​ask​ ​the​ ​GM​ ​“where’s​ ​the​ ​best 
❏ Mercurial:​​ ​You’re​ ​forgettable,​ ​inscrutable,​ ​or​ ​maybe​ ​just 
● You​ ​reduce​ ​their​ ​armour​ ​by​ ​1​ ​until​ ​they​ ​repair​ ​it.  hiding​ ​place?”​ ​and​ ​they’ll​ ​tell​ ​you​ ​the​ ​truth. 
generic;​ ​you​ ​don’t​ ​mind.​ W ​ henever​ ​you​ ​want,​​ ​you​ ​can 
● You​ ​take​ ​something​ ​they’re​ ​carrying;​ ​now​ ​it’s​ ​yours. 
change​ ​any​ ​or​ ​all​ ​of​ ​your​ ​looks.​ ​Those​ ​who​ ​know​ ​you​ ​can 
 
still​ ​recognise​ ​you,​ ​but​ ​only​ ​if​ ​they​ ​look​ ​closely.  ❏ Heist 
❏ Cheap​ ​Shot  Requires:​ ​Level​ ​6+ 
❏   Requires:​ ​Level​ ​6+,​ ​Dirty​ ​Fighting  When​ ​you​ ​take​ ​time​ ​to​ ​make​ ​a​ ​plan​ ​to​ ​steal​ ​something, 
  When​ ​you​ ​Ambush​ ​someone​ ​with​ ​a​ h ​ and​​ ​or​ p
​ recise  name​ ​the​ ​thing​ ​you​ ​want​ ​to​ ​steal​ ​and​ ​ask​ ​the​ ​GM​ ​these 
  weapon,​​ ​your​ ​attack​ ​is​ b ​ rutal​​ ​(you​ ​roll​ ​damage​ ​twice​ ​and​ ​take  questions.​ ​You​ ​and​ ​your​ ​allies​ ​take​ ​+1​ ​Forward​ ​when​ ​acting​ ​on 
  the​ ​best​ ​results)​ ​and​ ​you​ ​treat​ ​any​ ​result​ ​of​ ​a​ ​6-​ ​as​ ​a​ ​7-9.  the​ ​answers. 
 
STARTING​ ​GEAR  ​COINS​ ​&​ ​TREASURE  ​LOAD  ● Who​ ​will​ ​notice​ ​it’s​ ​missing? 
You​ ​wear​ ​Leather​ ​Armour​ ​(1​ ​armour,​ ​worn,​ ​1​ ​weight)  ❏ Underdog  ● What’s​ ​its​ ​most​ ​powerful​ ​defense? 
and​ ​carry​ ​Dungeon​ ​Rations​ ​(5​ ​uses,​ ​food,​ ​1​ ​weight),​ ​as 
well​ ​as​ ​10​ ​coins. 
 
​/​ ​8  
When​ ​you’re​ ​outnumbered,​​ ​you​ ​take​ ​+1​ ​to​ ​Defy​ ​Danger​ ​or​ ​to 
even​ ​the​ ​odds. 
 
● Who​ ​will​ ​come​ ​after​ ​it? 
● Who​ ​else​ ​wants​ ​it? 

Choose​ ​two​ ​armaments:  ❏ Shoot​ ​First  ❏ Escape​ ​Route 


❏ Rapier​ ​(close,​ ​precise,​ ​1​ ​weight)  Requires:​ ​Level​ ​6+,​ ​Underdog  Requires:​ ​Level​ ​6+ 
❏ Wicked​ ​Knife​ ​(hand,​ ​+1​ ​damage,​ ​1​ ​weight)  ​ITEMS  You’re​ ​never​ ​caught​ ​by​ ​surprise.​ ​When​ ​an​ ​enemy​ ​would​ ​get  When​ ​things​ ​go​ ​south​ ​and​ ​you​ ​need​ ​a​ ​way​ ​out,​​ ​name​ ​your 
❏ 3​ ​Throwing​ ​Daggers​ ​(thrown,​ ​near,​ ​0​ ​weight)  the​ ​drop​ ​on​ ​you,​​ ​you​ ​get​ ​to​ ​act​ ​first​ ​instead.  escape​ ​route​ ​and​ ​roll+DEX.​ ​On​ ​a​ ​10+,​ ​you’re​ ​gone.​ ​On​ ​a​ ​7-9,​ ​you 
❏ Ragged​ ​Bow​ ​(near,​ ​2​ ​weight)    can​ ​stay​ ​or​ ​go,​ ​but​ ​if​ ​you​ ​go​ ​it​ ​will​ ​cost​ ​you;​ ​the​ ​GM​ ​will​ ​say​ ​what 
and​ ​Bundle​ ​of​ ​Arrows​ ​(3​ ​ammo,​ ​1​ ​weight)  ❏ Cunning​ ​Dilettante  you​ ​leave​ ​behind​ ​or​ ​bring​ ​with​ ​you. 
Choose​ ​one:  Gain​ ​one​ ​non-multiclass​ ​move​ ​of​ ​your​ ​choice​ ​from​ ​any​ ​class​ ​list.   
❏ Adventuring​ ​Gear​ ​(5​ ​uses,​ ​1​ ​weight)  Treat​ ​your​ ​level​ ​for​ ​this​ ​move​ ​as​ ​if​ ​you​ ​were​ ​one​ ​level​ ​lower.  ❏ Evasion 
❏ Healing​ ​Potion​ ​(0​ ​weight)    Requires:​ ​Level​ ​6+ 
    When​ ​you​ ​Defy​ ​Danger,​​ ​on​ ​a​ ​12+,​ ​you​ ​transcend​ ​the​ ​danger. 
  You​ ​not​ ​only​ ​do​ ​what​ ​you​ ​set​ ​out​ ​to​ ​do,​ ​but​ ​the​ ​GM​ ​will​ ​offer​ ​you 
a​ ​better​ ​outcome,​ ​a​ ​moment​ ​or​ ​true​ ​beauty,​ ​or​ ​a​ ​show​ ​of 
unearthly​ ​grace. 
 
 
   
ADVANCED​ ​MOVES​ ​|​ c​ hoose​ ​1​ ​at​ ​first​ ​level;​ ​add​ ​1​ ​each​ ​time​ ​you​ ​level​ ​up  NOTES​ ​|​ ​write​ ​down​ ​notes​ ​or​ ​additional​ ​details​ ​here,​ ​such​ ​as​ ​extra​ ​gear,​ ​bonds,​ ​or​ ​followers 
 
 
THE​ ​WIZARD 
Dungeon​ ​World​ ​has​ ​rules.​ ​Not​ ​the​ ​laws​ ​of​ ​men​ ​or​ ​the​ ​rule​ ​of​ ​some​ ​petty​ ​tyrant.​ ​Bigger,​ ​better​ ​rules.​ ​You​ ​drop​ ​something—it 
falls.​ ​You​ ​can’t​ ​make​ ​something​ ​out​ ​of​ ​nothing.​ ​The​ ​dead​ ​stay​ ​dead,​ ​right? 
Oh,​ ​the​ ​things​ ​we​ ​tell​ ​ourselves​ ​to​ ​feel​ ​better​ ​about​ ​the​ ​long,​ ​dark​ ​nights. 
You’ve​ ​spent​ ​so​ ​very​ ​long​ ​poring​ ​over​ ​those​ ​tomes​ ​of​ ​yours.​ ​Conducting​ ​experiments​ ​that​ ​nearly​ ​drove​ ​you​ ​mad​ ​and​ ​casting 
summonings​ ​that​ ​endangered​ ​your​ ​very​ ​soul.​ ​For​ ​what?​ ​For​ ​power.​ ​What​ ​else​ ​is​ ​there?​ ​Not​ ​just​ ​the​ ​power​ ​of​ ​King​ ​or​ ​Country 
but​ ​the​ ​power​ ​to​ ​boil​ ​a​ ​man’s​ ​blood​ ​in​ ​his​ ​veins.​ ​To​ ​call​ ​on​ ​the​ ​thunder​ ​of​ ​the​ ​sky​ ​and​ ​the​ ​churn​ ​of​ ​the​ ​roiling​ ​earth.​ ​To​ ​shrug​ ​off 
the​ ​rules​ ​the​ ​world​ ​holds​ ​so​ ​dear. 
Let​ ​them​ ​cast​ ​their​ ​sidelong​ ​glances.​ ​Let​ ​them​ ​call​ ​you​ ​“warlock”​ ​or​ ​“diabolist.”​ ​Who​ ​among​ ​them​ ​can​ ​hurl​ ​fireballs​ ​from​ ​their 
eyes? 
Yeah.​ ​Didn’t​ ​think​ ​so. 
   

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)   
   
   
 
   
I​NSTANT​ ​L​OCATIONS   M​ONSTERS  

PLACES  ​ ​HIT​ ​POINTS    ​ ​DAMAGE​ ​&​ ​RANGE 


Adders​ ​Lookout  Avonia  Barkstone  Barleyvale  Barrowbridge  Bastion  How​ ​does​ ​it​ ​usually​ ​hunt​ ​or​ ​fight?​ ​(pick​ ​1)  How​ ​does​ ​it​ ​usually​ ​hunt​ ​or​ ​fight?​ ​(pick​ ​1) 
Battlemoore  Blackpool  Blackport  Blackstone  Bleakwater  Boar’s​ ​Head​ ​Lake  ■ In​ ​large​ ​groups​ ​(Horde):​​ ​3​ ​HP.  ■ In​ ​large​ ​groups​ ​(Horde):​​ ​1d6. 
Boatsman’s​ ​Strait  Boiling​ ​Water  Bone​ ​Plains  Brighthelm  Brighthill  Brindenburg  ■ In​ ​small​ ​groups​ ​(Group):​​ ​6​ ​HP.  ■ In​ ​small​ ​groups​ ​(Group):​​ ​1d6+1. 
Broadford  Broom​ ​River  Bucksburg  Bull​ ​Hill  Bullriver​ ​Town  Callhampton  ■ By​ ​itself​ ​(Solitary):​​ ​12​ ​HP.  ■ By​ ​itself​ ​(Solitary):​​ ​1d6+2. 
How​ ​big​ ​is​ ​it?​ ​(pick​ ​1)  How​ ​big​ ​is​ ​it?​ ​(pick​ ​1) 
Cape​ ​Flattery  Cape​ ​Sand​ ​Island  Castle​ ​Daunting  Castlerock  Castonshire  Cat’s​ ​Hollow  ■ Medium​ ​(e.g.​ ​human)​ ​or​ ​smaller:​​ ​+0​ ​HP.  ■ Tiny​ ​(e.g.​ ​cat):​​ ​-1​ ​damage,​ ​-range. 
Church​ ​Hill  Cold​ ​Harbor  Copperwood  Cornerbrook  Cornwood  Covaner  ■ Large​ ​(e.g.​ ​horse):​​ ​+4​ ​HP.  ■ Small​ ​(e.g.​ ​halfling):​​ ​+0​ ​damage,​ ​-range. 
Crosses  Crossguard  Crystal​ ​Falls  Curland  Dendale  Doegate  ■ Huge​ ​(e.g.​ ​elephant):​​ ​+8​ ​HP.  ■ Medium​ ​(e.g.​ ​human):​​ ​+0​ ​damage. 
Dove​ ​River  Eastland  Endless​ ​Stream  Enfield  Ennet​ ​Bend  Falconhead  It’s​ ​known​ ​for​ ​…​ ​(choose​ ​all​ ​that​ ​apply)  ■ Large​ ​(e.g.​ ​horse):​​ ​+1​ ​damage,​ ​+range. 
Fort​ ​Chesterfield  Fortfield  Fortress​ ​Andwynne  Freewoman​ ​Isles  Glassmoor  Goblinjaw  ■ Uncanny​ ​endurance:​​ ​+4​ ​HP.  ■ Huge​ ​(e.g.​ ​elephant):​​ ​+2​ ​damage,​ ​+range. 
■ The​ ​favour​ ​of​ ​the​ ​gods:​​ ​+2​ ​HP.  Range​ ​is​ ​otherwise​ ​determined​ ​by​ ​its​ ​weapons: 
Golden​ ​Valley  Gordenfield  Graybark  Gull​ ​Bay  Hammerford  Harlow  It​ ​…​ ​(choose​ ​all​ ​that​ ​apply)  ■ Unarmed,​ ​claw,​ ​bite,​ ​knife:​​ ​Hand. 
Harrison’s​ ​Hold  Hayfield  Highcourt  Hilt​ ​Island  Holly​ ​Hills  Ice​ ​Bay  ■ Is​ ​animated​ ​by​ ​more​ ​than​ ​biology:​​ ​+4​ ​HP.  ■ Melee​ ​weapon,​ ​big​ ​horns​ ​or​ ​claws:​​ ​Close. 
Ire​ ​Cove  Ironcastle  Irongate  Isle​ ​of​ ​Chalk  Isle​ ​of​ ​Honey  Isle​ ​of​ ​Rocks  ■ Lacks​ ​organs/discernable​ ​anatomy:​​ ​+3​ ​HP.  ■ Able​ ​to​ ​keep​ ​foes​ ​at​ ​bay:​​ ​Reach. 
Ivory​ ​Downs  Kearny  Kettle​ ​Valley  Kingston  Land’s​ ​End  Laurel​ ​Gulf  ■ Useful​ ​at​ ​range:​​ ​Near​ ​or​ ​Far​ ​(or​ ​both). 
Lenrush  Lightning  Marshbridge  Marshvale  Mayhill  Meadow​ ​Lake  ​ ​ARMOUR  Its​ ​armaments​ ​…​ ​(choose​ ​all​ ​that​ ​apply) 
What​ ​is​ ​its​ ​most​ ​important​ ​defense?​ ​(pick​ ​1)  ■ Are​ ​small​ ​and​ ​weak:​​ ​-1​ ​damage. 
Meeting​ ​of​ ​the​ ​Waters  Meridian  Miller’s​ ​Crossing  Mirrowsands  Mossel  Mount​ ​Malicious  ■ Are​ ​vicious​ ​and​ ​obvious:​​ ​+2​ ​damage. 
■ Cloth​ ​or​ ​flesh:​​ ​0​ ​Armour 
Mudwater  Mullhaven  Newfort  Nook’s​ ​Crossing  Nulty’s​ ​Harbor  Oaks  ■ Leathers​ ​or​ ​thick​ ​hide:​​ ​1​ ​Armour  ■ Can​ ​slice​ ​or​ ​pierce​ ​metal:​​ ​+1-piercing,​ ​messy. 
Obersen  Orchid​ ​City  Oxbow​ ​Lake  Pigton  Pit  Ramfall  ■ Mail,​ ​scales,​ ​or​ ​similar:​​ ​2​ ​Armour  ■ Can​ ​tear​ ​metal​ ​apart:​​ ​+3-piercing,​ ​messy. 
Redfield  Regret  Resthaven  Richguard​ ​Island  Riverton  Rockfort  ■ Steel,​ ​bony​ ​plates,​ ​carapace:​​ ​3​ ​Armour  ■ Ignore​ ​armour​ ​entirely:​​ ​+Ignores​ ​armour. 
Rockridge  Roughwater  Royal​ ​Mountain  Rum​ ​River  Rustleaf  Saltworks  ■ Permanent​ ​magical​ ​protections:​​ ​4​ ​Armour  How​ ​It’s​ ​known​ ​for​ ​…​ ​(choose​ ​all​ ​that​ ​apply) 
It​ ​…​ ​(choose​ ​all​ ​that​ ​apply)  ■ Unrelenting​ ​strength:​​ ​+2​ ​damage,​ ​forceful 
Seawall  Settledown  Shambles  Silverthorne  Skull​ ​Mountain  Snowcalm  ■ Favour​ ​of​ ​the​ ​gods:​​ ​+2​ ​damage 
■ Bears​ ​a​ ​shield​ ​(or​ ​similar):​​ ​+1​ ​Armour 
Snowy​ ​Hill  Southcross  Steepwood  Storm​ ​Sea  Strathdale  Strongtimbers  ■ Is​ ​skilled​ ​in​ ​defense:​​ ​+1​ ​Armour  ■ Skill​ ​in​ ​offense:​​ ​b[2d6+X]. 
Sunshire  Sunstorm​ ​Reach  Tanner’s​ ​Ford  Terminum  The​ ​Gray​ ​Fast  The​ ​Narrows  ■ Lacks​ ​organs/discernable​ ​anatomy:​​ ​+1​ ​Armour  ■ Deft​ ​strikes:​​ ​+1-piercing. 
Thistledown  Threshold  Torsea  Tumblewater  Valley​ ​of​ ​Many​ ​Rivers  Vantage  Other​ ​qualities​ ​(choose​ ​all​ ​that​ ​apply) 
Varlosh  Warrior​ ​Sea  Watershed  Watertown  Wexridge  White​ ​City  ​ ​INSTINCT  ■ Its​ ​primary​ ​danger​ ​isn’t​ ​from​ ​wounds:​​ ​-1​ ​damage. 
What​ ​does​ ​it​ ​want​ ​to​ ​do​ ​that​ ​causes​ ​problems​ ​for​ ​others?​ ​This​ ​is​ ​its  ■ Its​ ​ancient​ ​(or​ ​its​ ​species​ ​is):​​ ​+1​ ​damage. 
Wigtown  Winch​ ​Bank  Wolf​ ​River  Wooded​ ​Hill  Wry​ ​Mouth​ ​River  Wurtholm  ■ Abhors​ ​violence:​​ ​w[2d6+X]. 
instinct.​ ​Write​ ​it​ ​as​ ​an​ ​intended​ ​action​ ​(e.g.​ ​to​ ​rip​ ​and​ ​tear​ ​the​ ​living). 
 

 
 
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. 
 
T​HE​​ ​GM   F​OLLOWERS 
​ ​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. 
   

T​HREATS   
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. 
 
M​ISCELLANY  
 
 

​ ​INCIDENTAL​ ​DAMAGE   GROUP​ ​DAMAGE 


Some​ ​bruises​ ​or​ ​scrapes,  When​ ​multiple​ ​monsters​ ​(for​ ​example,​ ​a​ ​swarm​ ​of​ ​goblins) 
■   1d6 
Searing​ ​pain,​ ​First​ ​degree​ ​burns  attack​ ​as​ ​a​ ​group​ ​or​ ​horde,​ ​roll​ ​the​ ​best​ ​damage​ ​die​ ​among 
Spills​ ​blood,​ ​but​ ​nothing​ ​horrible;  them​ ​and​ ​add​ ​+1​ ​damage​ ​for​ ​each​ ​monster​ ​beyond​ ​the​ ​first. 
■   1d6+1 
Nasty​ ​burns,​ ​but​ ​localised  When​ ​a​ ​player’s​ ​move​ ​(typically​ ​Hack​ ​and​ ​Slash​ ​or​ ​Volley)​ ​could 
Might​ ​break​ ​some​ ​bones;  reasonably​ ​hurt​ ​multiple​ ​targets,​ ​roll​ ​once​ ​and​ ​apply​ ​damage​ ​to 
■   1d6+2  each​ ​of​ ​those​ ​targets​ ​(they​ ​each​ ​still​ ​get​ ​their​ ​armour).  
Awful,​ ​widespread​ ​burns 
■  Deadly​ ​to​ ​any​ ​normal​ ​person  1d6+3 

 
 
 
 
F​OLLOWERS  T​HREAT​ ​T​YPES 
  ​ ​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 
 
 
I​NSTANT​ ​NPC​S      
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 
❏   ❏  
 
❏  
 
❏  
 
 
N​OTES  N​OTES 
 

       

 
 
T​HREATS  T​HREATS 
​ ​NAME:​ ​ ​__________________________________   ​ ​NAME:​ ​ ​__________________________________  
   
​ ​ ​❏​ ​INDEPENDENT​ ​ ​ ​❏​ ​ADVENTURE​ ​ ​ ​❏​ ​CAMPAIGN  ​ ​ ​❏​ ​INDEPENDENT​ ​ ​ ​❏​ ​ADVENTURE​ ​ ​ ​❏​ ​CAMPAIGN 
​ ​TYPE: ​ ​TYPE:
​ ​IMPULSE:  ​ ​IMPULSE: 
 
​ ​IMPENDING​ ​DOOM:  
​ ​IMPENDING​ ​DOOM:

​ ​GRIM​ ​PORTENTS  ​ ​GRIM​ ​PORTENTS 


​❏​   ​❏ 

​❏
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​❏
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​❏
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​❏
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​ ​DESCRIPTION​ ​/​ ​NOTES  
​DESCRIPTION​ ​/​ ​NOTES
   
​ ​NAME:​ ​ ​__________________________________   ​ ​NAME:​ ​ ​__________________________________  
   
​ ​ ​❏​ ​INDEPENDENT​ ​ ​ ​❏​ ​ADVENTURE​ ​ ​ ​❏​ ​CAMPAIGN  ​ ​ ​❏​ ​INDEPENDENT​ ​ ​ ​❏​ ​ADVENTURE​ ​ ​ ​❏​ ​CAMPAIGN 
​ ​TYPE: ​ ​TYPE:
​ ​IMPULSE:  ​ ​IMPULSE: 
 
​ ​IMPENDING​ ​DOOM:  
​ ​IMPENDING​ ​DOOM:

​ ​GRIM​ ​PORTENTS  ​ ​GRIM​ ​PORTENTS 


​❏​   ​❏ 

​❏
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​❏
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​❏
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​❏
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​ ​DESCRIPTION​ ​/​ ​NOTES
 
 
​DESCRIPTION​ ​/​ ​NOTES
M​ONSTERS  M​ONSTERS 
​ ​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) 

​ ​INSTINCT:   ​ ​ARMOUR   ​ ​INSTINCT:   ​ ​ARMOUR  


​ ​SPECIAL​ ​QUALITIES:   ​ ​SPECIAL​ ​QUALITIES:  
 
​MONSTER​ ​SKETCH  
​ ​MONSTER​ ​SKETCH
​ ​ATTACKS/DAMAGE:   ​ ​MOVES:   ​ ​ATTACKS/DAMAGE:   ​ ​MOVES:  

​ ​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) 

​ ​INSTINCT:   ​ ​ARMOUR   ​ ​INSTINCT:   ​ ​ARMOUR  


​ ​SPECIAL​ ​QUALITIES:   ​ ​SPECIAL​ ​QUALITIES:  
 
​MONSTER​ ​SKETCH  
​ ​MONSTER​ ​SKETCH
​ ​ATTACKS/DAMAGE:   ​ ​MOVES:   ​ ​ATTACKS/DAMAGE:   ​ ​MOVES:  

​ ​TAGS:    
​ ​NOTES: ​ ​TAGS:    
​ ​NOTES:

   
T​HREAT  N​OTES 
​ ​NAME:​ ​ ​__________________________________  
 
​ ​ ​❏​ ​INDEPENDENT​ ​ ​ ​❏​ ​ADVENTURE​ ​ ​ ​❏​ ​CAMPAIGN 
​ ​TYPE:
   
​ ​IMPULSE: 
​ ​IMPENDING​ ​DOOM:  
​ ​GRIM​ ​PORTENTS 
​❏​  

​❏
​  

​❏
​  

​❏
​  

​❏
​  

​ ​DESCRIPTION​ ​/​ ​NOTES 


M​ONSTER 
​ ​NAME:​ ​ ​_____________________________________________  
​ ​SETTING/DESCRIPTION    
​ ​HP

 
❏​ ​TINY​ ​ ​ ​ ​❏​ ​SMALL​ ​ ​ ​ ​❏​ ​MEDIUM​ ​ ​ ​ ​❏​ ​LARGE​ ​ ​ ​ ​❏​ ​HUGE

❏​ ​SOLITARY​ ​(1)​ ​ ​ ​ ​❏​ ​GROUP​ ​(1d6+1)​ ​ ​ ​ ​❏​ ​HORDE​ ​(3d6/wave) 

​ ​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. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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