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Unlimited Dungeons

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0% found this document useful (0 votes)
151 views69 pages

Unlimited Dungeons

Uploaded by

Luis Alberto
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
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UNLIMITED

DUNGEONS

A Rules Hack for Dungeon World


Foreword

Unlimited Dungeons is a rules hack for Dungeon World.

Dungeon World has come a long way from its roots in the
original Apocalypse World. After eight years of play, discussion,
and homebrewing in the community, we've learned a lot about
what makes Dungeon World tick, what works well, and what
hasn't worked well. In particular, Dungeon World has inherited
several legacy mechanics and quirks from Dungeons and
Dragons, and these quirks ultimately do not serve the interests of
the game. This hack is a synthesis of some of the best ideas
prevalent in the Dungeon World fan community.

Our goal for Unlimited Dungeons was to create a more


consistent set of rules for the game that would still be easy to
pick up and learn, and to make the choices of the players more
meaningful. While the changes to the playbooks are extensive,
the overall mechanics and flow of play have changed very little,
making Unlimited Dungeons easily compatible with other
Dungeon World adventures.

For every story that we tell, the world gains that much more
wonder. This work would not be possible without all of the
support and insight of the Dungeon World community,
especially Jeremy Strandberg, Jason Lutes, Johnathan Walton,
Jacob Randolph, Kevin Tompos, and everyone on the Dungeon
World G+ group and Discord server, and to EleotleCram for the
cool logo. This work is dedicated to you, and all stories that are
yet to be told. Play to find out.

This document is a derivative fan work. Dungeon World is


written by Sage LaTorra and Adam Koebel.

Version June 14, 2021


This work is licensed under a Creative Commons Attribution-
ShareAlike 4.0 International License. To view a copy of this
license, visit https://creativecommons.org/licenses/by-sa/4.0// or
send a letter to Creative Commons, 444 Castro Street, Suite 900,
Mountain View, California, 94041, USA.
Summary of Changes All moves and mechanics now use a single type of die: the d6
This change removes the complexity of using multiple types of
dice while still allowing for the variance that dice bring to the
Unlimited Dungeons changes some of the basic moves and table. This is most noticeable during combat, lessening the
features of Dungeon World. This page summarizes the changes divide between classes and making “+” damage bonuses feel
made to the game, especially with regards to playbook design more impactful, be it from weapons, class choice, or other
philosophy and how the basic mechanism of the dice have factors. This change also alters monster damage as follows:
changed. • If an effect uses 1d4, it now uses 1d6-1 (minimum of 1)
• If an effect uses 1d8, it now uses 1d6+1
Alignments have been replaced with Drives • If an effect uses 1d10, it now uses 1d6+2
Our goal is to allow the players to explore the motivations of
• If an effect uses 1d12, it now uses 1d6+3
their characters without the traditional moral codes of Good and
Evil. We hope removing these alignments will also remove some
Example: An ogre’s damage die in Dungeon World is d8+5
of the stigma about alignment as a straightjacket for a
damage. In Unlimited Dungeons, a d8 is treated as a d6+1, so the
character’s actions.
ogre’s damage would now be d6+6.
Races have been replaced with Backgrounds
+1/-1 forward has been replaced with advantage/disadvantage
This change is mostly cosmetic to put more focus on the
Die modifiers are, in practice, cumbersome and easy to forget.
character’s backstory. This assumes a default human race for all
Instead, anything that would give a bonus to a roll gives
characters. Players may wish to use the optional Heritage
advantage, and anything that would penalize a roll gives
mechanic if they want to play characters from more varied
disadvantage. These changes are incorporated into the
cultural or racial backgrounds.
playbooks.
• When you roll with advantage, roll an extra die and
Ability Scores (3-18) have been removed; only the modifiers
discard the lowest die.
remain
In practice, these scores contributed little to actual play and • When you roll with disadvantage, roll an extra die and
confused new players. Only the modifiers remain. discard the highest die.
If you ever have both advantage and disadvantage; they cancel
HP and Load are now hard-coded for each playbook, rather than each other out; just roll normally.
being calculated from Ability Scores
This change is a natural extension of using only modifiers rather Damage rolls can also have advantage or disadvantage. In this
than ability scores. Static HP and Load cuts down on the case, roll two dice instead of one and keep the higher or lower of
unnecessary paperwork needed to create a new character. the two, respectively. This changes the “take what you can
get” option of Volley to rolling with disadvantage. Any
Each playbook now has only seven advanced moves monster damage dice listed as “best” or “worst” are not affected
Many advanced moves offered little besides bonuses to other by this change. (See Dungeon World, page 25)
moves. We wanted moves to add cool new things that characters
can do, and our choices here reflect this principle. This change also affects the bonuses and penalties to rolls found
in the Discern Realities and Encumbrance moves. Acting on
Coins have been replaced with tag-based treasures questions answered by Discern Realities gives advantage
While D&D has traditionally been a game of coin counting and instead of +1. However, it does not affect the bonus granted by
ten-foot poles, Dungeon World favors a more abstract and tag- spending Preparation from Bolster; Preparation still only gives
based approach towards wealth and equipment. The following +1 when spent, but Preparation may be spent after rolling.
rules present a new take on the economy of Dungeon World.
The names of debilities have been changed
Many basic moves have been revised This is a cosmetic change we feel better represents different
The above changes necessitate minor revisions to several of the types of injuries or stressors acquired from the harsh life of
basic moves, which are listed on the following page. We have adventuring. Mechanically, debilities are affected by the above
also used this opportunity to adjust some of the triggers of the rule; debilities now give disadvantage to any roll made with the
basic moves to make them easier to use in play. debilitated stat.

The moves that have undergone the most significant changes are Bonds are worded differently
Level Up, which now offers a choice of either taking a new The statements used in the initial Bonds of each playbook have
move or increasing a stat at each level, and Undertake a Perilous been revised into questions. At the beginning of the game, each
Journey, which has been rewritten to offer more player choice player can ask these questions to the others to set up their initial
and authorship, and now only requires one roll, no more jobs. Bonds and establish the relationships within the group. How you
act upon these relationships is up to you, but generally anything
Please note that several moves refer to “On a hit” as a potential that significantly changes or develops the relationship should
result, this means any result of 7 or higher. Such moves also count as resolving the Bond.
include “On a 10+” where there is an extra benefit for a full
success, or “On a 7-9” where there is a complication for a partial
success. Regardless, any roll of 7+ is considered a “hit”.
Revised Basic Moves Undertake a Perilous Journey
When you Undertake a Perilous Journey through the
The following list reflects the changes made to the basic moves
Wilderness, as a group, spend 1 use of Supplies for each day of
in Unlimited Dungeons. Some changes are minor to bring a
travel, then whoever is leading the way rolls+WIS. *On a hit,
move into alignment with other mechanical changes, other
choose a benefit from this list:
moves have been more significantly rewritten. If a basic move is
• You travel stealthily, evading or getting the drop on a
not listed here (Defy Danger, for example), assume it is
threat, either on the path or at your destination
unchanged from core Dungeon World.
• You discover an interesting or useful place or
Hack and Slash landmark, tell us what you found and add it to the map
When you fight in melee or close quarters, roll+STR. *On a • You notice a sign of a nearby threat; ask the GM what it
10+, deal your damage and choose one: is, and what it might signify
• You evade, prevent, or counter the enemy’s attack • It takes less time than you expected, the GM will tell
• You strike hard and fast; deal +1d6 damage, but suffer you how much time you saved (this does not affect
the enemy’s attack consumption of Supplies)
*On a 7-9, deal your damage, but also suffer the enemy’s attack. • You either manage your provisions well or find food in
the wild: tell us how, then the GM will say how many
Volley Supplies you recover; distribute them among the group.
When you take aim and attack an enemy at range, roll+DEX. *On a 7-9, the GM also chooses a trouble from this list as well,
*On a 10+, you have a clear shot, deal your damage. *On a 7-9, but their choice cannot contradict yours:
deal your damage but also choose one: • It takes you longer than you expected
• You have to move or hold steady to get the shot, • You'll need to spend some extra Supplies
placing you in danger as described by the GM • Something is following you
• You have to take what you can get; your damage roll • A danger on the path strikes
gets disadvantage • An unwelcome truth awaits you at your destination
• You have to take several shots; you are out of ammo *On a 6-, your trip is interrupted by an obstacle, danger, or
until you spend a use of Supplies; for a thrown weapon, crisis. After you resolve any troubles that arise, the current leg of
it’s either broken or lost forever (otherwise, you can your journey is considered complete.
recover it later)
Carouse
Defend When you return triumphant and throw a big party, spend a
When you take up a defensive stance or jump in to protect valuable item and roll +1 for every additional valuable item
someone or something else, roll+CON. *On a 10+, hold 3. *On spent. *On a 10+, choose three. *On a 7-9, choose two.
a 7-9, hold 1. Spend your hold to: *On a 6-, choose one anyway, but things get really out of hand,
• Suffer an attack’s damage/effects instead of your ward the GM will say how.
• Halve an attack’s damage/effects • You befriend a useful NPC.
• Draw all attention from your ward to yourself • You hear rumors of an opportunity.
• Strike back at an attacker; deal your damage with • You gain useful information.
disadvantage • You are not entangled, ensorcelled, or tricked.
When you go on the offense, cease to focus on defense, or the
threat passes, lose any hold left on this move. Make Camp
When you settle in to rest in a dangerous area, someone in the
Parley party must expend a use of Supplies. When you wake from a
When you influence or manipulate an NPC to do something few hours’ sleep, you regain HP equal to half your maximum.
they normally wouldn't do, roll+CHA. *On a hit, they reveal
the easiest way to convince them to go along. *On a 7-9, they Level Up
reveal something you can do to convince them, though it’ll When you have downtime (hours or days) and XP equal to
likely be costly, tricky, or distasteful. (or greater than) your current level+10, you can reflect on
your experiences and hone your skills; do all of the following:
Note that “easiest” does not necessarily mean easy to • Subtract your current level+10 from your XP,
accomplish, convincing a royal guard to let you by is still a • Increase your level by 1, and
challenging task. Parley is not mind control in that regard, nor is • Choose to either take a new advanced move, or increase
it just asking nicely. If you have leverage on them, the GM one of your stats by 1, to a maximum of +2.
should take it into consideration when telling you their costs.
When you reach level 6 or higher, you may choose one of the
Aid/Interfere following options instead of taking an advanced move or
When you help or hinder someone, roll+Bond with them. *On increasing a stat, but only once for each option:
a hit, they get either advantage or disadvantage to their roll, your • Increase one of your stats by 1, to a maximum of +3
choice. *On a 7-9, you also expose yourself to any risks, costs, • Gain an advanced move from another playbook (not a
or consequences associated with their move. You may make this starting move)
move after they roll, but you only give them +1 or -1 instead. • Gain a capstone move for your class playbook (see each
playbook for details, in the lower left corner)
Revised Loot and a Tag-based Economy A valuable piece of loot is enough for...
…A purse of coins (1 weight)
No longer do you have to count every coin spent or track every
…A shipment of trade goods, enough to fill a small cart
arrow used. The bulk of the player characters’ equipment is
…A fine gem or a handful of semi-precious gemstones
replaced with a single resource called Supplies. Treasure
…A week's stay at an inn for the party, or a month for yourself
discovered is not tracked in value of coins but by a tag
…A bag of Supplies for every member of the party
associated with that type of loot. …A quality weapon (add one of precise, forceful, far, 1
piercing, or +1 damage)
New Item: Supplies (3 uses, 1 weight)
…A horse and cart
Supplies are a catch-all resource for any type of useful gear that
…A riding horse with saddle
an adventurer might carry in their pack, including food, water,
…A suit of chainmail (2 armor, clumsy, 3 weight)
bandages, and arrows. Supplies are similar to adventuring gear,
…A healing potion
but their utility encompasses additional purposes.
…A night of feasting, strong drink, and entertainment
…A week’s wages of skilled labor
One use of Supplies is…
…A fine musical instrument
…Enough food to feed everyone in the party for one day’s travel
…A holy relic of moderate importance
or one instance of Making Camp
…Some arcane materials (scrolls, crystals, enchanted candles)
…A use of adventuring gear or something worth a few coins …Medical care from a skilled priest or surgeon
…Some extra arrows (c.f. Volley), a throwing knife, or a dagger
…Healing supplies for the First Aid move (see below)
A precious piece of loot is enough for...
…A chest of coins (3 weight)
When you search your pack for something useful and spend 1
…A work of fine art, jewelry or similar relic, like a crown
use of Supplies, you produce a common, mundane item,
…People to notice and start talking when you’re waving around
something that you could have conceivably been carrying. Add
that kind of wealth; expect stories about how you looted this
the item to your inventory.
…Knowledge that people will kill for
…A month's stay at a upscale inn for the party, including meals,
At the GM’s option, Supplies may have additional properties,
or a season for just yourself
limitations, or utility, based upon fictional circumstances. For
…A small cottage for yourself or a simple workshop
example, Supplies bought in a Dirt-poor steading may have only
…A small ship, single-masted and seaworthy but little more
very crude or simple uses, or if your pack has been soaked with
…A trained warhorse, complete with barding
sewage, you can’t produce food from your Supplies anymore.
…A suit of plate armor (3 armor, clumsy, 4 weight) or similar
custom work of quality craftsmanship by a trained professional
New Move: First Aid
…A holy relic of exceptional importance
When you spend a few minutes tending to someone’s injuries,
spend 1 use of Supplies and choose one:
A priceless piece of loot is enough for…
• They recover 1d6+your INT HP. If the die shows a 1, the …An entire treasure horde
GM will introduce an additional complication from the …A truly legendary artifact or piece of art
injury. If your patient has recently been hit by a messy …Weapons and armor to outfit a small army
attack, there is a complication if the die shows a 1 or a 2. …Knowledge that could shift the balance of power in the land
• You stabilize any dangerous wounds they have. Roll 1d6; if …A fine house or manor, including lands
the die shows a 1 or a 2, there's a complication. …Someone to start or buy a major business establishment for
themselves, like an fine-quality inn or guildhouse
…A large merchant ship or galley, capable of carrying a lot
New Tags for Treasure …A year of living in luxury for the entire party or several years
Loot is no longer measured in valuation of coins. Instead, pieces for just you
of loot are assigned a tag, stating roughly how much they are …Some serious attention drawn your way; just talking about it
worth. There are four tags which describe loot, in order of will get even kings and nobles’ eyeing you
increasing value: shiny, valuable, precious, and priceless. …Most adventurers to seriously consider retirement

A shiny piece of loot is enough for... The precise exchange rates between tags is imprecise and
…A handful of coins variable, but in general, a valuable piece of loot is worth 3-5
…A pretty trinket or bauble shiny pieces of loot, and a precious piece of loot is worth 3-5
…A night at a poor-quality inn for the party—two nights if you valuable pieces of loot. Priceless loot is just that, it can’t be
don't mind the floor of the common room, or a week for just you traded for and it is very difficult to exchange for coin.
…A bag of Supplies (3 uses, 1 weight)
…A common weapon (1 or 2 weight) Some types of loot like sacks of coins can be divvied up; others,
…A shield (+1 armor, 2 weight) like objects of art, need to be fenced. This may present further
…A suit of leather armor (1 armor, 1 weight) complications; small villages will be unlikely to have the
…A week’s wages of unskilled labor resources to exchange a precious work of art for useable coin.
…A dose of antitoxin
…Medical attention from an apprentice priest or surgeon The rules for Supplies and a tag-based economy are based from
material originally written by Jeremy Strandberg.
New Mechanic: Followers Revised Move: Recruit
When you go looking to hire help, tell the GM what you’re
The rules in this section cover the creation, recruitment, and looking for, phrased in one of the following ways:
usage of followers, replacing the original Dungeon World rules • A skilled ______ (guide, sage, burglar, bodyguard, etc.)
for hirelings. These rules make followers feel more impactful • A group of ______ (porters, guards, minstrels, etc.)
and allow for greater customization. A group is a follower like any other, but with the group tag.
If the GM says you can’t find that kind of help in a place like
this, start over or move on. Otherwise, roll+nothing. If you have
Only the penniless and foolhardy undertake an expedition a good reputation in these parts, or if you’re willing to throw
without proper support in the form of porters, hunters, guides, around some money (the GM will tell you how much), roll with
and guards, not to mention specialists who can bring their skills advantage. *On a hit, you find someone suitable. *On a 7-9,
to bear in several ways. Followers are those individuals who choose one, the GM will provide the details:
offer such assistance, accompanying the party on their exploits • They’ll demand greater compensation, in coin or some
about the world. other form
• They’ll have a need that must be met first (permission
Like monsters, followers have HP, damage, and instincts. They
from someone else, a favor, etc.)
also have moves and tags that indicate what they’re good at and
• They will obviously be less than ideal
how they act. Unlike monsters, they have three additional
statistics: Quality, Loyalty, and Cost.
In general, the players can tell the GM what they want their
followers to do and expect that they will do it. Unless otherwise
Quality represents how effective the follower is, particularly in
noted, they don’t make any of the basic moves. Instead, use
the areas defined by their tags and moves. A followers’ Quality
these moves:
can range from -1 (rubbish) to +3 (masterful). A follower of
average competence has a Quality of 0.
New Move: Order Follower
When you order or expect a follower to do something
Loyalty tracks how committed the follower is to you and your
cause. It usually starts at +1 but changes often, ranging from -3 dangerous, degrading, or contrary to their Instinct,
to +3. Note that Loyalty is a resource to be used up by the GM roll+Loyalty. *On a 10+, they do it, to the best of their ability.
*On a 7-9, they do it, but choose one:
like any other.
• Decrease the follower’s Loyalty by 1
Cost describes what motivates the follower to follow. Although • They complain loudly, now or later, and demand
a strong leader or worthy cause can be motivating factors, all but something in return
the most selfless followers do the dirty work in exchange for • Caution, laziness, or fear makes them take a long time
coin or other material reward. A follower’s Loyalty is increased to do it
when you pay their Cost. Costs aren’t always tangible things, • They do a poor job of it, shoddy or half-hearted
they may be include revenge against a common enemy, an
opportunity to discover something, or the rush of glory in battle. New Move: Do Their Thing
When a follower does something chancy within the scope of
When you pay a follower’s Cost, increase their Loyalty by 1 (to their tags or moves, roll+Quality. *On a 10+, they do it, as well
a maximum of +3). In general, the higher the Follower’s Quality, as one could reasonably hope. *On a 7-9, they do it, but there’s a
the greater amount of their Cost will be required to meet it. cost, consequence, or limitation; the GM will say what.

When a follower has -3 Loyalty, they betray or abandon you at When a follower does something chancy that falls beyond the
the next opportunity. scope of their tags or moves, or does anything on their own, the
GM will simply tell you what happens. No roll is made.
Instinct is comparable to a monster’s Instinct. Instinct is the
trouble that the follower gets into or pursues when idle or New Move: Call for Assistance
stressed. Commanding a follower to act against their Instinct When a follower helps you make a move that calls for a roll,
requires making the Order Follower move. you gain advantage for that roll, but they will be exposed to any
potential consequences.
Followers deal and take damage like a monster does. When they
would deal damage, roll a d6 and add their damage modifier When a follower helps you Hack and Slash or Volley, your
(usually +0), just like any other damage roll. When they take damage roll gets advantage, and add any damage bonuses the
damage, they lose HP. When they are reduced to 0 HP, they are follower has on top of that.
out of the action and probably dead or dying—their fate is in the
GM’s hands. When a follower helps you Defend, you can spend 1 hold to
redirect an attack to them instead of yourself.
Followers who are with the party for a long time may evolve and
advance, increasing in Quality or gaining tags or moves. This is
purely at the GM’s discretion and should be rooted in the fiction.
The rules presented here are adapted from The Perilous Wilds
by Jason Lutes with Jeremy Strandberg and are used under the
Creative Commons Attribution license 3.0.
Creating Followers Cost
What motivates the follower to accompany and assist the
Like any important NPC, followers should have their own
characters? Choose one, make one up, or roll 2d6:
names. By default, followers have 6 HP, a damage modifier of
2-3. Fellowship: Risks taken, by you, to help them
+0, and can carry 2 weight beyond what they come equipped
4. Defense: Threats to their home put down
with. The GM will choose their specifics (Quality, Instinct, Cost,
5. Debauchery: Food, drink, gambling, sex, and mischief
tags, etc.) as needed, to be discovered through play. 6. Glory: Defeating a worthy foe in battle
7. Wealth: Valuable treasure looted (of which they get
As a benchmark for follower aptitude:
their cut)
• Reasonably competent: Quality +0, 2 tags, 1 move 8. Renown: Public recognition for their deeds and skills.
• Skilled and experienced: Quality +1, 3 tags, 2 moves 9 Vengeance: Payback against those that have wronged
• Very talented veteran: Quality +2, 4 tags, 3 moves them or their loved ones
10. Knowledge: secrets, mysteries, and wonders only
• Has lived a life of servitude and oppression: +meek found by exploring the wider world
• Past their prime: -1 to Quality, +1 wise tag 11-12. Good: suffering alleviated, innocents defended, wrongs
• Has lived a life of danger: +2 tags righted
• Has lived a life of privilege: +1 tag
• Not their first adventure: +1 tag Follower Tag list
• Specialist: +1 to Quality, -2 tags • ______-wise: They know all about ______ and can roll
+Quality to Spout Lore about it on your behalf. Examples:
Follower Tags Woods-wise, Sea-wise, Herb-wise.
The first tag every follower has is a Wise, expressed as ______- • archer: They use ranged attacks (not necessarily bows)
wise, where the blank is filled by whatever subject or thing the effectively and can roll +Quality to Volley when ordered.
follower knows best. Write down the follower’s Wise. • athletic: Good at running, jumping, climbing and the like.
If the follower has more than 1 tag, choose additional tags from • beautiful: They make an impression, drawing admiration
the Follower Tags list, either now or as needed. and attention.
• cautious: They are careful and methodical; they avoid
Follower Moves acting rashly.
Write 1-3 moves for the follower that further describe their • connected ( ____ ): They have friends or contacts in the
behavior and abilities. These are for you, the GM. Use them like indicated steading or group.
other GM moves, when the players look to you to see what the • cunning: Clever and observant. They can roll +Quality to
follower does, or when they give you a golden opportunity. Discern Realities when ordered.
The players might order or expect a follower to use one of these • devious: Deceitful, treacherous, tricky. Just the sort you
moves on their behalf; that’s fine, but you may require them to want working for you.
Order Followers or that the follower Do Their Thing if the
• group: A team, gang, or mob, with all the strengths and
situation is stressful or chancy.
disadvantages that come with greater numbers.
• guide ( ____ ): Knows a particular steading or region and
A follower move reflects a skill, ability, or trait that can’t be
can roll+Quality to Spout Lore, or take on a job when
better summarized by a tag. Examples include:
Undertaking a Perilous Journey for this area.
• Point out a flaw in the plan
• hardy: Tough, hard-working, and willing to put up with
• Notice something hidden
discomfort. They can carry an additional 2 weight.
• Follow quarry by tracks and spoor
• healer: They have the knowledge and ability to provide aid
• Tend to the sick and injured to the injured and the sick. They can make the First Aid
• Divine the future move, and they add their Quality to the HP recovered.
• Poison someone • meek: They accept their lowly lot and will do degrading or
• Maintain and operate the ship unreasonable things without needing to Follow Orders.
• magical: They are magical by nature or training, and
Loyalty sensitive to the workings of magic. Use at least one of their
By default, a new follower starts with Loyalty +1, but the GM moves to elaborate on their powers.
may add or subtract 1 Loyalty to reflect their initial disposition • mount: You can ride them like a horse.
and their respect (or lack thereof) for the characters they follow. • organized: They make and follow plans well and work well
in a group. Once they agree to a plan, you do not need to
Instinct
Order Followers to keep them on that course of action,
What does the follower do naturally that might cause trouble?
unless the plan goes south or the situation drastically
Choose one, make one up, or roll 1d6:
changes.
1. Hold grudges and seek payback
• stealthy: They can avoid detection and often get the drop on
2. Slack off and give into temptation
foes.
3. Treat others as beneath them
4. Hew to superstition and tradition • warrior: They have 1 armor and get +1 to their damage
5. Take things too far when given a chance to indulge bonus, and you don’t need to Order Followers to get them to
6. Bicker and fight amongst themselves fight (as long as the opposition is not terrifying or
overwhelming).
New Mechanic: Heritage Dwarves of the Iron Mountains
Heritage is an optional mechanic designed to reflect a • Analyze stonework
character’s background and history, offering many more choices • Resist poison
for greater customization to each game. Please note that while • See through the darkness
Heritage is a part of each character’s background, it is a separate • Sniff out gold and silver
and distinct mechanic from each playbook’s Background move.
Elves of the Borderlands
Your choice of race or heritage should ideally bring some
creative influence into the conversation. An elven ranger isn’t • See clearly in faint light
the same as a human ranger with pointy ears. When you create a • Balance with uncanny grace
new character, decide on your species, ethnicity, and cultural • Blend into the forest
heritage, choosing anything or any combination of things that • Listen to the whispers of the trees
sounds interesting to you and the other players. Then choose two
Heritage moves to start with, based upon your background. Clans of the Northern Wastes
Heritage moves are simple phrases or actions your character can • Endure hardship to keep a sworn vow
do that reflect your character’s heritage: their ancestry,
• Find shelter in harsh places
homeland, culture, or youth. You also get two Heritage boxes.
• See the honor in others
At the start of each session (including the first one), mark a • Ignore pain and cold
Heritage box. When you draw upon your heritage to perform
a task, erase a mark from one of your Heritage boxes and make Citizens of the Great Empire
one of your Heritage moves. No roll is necessary; you just make • Read and write a foreign language (choose the language
that move. when you first use this move)
• Hold fast to what you love
When you Spout Lore about your heritage, you may erase a • Rationalize in the face of madness
mark from one of your Heritage boxes to automatically succeed, • Blend in with a crowd
as if you had rolled a 10+.

When you reveal a downside to your Heritage that creates Vagrants of Highcastle
some meaningful tension or disadvantage for you, mark a • Find a place to hide
Heritage box. The GM may ask you to Defy Danger or give • Survive on an empty stomach
disadvantage to a move you make that follows when this • Deflect aggression or suspicion by acting meek
downside impacts you. • Size up a mark

When you Level Up, if you are level 6 or higher, instead of


choosing a new move or increasing a stat, you may gain a third
Military Caste of the Federation
Heritage box and write a third Heritage move. If you choose this • Remain focused or marching despite fatigue
option, you also immediately mark all of your Heritages boxes • Evaluate a military situation
for free. You may only choose this option once. • Hold the line
• Make hasty repairs to your gear
Using a Heritage move may allow you to obviate or overcome a
Danger that would otherwise need to be Defied, or grant Lore Nomads of the Golden Plains
without having to Spout it first. However, they should not be
allowed to deal damage without having to roll for it. Using a • Scavenge for food or shelter in the plains
Heritage move to set up or augment another move may give • Watch a threat from afar
advantage on that move. Exactly what happens is left to the • Read the weather
GM’s discretion. • Coordinate an assault on a bigger target

If you are using the Heritage system, print up one of the half-
sheets on the following page and add it to your playbook.
Simply fold your playbook in half and insert the Heritage half-
sheet inside like a booklet.

We have presented a few common racial and cultural choices


here as examples, but players are encouraged to think of their
own heritages and accompanying moves.

The Heritage system presented here is adapted from Planarch


Codex: Dark Heart of the Dreamer by Johnathan Walton and is
used under the Creative Commons Attribution license 3.0.
Heritage: Heritage:

Heritage Moves o o o Heritage Moves o o o


__________________________________________________ __________________________________________________

__________________________________________________ __________________________________________________

__________________________________________________ __________________________________________________

When you create a new character, decide on your species, When you create a new character, decide on your species,
ethnicity, and cultural heritage, choosing anything or any ethnicity, and cultural heritage, choosing anything or any
combination of things that sounds interesting to you and the combination of things that sounds interesting to you and the
other players. Then choose two Heritage moves to start other players. Then choose two Heritage moves to start
with, based upon your background. Heritage moves are simple with, based upon your background. Heritage moves are simple
phrases or actions your character can do that reflect your phrases or actions your character can do that reflect your
character’s heritage: their ancestry, homeland, culture, or character’s heritage: their ancestry, homeland, culture, or
youth. You also get two Heritage boxes. youth. You also get two Heritage boxes.

At the start of each session (including the first one), mark a At the start of each session (including the first one), mark a
Heritage box. Heritage box.

When you draw upon your heritage to perform a task, When you draw upon your heritage to perform a task,
erase a mark from one of your Heritage boxes and make one erase a mark from one of your Heritage boxes and make one
of your Heritage moves. No roll is necessary; you just make of your Heritage moves. No roll is necessary; you just make
that move. that move.

When you Spout Lore about your heritage, you may erase a When you Spout Lore about your heritage, you may erase a
mark from one of your Heritage boxes to automatically mark from one of your Heritage boxes to automatically
succeed, as if you had rolled a 10+. succeed, as if you had rolled a 10+.

When you reveal a downside to your Heritage that creates When you reveal a downside to your Heritage that creates
some meaningful tension or disadvantage for you, mark a some meaningful tension or disadvantage for you, mark a
Heritage box. The GM may ask you to Defy Danger or give Heritage box. The GM may ask you to Defy Danger or give
disadvantage to a move you make that follows when this disadvantage to a move you make that follows when this
downside impacts you. downside impacts you.

When you Level Up, if you are level 6 or higher, instead of When you Level Up, if you are level 6 or higher, instead of
choosing a new move or increasing a stat, you may gain a choosing a new move or increasing a stat, you may gain a
third Heritage box and write a third Heritage move. If you third Heritage box and write a third Heritage move. If you
choose this option, you also immediately mark all of your choose this option, you also immediately mark all of your
Heritages boxes for free. You may only choose this option Heritages boxes for free. You may only choose this option
once. once.
Player Agenda This is how you play to find out what happens. You’re sharing
in the fun of finding out how this story will play out and what
that will mean for your character as well. You can have goals
• Portray a Compelling Character and objectives, in fact it’s necessary to play a compelling
• Challenge Your Character with Adventure character, but realize that part of the adventure is built upon the
• Play to Find Out What Happens reality that you aren’t always in control, so hold those plans
• Be a Fan of the Game loosely as a player. Not only will the GM be bringing in twists
and turns, but so will the other players. It’s fun to see how things
Like the GM, players too have their own agenda and principles will play out for you all, rather than forcing a prescribed result.
to help keep their attention focused on the conversation. Your
agenda makes up the things you aim to do at all times while Finally, the experience is best if you invest in it by being a
playing a game of Dungeon World. Everything you say and do fan… a fan not only of your character but a fan of the world, the
at the table that pertains to the game (and away from the table story, and the other players (including the GM). It sounds
too) exists to accomplish these goals and no others. Things that circular to encourage one to enjoy something in order to get the
aren’t on this list aren’t your goals. You’re not trying to beat the best out of the experience, but the ridiculousness doesn’t
GM or other players, or “win” in some mechanical sense by diminish its significance. Suspend your disbelief and get into a
grinding your way to the biggest numbers. You’re not here to mindset that embraces the setting. Let Dungeon World do what
play out a pre-ordained character path or story, no matter how it does best instead of trying to force it into something else.
cool you think that plan may be. Perhaps most importantly, Invest yourself in pursuing what the game offers and what the
you’re not here to simply watch stuff happen or be entertained GM is trying to present, while doing your part in adding richness
by a one-sided story. You take a powerful role in the unfolding to everyone else’s experience as well.
narrative.

While these should be considered part of the rules of play like


the GM’s Agenda and Principles, they do not carry mechanical
weight to affect the dice or any moves or abilities.
Player Principles

Your first agenda is to portray a compelling character. While • Play Your Character With Honesty
the story may often seem to be about all the stuff happening • Do It By Doing It
around your character, it’s the characters themselves that are the • Be Awesome and Flawed
stars. The stuff that happens around them and to them is there to • Engage With the World
highlight these characters, and push them into greater depths. So • Cast Hooks, Fill as You Play
begin with and continue to bring forth a character that’s up to • Build Your Part of the World
that role. • Embrace the Contradictions
• Share the Spotlight
This doesn’t mean you have to make a character that everyone
else is overwhelmingly fascinated with, but you better find it These principles are guides to help you fulfill your agenda.
interesting! And if you are drawn to the character, usually they’ll When you have the spotlight and your character acts in the
find themselves being drawn in as well. It’s your job to make a world, consider your choices in light of these principles.
character who is interesting not only for what they can
accomplish, but also for who they are. Play a character who can Play Your Character With Honesty
grow, who is intriguing and worth following through the game— This comes out of a recognition that you (the player) and your
a character whose death will be lamented as well as meaningful. character are not the same. By playing this character you are
taking on a persona not your own with its own motivations,
Challenging your character with adventure means working philosophies, and vices. There is a large degree of intentionality
with your GM to live out a story that is both engaging and required in portraying this persona with integrity, and becomes
dynamic, and that means they need a reason to adventure. Just more so the further these motivators are from your own. So be
having an interesting character is worthless if there’s never deliberate in pursuing them.
struggle or adversity for that character to engage in. Pursue
things that are meaningful and challenging, looking for Separate player knowledge and discussion from character
opportunities to accomplish significant feats both in areas of knowledge and discussion. There will be things that you (as the
strength and weakness. player) know and think that the character you play wouldn’t
know or think of, and must guide the character according to only
Your adventures will be dangerous. You will get hurt. This the information they have available. This also means that the
should not stop you from pursuing your goals or your Drive; character’s motivations and philosophies should be the guide for
these things should be worth risking life and limb for to you. future actions, rather than your own. Consider the character’s
Push your character out of their comfort zone, and roll with the personality, stats, history, and perspective to inspire you, and
GM when they bring those opportunities. Embrace the journey, follows those cues with integrity. However, this should not be
and make it a colorful one. interpreted as an invitation to disrupt the game because “that’s
what my character would do”. If you’re using this shield for
your actions, maybe your character needs a second look.
Do It By Doing It Engage With the World
Remember that even when you’re using specific moves, you’re The scope of Dungeon World goes far beyond just combat and
telling a story and describing actions. To roll for a move, your becomes stale if reduced to such. Even if your character is
character has to actually do something which triggers that move. singularly focused, there’s still lots of ways for them to interact
The moves themselves are only meant to give mechanics to with the wider world through that one facet. Think of how your
something happening in the fiction, so tell us all what you’re character reacts to every different NPC. Explore and pursue the
actually doing. Fiction is the oil that makes the engine keep things that interest your character, and consider the greater scope
turning. of what it means to be driven by that. Intentionally spend time
connecting your character to the other PCs and exploring how
The best advice for fulfilling this is to always be asking yourself: you interact with them. Don’t be afraid to step outside the box
“How?” Remembering that will actively push you from naming either. You might discover something new about your character,
a mechanic to describing specific actions. Your actions should or even yourself.
always begin and end with the fiction. To do it, do it.
Example: Suppose your character is all about fighting, plain and
Example: simple. You could still:
“I attack the owlbear (How?) …by charging it and swinging my • Seek out masters of your style
axe (How?) …chopping low at his legs to stay clear of the claws • Describe the extent that you go through to care for your
and beak.” weapons and body
“I parley with the guard (How?) …by bribing him (How?) • Do fun things like sign up for underground sparring
…approaching him casually and sliding a gold coin into his tournaments.
palm, whispering ‘You didn’t see a thing.’” • Treat NPCs according to your assessment of their
martial prowess or physical threat level
The corollary is that if your character does something in the • Treat certain monstrous opponents with honor because
fiction that would trigger a move, you have to make that move, of shared ideals
even if it's risky. Your character wants to do the thing in the • React adversely to the other PCs whenever they back
fiction, so you need to make the move in the rules. down or don’t take care of their equipment
• Buy one of the PCs a drink when you get back to town
because they did something impressive during the last
Be Awesome and Flawed battle
You should be always be doing stuff, acting, rolling dice and
throwing yourself into what’s happening in game. Whether
you’re being awesome or being flawed, you should be
Cast Hooks, Fill as You Play
something. To be inactive is to effectually cease existing in the
Hooks are details you add that draw people’s attention and
story. Every major character in a good story should have a goal,
evoke further questions. They can be things for you to latch onto
something that matters to them so much that they’re willing to later, or things for any of the other PCs or even the GM to take
leave home and take up a life of adventure to achieve. Your hold of and run with. These are often in the extra descriptions
character should be no different. The most interesting characters
like: a quirky thing your character does, an odd embellishment to
are those who are specific about what they want, but also have a
something your character possesses, or a name you throw
few quirks or foibles. around. These are interesting because they point to something
bigger—a history, a lesson learned, a prejudice, etc. They are
When you get the chance to do something awesome, don’t hold
things that break from the ordinary. In this way, you not only
back. Be brave. Make it big, and take the risks necessary to build your character, but you help build relationships between
create those moments. But get equally excited about
characters that can be a lot of fun.
opportunities to be imperfect, and jump into them with the same
participation. Don’t shy away from difficulty, setbacks, or even It’s fine if you throw out these hooks without knowing what’s
failure. (After all, failure often leads to XP.) What makes your behind them yourself. That way it’s able to adapt to whatever
character compelling is the balance of both of these. So let both may come up and others can also build on it before it is fully
sides of your character shine in the spotlight! fleshed out. These can even be intentional blanks left in your
background to leverage or define later when it’s needed. When
Win or lose, make your actions stylish. The only way your you need a contact in a new town, this might be a good time to
character’s unique identity is displayed is when you push it to define that brother you keep talking about, or how that insignia
the front. Moods, passions, fears and personality have to be
on your cloak matches the banners flying from the keep. Maybe
shown in the story, otherwise they don’t exist in it. So don’t just there’s a skill relative to the current situation that could have
do something, do it with style—your style. Whatever it is you
been part of your upbringing, if you’ve left room to fill that in.
want to embody with your character, whatever makes them
Claim it now!
unique and interesting, should be apparent in everything you do
or noteworthy when absent. You will take some of the same
actions as everyone else, but no one does them quite like you do.
Build Your Part of the World Examples:
Dungeon World is designed to be collaborative, so take hold of • Your paladin wouldn’t usually go on a mission to break
your little section of the world and help define it into something into the church. Why is she doing it anyway?
that really interests you. Whenever the GM asks you questions • Your Elf despises Dwarves. So why have you decided to
about the setting or past, these are huge opportunities to bring travel with three of them?
the things that interest you to life in the fiction! Take advantage • You’re prideful and never accept help even when
of them by taking the reins in that moment. You not only have necessary. But why do you let Elondria tend to your
permission to do so, but are expected to. wounds after battles?

Likewise, you can be intentional in creating these opportunities


yourself, without waiting for specific questions to come from the Share the Spotlight
GM. Think of the things that define your character and make You’re one of the main characters, but not the only one. So
them stand out from the other PCs, and consider yourself the when the focus of the conversation is naturally shining on
resident expert on them. Speak up about your race and culture, someone else, let them be the focus and push your own character
your geographical roots, your areas of expertise and hobbies, etc. in a way that further highlights the current “star”. If they don’t
Use the opportunities when those topics come up in play to help know what to do, you can give them some suggestions, but your
carve out parts of the world that really intrigue you. As other hero shouldn’t jump in and take their moment from them. It’s
people make their contributions, build on what they say. Perhaps their turn to shine, not yours. The intention is that they’ll do the
you’ll have to roll to Spout Lore, but often GMs relish this same when you get the spotlight back.
creative fodder and inspiration. Don’t worry, the GM still runs
the world and you still run your character, but that character This also should lead you to focus on ways that you can be
knows stuff. So speak up and take charge of some of that! deliberately passing the spotlight, or supporting the other players
in the way they play their characters. If there are things that
Some of the best things you can build are details you add that really define one of the other PCs, give that character lots of
draw people’s attention and evoke further questions. They can opportunities to do that. Be impressed by their prowess and turn
be things for you to latch onto later, or things for the other PCs to them when that’s needed. Even if the characters don’t get
or even the GM to take hold of and run with. along, the players need to; and even as an adversary you can be
highlighting the other characters while being true to the conflict
Examples: between your PCs.
• If you’re a Dwarf, speak up often about Dwarves and
contribute to building that part of the world through Throwing a spotlight like this should also be done with the world
your character’s experience. You are one, so you would the GM is creating with you. The stuff they bring into the world
know! are there for you to utilize, to bring out their full potential. Light
• If you’re the Wizard, take charge in explaining how the up that world and the fantastic places or characters in it,
winds of magic work in this setting, or explaining the especially the parts that interest you. The more you highlight
nuances of the ritual that trapped the sprite in your new something, the more significant it will naturally become.
wand.
• If you come from a noble family, throw out tidbits about Note that just because the spotlight is off of doesn’t mean you
etiquette and latest fashions whenever you step into can tune out. You can still contribute to the conversation by
dignified society or regal events. paying attention, asking questions, and offering suggestions. In
this way, you can build further on the actions of the other
Coming up with details on the spot can be daunting for players characters. Even just the act of listening attentively to other
who are shy or unused to improvisation. That’s fine! If you’re people can have a profound impact. When you make other
stumped for ideas at the moment, go with what seems like would players look good, they’ll return the favor. When everyone in the
be obvious in this situation, the thing you think everyone expects group trusts one another, you’ll have a much better game.
to happen. Paradoxically, that obvious thing may, to everyone
else, seem original and brilliant. At the very least, you’ll carry
the story forward. The Player Agenda and Principles are based upon material
written by Kevin Tompos.
Embrace the Contradictions
Because this is a collaborative story, there will be directions it
takes that don’t perfectly mesh with the niche or direction We have included an insert page as a quick reference for both
you’ve carved out for your character. Don’t be disruptive the basic moves and the Player’s Agenda and Principles. Simply
because “that’s what your character would do.” Grab hold of print the sheet double-sided and cut along the line down the
these seeming contradictions and work them into the richness of middle of the sheet, then insert one half-page sheet into each
your character. Maybe you’ll have to do something that seems playbook by folding the playbook in half.
out-of-character for your PC, but do it anyway; and along the
way you can work into your character a reason. This will add
new dimensions to your character. There are no universals.

Look for ways to add your own contradictions as well, unforced.


Your will have a more rich and compelling character for it.
Hack and Slash Parley
When you fight in melee or close quarters, roll+STR. *On a 10+, When you influence or manipulate an NPC to do something
deal your damage and choose one: they normally wouldn't do, roll+CHA. *On a hit, they reveal the
• You evade, prevent, or counter the enemy’s attack easiest way to convince them to go along. *On a 7-9, they reveal
• You strike hard and fast; deal +1d6 damage, but suffer the something you can do to convince them, though it’ll likely be
enemy’s attack costly, tricky, or distasteful.
*On a 7-9, deal your damage, but also suffer the enemy’s attack.
Note that “easiest” does not necessarily mean easy to accomplish,
Volley convincing a royal guard to let you by is still a challenging task.
When you take aim and attack an enemy at range, roll+DEX. Parley is not mind control in that regard, nor is it just asking
*On a 10+, you have a clear shot, deal your damage. *On a 7-9, nicely. If you have leverage on them, the GM should take it into
deal your damage but also choose one: consideration when telling you their costs.
• You have to move or hold steady to get the shot, placing
you in danger as described by the GM Aid/Interfere
• You have to take what you can get; your damage roll gets When you help or hinder someone, roll+Bond with them. *On a
disadvantage hit, they get either advantage or disadvantage to their roll, your
• You have to take several shots; you are out of ammo until choice. *On a 7-9, you also expose yourself to any risks, costs, or
you spend a use of Supplies; for a thrown weapon, it’s consequences associated with their move. You may make this
either broken or lost forever (otherwise, you can recover it move after they roll, but you only give them +1 or -1 instead.
later)
Make Camp
Defy Danger When you settle in to rest in a dangerous area, someone in the
When you act despite an imminent threat or suffer a calamity, party must expend a use of Supplies. When you wake from a few
say how you deal with it and roll+what the GM says. *On a 10+, hours’ sleep, you regain HP equal to half your maximum.
you do what you set out to do; the threat doesn’t come to bear. *On
a 7-9, you stumble, hesitate, or flinch: the GM will offer you a First Aid
worse outcome, hard bargain, or ugly choice. When you spend a few minutes tending to someone’s injuries,
spend 1 use of Supplies and choose one:
Defend • They recover 1d6+your INT HP. If the die shows a 1, the GM
When you take up a defensive stance or jump in to protect will introduce an additional complication from the injury. If
someone or something else, roll+CON. *On a 10+, hold 3. *On a your patient has recently been hit by a messy attack, there is a
7-9, hold 1. Spend your hold to: complication if the die shows a 1 or a 2.
• Suffer an attack’s damage/effects instead of your ward • You stabilize any dangerous wounds they have. Roll 1d6; if
• Halve an attack’s damage/effects the die shows a 1 or a 2, there's a complication.
• Draw all attention from your ward to yourself
Last Breath
• Strike back at an attacker; deal your damage with
When you’re dying, you catch a glimpse of what lies beyond the
disadvantage
When you go on the offense, cease to focus on defense, or the Black Gates of Death’s Kingdom (the GM will describe it). Then
threat passes, lose any hold left on this move. roll (just roll, +nothing—yeah, Death doesn’t care how tough or
cool you are). *On a 10+, you’ve cheated Death—you’re in a bad
spot but you’re still alive. *On a 7-9, Death himself will offer you
Spout Lore
When you consult your accumulated knowledge about a bargain. Take it and stabilize or refuse and pass beyond the Black
Gates into whatever fate awaits you. *On 6-, your fate is sealed.
something, roll+INT. *On a 10+, the GM will tell you something
You’re marked as Death’s own and you’ll cross the threshold soon.
interesting and useful about the subject relevant to your situation.
*On a 7–9, the GM will only tell you something interesting—it’s The GM will tell you when.
on you to make it useful. The GM might ask you “How do you
know this?” Tell them the truth, now.

Discern Realities
When you closely study a situation or person, roll+WIS. *On a Player Agenda and Principles
10+, ask the GM 3 questions from the list below. *On a 7-9, ask 1. • Portray a Compelling Character
Either way, when you act on the answers for the first time,
• Challenge Your Character with Adventure
whatever move you make gains advantage.
• Play to Find Out What Happens
• What happened here recently?
• Be a Fan of the Game
• What is about to happen?
• What should I be on the lookout for?
• Play Your Character With Honesty
• What here is useful or valuable to me? • Do It By Doing It
• Who’s really in control here? • Be Awesome and Flawed
• What here is not what it appears to be? • Engage With the World
• Cast Hooks, Fill as You Play
• Build Your Part of the World
• Embrace the Contradictions
• Share the Spotlight
Hack and Slash Parley
When you fight in melee or close quarters, roll+STR. *On a 10+, When you influence or manipulate an NPC to do something
deal your damage and choose one: they normally wouldn't do, roll+CHA. *On a hit, they reveal the
• You evade, prevent, or counter the enemy’s attack easiest way to convince them to go along. *On a 7-9, they reveal
• You strike hard and fast; deal +1d6 damage, but suffer the something you can do to convince them, though it’ll likely be
enemy’s attack costly, tricky, or distasteful.
*On a 7-9, deal your damage, but also suffer the enemy’s attack.
Note that “easiest” does not necessarily mean easy to accomplish,
Volley convincing a royal guard to let you by is still a challenging task.
When you take aim and attack an enemy at range, roll+DEX. Parley is not mind control in that regard, nor is it just asking
*On a 10+, you have a clear shot, deal your damage. *On a 7-9, nicely. If you have leverage on them, the GM should take it into
deal your damage but also choose one: consideration when telling you their costs.
• You have to move or hold steady to get the shot, placing
you in danger as described by the GM Aid/Interfere
• You have to take what you can get; your damage roll gets When you help or hinder someone, roll+Bond with them. *On a
disadvantage hit, they get either advantage or disadvantage to their roll, your
• You have to take several shots; you are out of ammo until choice. *On a 7-9, you also expose yourself to any risks, costs, or
you spend a use of Supplies; for a thrown weapon, it’s consequences associated with their move. You may make this
either broken or lost forever (otherwise, you can recover it move after they roll, but you only give them +1 or -1 instead.
later)
Make Camp
Defy Danger When you settle in to rest in a dangerous area, someone in the
When you act despite an imminent threat or suffer a calamity, party must expend a use of Supplies. When you wake from a few
say how you deal with it and roll+what the GM says. *On a 10+, hours’ sleep, you regain HP equal to half your maximum.
you do what you set out to do; the threat doesn’t come to bear. *On
a 7-9, you stumble, hesitate, or flinch: the GM will offer you a First Aid
worse outcome, hard bargain, or ugly choice. When you spend a few minutes tending to someone’s injuries,
spend 1 use of Supplies and choose one:
Defend • They recover 1d6+your INT HP. If the die shows a 1, the GM
When you take up a defensive stance or jump in to protect will introduce an additional complication from the injury. If
someone or something else, roll+CON. *On a 10+, hold 3. *On a your patient has recently been hit by a messy attack, there is a
7-9, hold 1. Spend your hold to: complication if the die shows a 1 or a 2.
• Suffer an attack’s damage/effects instead of your ward • You stabilize any dangerous wounds they have. Roll 1d6; if
• Halve an attack’s damage/effects the die shows a 1 or a 2, there's a complication.
• Draw all attention from your ward to yourself
Last Breath
• Strike back at an attacker; deal your damage with
When you’re dying, you catch a glimpse of what lies beyond the
disadvantage
When you go on the offense, cease to focus on defense, or the Black Gates of Death’s Kingdom (the GM will describe it). Then
threat passes, lose any hold left on this move. roll (just roll, +nothing—yeah, Death doesn’t care how tough or
cool you are). *On a 10+, you’ve cheated Death—you’re in a bad
spot but you’re still alive. *On a 7-9, Death himself will offer you
Spout Lore
When you consult your accumulated knowledge about a bargain. Take it and stabilize or refuse and pass beyond the Black
Gates into whatever fate awaits you. *On 6-, your fate is sealed.
something, roll+INT. *On a 10+, the GM will tell you something
You’re marked as Death’s own and you’ll cross the threshold soon.
interesting and useful about the subject relevant to your situation.
*On a 7–9, the GM will only tell you something interesting—it’s The GM will tell you when.
on you to make it useful. The GM might ask you “How do you
know this?” Tell them the truth, now.

Discern Realities
When you closely study a situation or person, roll+WIS. *On a
Player Agenda and Principles
10+, ask the GM 3 questions from the list below. *On a 7-9, ask 1. • Portray a Compelling Character
Either way, when you act on the answers for the first time, • Challenge Your Character with Adventure
whatever move you make gains advantage. • Play to Find Out What Happens
• What happened here recently? • Be a Fan of the Game
• What is about to happen?
• What should I be on the lookout for? • Play Your Character With Honesty
• What here is useful or valuable to me? • Do It By Doing It
• Who’s really in control here? • Be Awesome and Flawed
• What here is not what it appears to be? • Engage With the World
• Cast Hooks, Fill as You Play
• Build Your Part of the World
• Embrace the Contradictions
• Share the Spotlight
Basic Moves Quick Reference Sheet Parley
When you influence or manipulate an NPC to do something
they normally wouldn't do, roll+CHA. *On a hit, they reveal the
Hack and Slash easiest way to convince them to go along. *On a 7-9, they reveal
When you fight in melee or close quarters, roll+STR. *On a 10+, something you can do to convince them, though it’ll likely be
deal your damage and choose one: costly, tricky, or distasteful.
• You evade, prevent, or counter the enemy’s attack
• You strike hard and fast; deal +1d6 damage, but suffer the Note that “easiest” does not necessarily mean easy to accomplish,
enemy’s attack convincing a royal guard to let you by is still a challenging task.
*On a 7-9, deal your damage, but also suffer the enemy’s attack. Parley is not mind control in that regard, nor is it just asking
nicely. If you have leverage on them, the GM should take it into
Volley consideration when telling you their costs.
When you take aim and attack an enemy at range, roll+DEX.
*On a 10+, you have a clear shot, deal your damage. *On a 7-9, Aid/Interfere
deal your damage but also choose one: When you help or hinder someone, roll+Bond with them. *On a
• You have to move or hold steady to get the shot, placing hit, they get either advantage or disadvantage to their roll, your
you in danger as described by the GM choice. *On a 7-9, you also expose yourself to any risks, costs, or
• You have to take what you can get; your damage roll gets consequences associated with their move. You may make this
disadvantage move after they roll, but you only give them +1 or -1 instead.
• You have to take several shots; you are out of ammo until
you spend a use of Supplies; for a thrown weapon, it’s Make Camp
either broken or lost forever (otherwise, you can recover it When you settle in to rest in a dangerous area, someone in the
later) party must expend a use of Supplies. When you wake from a few
hours’ sleep, you regain HP equal to half your maximum.
Defy Danger
When you act despite an imminent threat or suffer a calamity, First Aid
say how you deal with it and roll+what the GM says. *On a 10+, When you spend a few minutes tending to someone’s injuries,
you do what you set out to do; the threat doesn’t come to bear. *On spend 1 use of Supplies and choose one:
a 7-9, you stumble, hesitate, or flinch: the GM will offer you a • They recover 1d6+your INT HP. If the die shows a 1, the GM
worse outcome, hard bargain, or ugly choice. will introduce an additional complication from the injury. If
your patient has recently been hit by a messy attack, there is a
Defend complication if the die shows a 1 or a 2.
When you take up a defensive stance or jump in to protect • You stabilize any dangerous wounds they have. Roll 1d6; if
someone or something else, roll+CON. *On a 10+, hold 3. *On a the die shows a 1 or a 2, there's a complication.
7-9, hold 1. Spend your hold to:
• Suffer an attack’s damage/effects instead of your ward Last Breath
• Halve an attack’s damage/effects When you’re dying, you catch a glimpse of what lies beyond the
• Draw all attention from your ward to yourself Black Gates of Death’s Kingdom (the GM will describe it). Then
• Strike back at an attacker; deal your damage with roll (just roll, +nothing—yeah, Death doesn’t care how tough or
cool you are). *On a 10+, you’ve cheated Death—you’re in a bad
disadvantage
spot but you’re still alive. *On a 7-9, Death himself will offer you
When you go on the offense, cease to focus on defense, or the
threat passes, lose any hold left on this move. a bargain. Take it and stabilize or refuse and pass beyond the Black
Gates into whatever fate awaits you. *On 6-, your fate is sealed.
Spout Lore You’re marked as Death’s own and you’ll cross the threshold soon.
When you consult your accumulated knowledge about The GM will tell you when.
something, roll+INT. *On a 10+, the GM will tell you something
interesting and useful about the subject relevant to your situation. Carouse
*On a 7–9, the GM will only tell you something interesting—it’s When you return triumphant and throw a big party, spend a
on you to make it useful. The GM might ask you “How do you valuable item and roll +1 for every additional valuable item spent.
know this?” Tell them the truth, now. *On a 10+, choose three. *On a 7-9, choose two.
*On a 6-, choose one anyway, but things get really out of hand (the
Discern Realities GM will say how).
When you closely study a situation or person, roll+WIS. *On a • You befriend a useful NPC.
10+, ask the GM 3 questions from the list below. *On a 7-9, ask 1. • You hear rumors of an opportunity.
Either way, when you act on the answers for the first time, • You gain useful information.
whatever move you make gains advantage. • You are not entangled, ensorcelled, or tricked.
• What happened here recently?
• What is about to happen? Recover
• What should I be on the lookout for? When you do nothing but rest in comfort and safety, after a day
• What here is useful or valuable to me? of rest you recover all your HP. After three days of rest, you
remove one debility of your choice. If you’re under the care of a
• Who’s really in control here?
healer (magical or otherwise) you heal a debility for every two
• What here is not what it appears to be? days of rest instead.
Undertake a Perilous Journey Bolster
When you Undertake a Perilous Journey through the When you spend your leisure time in study, meditation, or hard
Wilderness, as a group, spend 1 use of Supplies for each day of practice, you gain preparation. If you prepare for a week or more,
travel, then whoever is leading the way rolls+WIS. *On a hit, hold 1 preparation. If you prepare for a month or longer, hold 3
choose a benefit from this list: preparation instead. When your preparation pays off, tell us how
• You travel stealthily, evading or getting the drop on a you prepared or trained and spend 1 preparation to add +1 to any
threat, either on the path or at your destination roll, even after rolling. You can only spend 1 preparation per roll.
• You discover an interesting or useful place or landmark,
tell us what you found and add it to the map Recruit
• You notice a sign of a nearby threat; ask the GM what it When you go looking to hire help, tell the GM what you’re
is, and what it might signify looking for, phrased in one of the following ways:
• It takes less time than you expected, the GM will tell you • A group of ______ (porters, guards, minstrels, etc.)
how much time you saved (this does not affect • A skilled ______ (guide, sage, burglar, bodyguard, etc.)
consumption of Supplies) A group is a follower like any other, but with the group tag.
• You either manage your provisions well or find food in If the GM says you can’t find that kind of help in a place like this,
the wild: tell us how, then the GM will say how many start over or move on. Otherwise, roll+nothing. If you have a good
Supplies you recover; distribute them among the group. reputation in these parts, or if you’re willing to throw around some
*On a 7-9, the GM also chooses a trouble from this list as well, but money in the attempt (the GM will tell you how much), roll with
their choice cannot contradict yours: advantage. *On a hit, you find someone suitable. *On a 7-9,
• It takes you longer than you expected choose one, the GM will provide the details:
• You'll need to spend some extra Supplies • They’ll demand greater compensation, in coin or some
• Something is following you other form
• A danger on the path strikes • They’ll have a need that must be met first (permission
• An unwelcome truth awaits you at your destination from someone else, a favor, etc.)
*On a 6-, your trip is interrupted by an obstacle, danger, or crisis. • They will obviously be less than ideal
After you resolve any troubles that arise, the current leg of your
journey is considered complete. Order Follower
When you order or expect a follower to do something
End of Session dangerous, degrading, or contrary to their Instinct,
When you reach the end of a session, choose one of your bonds roll+Loyalty. *On a 10+, they do it, to the best of their ability. *On
that you feel is resolved (completely explored, no longer relevant, a 7-9, they do it, but choose one:
or otherwise). Ask the player of the character you have the bond • Decrease the follower’s Loyalty by 1
with if they agree. If they do, mark XP and write a new bond with • They complain loudly, now or later, and demand
whomever you wish. something in return
Once bonds have been updated, look at your Drive. If you fulfilled • Caution, laziness, or fear makes them take a long time to
your Drive at least once this session, mark XP. Then answer these get it done
three questions as a group: • They do a poor job of it, shoddy or half-hearted
• Did we learn something new and important about the
world? Do Their Thing
• Did we overcome a notable monster or enemy? When a follower does something chancy within the scope of
• Did we loot a memorable treasure? their tags or moves, roll+Quality. *On a 10+, they do it, as well as
For each “yes”, answer everyone marks XP. one could reasonably hope. *On a 7-9, they do it, but there’s a
cost, consequence, or limitation; the GM will say what.
Level Up
When you have downtime (hours or days) and XP equal to (or When a follower does something chancy that falls beyond the
greater than) your current level+10, you can reflect on your scope of their tags or moves, or does anything on their own, the
experiences and hone your skills; do all of the following: GM will simply tell you what happens. No roll is made.
• Subtract your current level+10 from your XP,
• Increase your level by 1, and, Call for Assistance
• Choose to either take a new advanced move, or increase When a follower helps you make a move that calls for a roll,
one of your stats by 1, to a maximum of +2. you gain advantage for that roll, but they will be exposed to any
potential consequences.
When you reach level 6 or higher, you may choose one of the
following options instead of taking an advanced move or
increasing a stat, but only once for each option: When a follower helps you Hack and Slash or Volley, your
damage roll gets advantage, and add any damage bonuses the
• Increase one of your stats by 1, to a maximum of +3
follower has on top of that.
• Gain an advanced move from another playbook (not a
starting move)
When a follower helps you Defend, you can spend 1 hold to
• Gain a capstone move for your class playbook (see each redirect an attack to them instead of yourself.
playbook for details, in the lower left corner)
The Barbarian Background (Choose one)
o Far Traveler
Name __________________________________ When you lead the way while you Undertake a Perilous Journey
or Defy a Danger caused by the natural environment, you may
describe how you have dealt with a similar trouble in your journeys
Look (Choose one for each category)
before; if you do, gain advantage to your roll.
Additionally, when you Spout Lore about your homeland or its
Tormented Eyes, Haunted Eyes, Wild Eyes, or Shrouded Eyes traditions, you cannot get a 6-, treat any such result as a 7-9 instead.
Mighty Thews, Long Shanks, Scrawny Body, or Supple Body
Strange Tattoos, Unusual Jewelry, or Unmarred by Decoration o Beast-kin
Scraps, Silks, Scavenger's Outfit, or Crude Hides
Your heritage includes the blood of a beast or a monster. Describe
your species and appearance! You begin with three Heritage moves
Drive (Choose one) and three Heritage boxes, and at the start of each session (including
the first one), you mark two Heritage boxes instead of one. (refer to
o Exile the Heritage mechanic in the rules)
Teach someone the ways of your people and learn about them in
exchange. o Vandal
Your people know only war and violence. When you Discern
o Honor Realities, on a hit you may also ask "What here is weak or
Uphold your personal code of honor despite the cost or vulnerable?" for free.
inconvenience. Additionally, when you prove yourself superior to someone in
power, gain advantage on your next move made against their
o Conquest followers, underlings, and hangers-on.
Prove yourself superior to someone in power.
Gear (Choose options)
Bonds (Ask your companions these questions) Your Load is 7. You start with a bag of Supplies (3 uses ooo, 1
weight), a dagger (hand, 1 weight) and some token of where you’ve
Which of you is just a soft city-dweller? ________________
travelled or where you’re from, describe it! Choose your weapon:
o Axe (close, 1 weight)
To which of you do I owe a debt? ________________
o Two-handed sword (two-handed, close, +1 damage, 2 weight)
o Spear (reach, thrown, near, 1 weight)
Which of you thinks I am but a savage? ________________
Choose one:
o A bag of Supplies (3 uses ooo, 1 weight)
Which of you most enjoys my stories? ________________
o Shield (+1 armor, 2 weight)
o Ragged bow (near, 2 weight)
o A keepsake from your homeland (shiny)

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the
following options instead, but not more than once for each option: What mannerism of yours most clearly marks you as an outsider?
o Increase one of your stats by 1, to a maximum of +3
o Gain an advanced move from another playbook What do you admire most about the “civilized lands”?
o When you Hack and Slash, on a 12+ deal your damage and
name something they possess (their weapon, their position, What cultural norm of “civilized people” is repugnant to you?
a limb, their dignity, etc. but nothing that would kill them
outright); it is broken, shattered, lost. Tell us how. How do the people of this land react to your kind?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Herald of War
When you blow a mighty note on your brazen horn or roar at the
D6 +2 top of your lungs in the midst of battle, roll+CON. *On a 10+,
o Weak o Shaken o Sick choose two. *On a 7-9, choose one.
INT WIS CHA Armor • Your allies shake off any fear and gain advantage on their
next damage rolls
• Choose an enemy, they are distracted, shaken, or lose focus
• Choose a worthy opponent, they will treat you as the
o Muddled o Tired o Stressed greatest threat on the battlefield
HP • Your enemies are stricken with fear, and may rout if pressed
If you have not yet slain an enemy either in the current battle or since
the last time you used this move, your roll gets disadvantage.
Max HP: 24
o Mark of Might
You begin with the following moves: When you take this move and spend some uninterrupted time
reflecting on your past glories, you may mark yourself with a
Pantherish Grace symbol of your power (a long braid, ritual scars or tattoos, etc.) Any
While you are below your Load and not wearing armor, you have intelligent mortal creature who sees this symbol knows instinctively
1 armor. Shields do not count as armor for the purposes of this move. that you are a force to be reckoned with and treats you appropriately.

Herculean Appetites o For the Blood God


Others may content themselves with just a taste of wine, or dominion You are initiated in the old ways, the ways of sacrifice. Choose
over a servant or two, but you want more. Choose two appetites: something your gods (or the ancestor spirits, or your totem, etc.)
o Conflict and destruction value—gold, blood, bones or the like. When you sacrifice those
o Bloody vengeance things as per your rites and rituals, roll+WIS. *On a hit, the GM
o Power over others will grant you a useful insight into your current trouble or a boon to
o Mortal pleasures help you. *On a 7-9 the sacrifice is not enough and your gods take of
o Conquest your flesh as well, but still grant you some insight or boon.
o Discovering lost knowledge
o Riches and property o Unbowed, Unbent, Unbroken
o Fame and glory
When you would roll for a move while pursuing one of your When you Make Camp, you may describe a scar you gained in your
appetites, you may re-roll one of the dice, but you must keep the most recent fight. If you do, you recover an extra 1d6 HP or heal a
second roll. If you choose to re-roll and the die you re-rolled is a 1, debility.
the GM will also introduce a complication or danger that comes Additionally, when you are physically or mentally restrained, you
about due to your heedless pursuits. may mark a debility to immediately break free of your restraints.

When you level up, you may cross off one of your appetites if you o Great Khan
feel that you have satisfied it or it no longer applies to you; if you do, When you Recruit by rallying warriors to your banner, add your
you may select a new appetite in exchange. You may only do this CON to the roll, and any followers you recruit gain the Warrior tag
once. for free while you are leading them.

Musclebound o Bloodlust
Any melee weapon you wield gains the forceful and messy tags. When you spill blood in the heat of battle—yours or another’s—
and lose yourself in the rush, you ignore fear, pain, mind control,
The Upper Hand and the effects of all of your debilities as long as you keep fighting,
When you take your Last Breath, on a 7-9, you may make an offer though you will have to Defy Danger with WIS to snap out of your
to Death in return for your life. If Death accepts, he will return you to trance before the fight is over.
life. If not, you die.
o Is That All You’ve Got?
When you deliberately take the full brunt of an attack, roll+CON.
*On a 10+, choose two. *On a hit, choose one. *On a 6-, choose one
anyway, but you also take an additional 1d6 damage.
• Reduce the damage taken by half, before applying armor
• Their weapons shatter against you
• You learn one of the enemy’s weaknesses, describe it
• Your lack of reaction infuriates or terrifies your enemy
• You ignore all effects of the attack, other than damage.
(e.g.: you are not moved, set on fire, poisoned, restrained, or
anything else the attack would have done to you.)
The Bard Background (Choose one)
o Loremaster
Name __________________________________ When you use Bardic Lore, on a 10+ you may also ask the GM an
additional follow-up question about the subject, they will answer
truthfully.
Look (Choose one for each category)
o Blade-Singer
Knowing Eyes, Fiery Eyes, or Joyous Eyes
Fancy Hair, Wild Hair, or Stylish Cap When you use Vox Arcanus, on a 10+, if your next action is to Hack
and Slash, you gain advantage when you make your Hack and Slash
Finery, Traveling Clothes, or Poor Clothes
Fit Body, Well-fed Body, or Thin Body roll.

o Courtier
Drive (Choose one) When you Parley, on a 10+, you may also ask them one question,
o Fellowship which they must answer truthfully. This information comes from a
Use your art to help those in need. slip of the tongue or their body language giving it away; they won't
notice that they gave up their information.
o Adventure
Spur others to significant and decisive action. Gear (Choose options)
Your Load is 6. You start with a bag of Supplies (3 uses ooo, 1
o Diplomacy weight) and a musical instrument of your choice, describe why it is
Avoid a conflict or defuse a tense situation. significant to you! Choose two:
o Leather armor (1 armor, 1 weight)
o Dueling rapier (close, precise, 1 weight)
Bonds (Ask your companions these questions) o Ragged bow (near, 2 weight) and short sword (close, 1 weight)
o A bag of Supplies (3 uses ooo, 1 weight)
Which of you has travelled with me the longest? ________________
o A letter from a friend in a distant steading, promising aid
With which of you do I share a... complicated past?
________________

Which of you have I heard stories about before I met them?


________________

Which of you is the subject of my next masterpiece?


________________

Which of you trusts me the most, and why? ________________

Which of you trusts me the least, and why? ________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or What role do bards play in society? How are they chosen or trained?
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the What does your instrument look like, and why is it significant to you?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 What tales or legends do you most enjoy telling?
o Gain an advanced move from another playbook
o When you Parley with someone, on a 12+ the GM will also What work of art do you hope to contribute, and what do you need
tell you something you could do to make them your ally. for inspiration?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Charming and Open
When you speak frankly with someone, you can ask their player a
D6 +0 question from the list below. They must answer it truthfully, then
o Weak o Shaken o Sick they may ask you a question from the list, which you must answer
INT WIS CHA Armor truthfully:
• Can I trust you (to __________)?
• What are you feeling right now?
• What do you most desire?
o Muddled o Tired o Stressed
• What do you wish I’d do?
HP • Whom do you serve?

o Web of Contacts
Max HP: 16 When you declare that you know someone who can help you solve
a task, describe that person and roll+CHA. *On a 10+, choose two.
You begin with the following moves:
*On a 7-9, choose one:
• You don't owe them a favor
Vox Arcanus • They’re not already in some sort of trouble
You have the ability to weave magical effects into your • They don't have a dangerous secret
performances, be it music, song, dance, oratory, or otherwise.
Describe your style of performance, then choose three songs you
know: o Swashbuckler
o Soothing Hymn: Choose an ally, they recover 1d6+1 HP. When you dash into a fray or dangerous situation, roll+DEX. *On
o Anthem of Courage: Choose an ally, their mind is cleared a 10+, hold 3. *On a 7-9, hold 1. You may spend a hold to:
of fear, despair, or enchantment. • Leap around, over, or through an obstacle in your path
o Countersong: You drown out the incantations or other • Create an obstacle or distraction an enemy has to deal with
sound-based effects of a magic-user you can hear, causing • Divert attention from yourself to an ally, or from an ally to
their magic to fail. yourself
o Battle Ballad: Choose an ally, they gain advantage on the When the danger is passed or resolved, any remaining hold is lost.
next damage roll they make.
o Frightening Dirge: Choose an enemy, they feel fear and o Tall Tales
react accordingly, as long as you keep performing this song.
When you spend some time trading gossip in a community,
o Discordant Blast: Choose an enemy, they become briefly
stunned and deafened. roll+CHA. *On a hit, you learn of an interesting opportunity nearby.
o Fascinating Melody: You hold the attention of a number of *On a 10+, you can also start a rumor of your own; it will spread like
creatures equal to your level, they will do nothing except wildfire.
listen to you until you stop performing or something
distracts them. o Words of Fire
o Vicious Mockery: Choose an enemy, they will go after you When you use your words to enflame the passions of a group,
with extreme prejudice, but they also leave themselves open roll+CHA. *On a 10+, choose two. *On a 7-9, choose one:
or make a rash decision as they act, the GM will describe • The passion you enflame need not be the foremost in their
how. mind; you may choose it: love, lust, hatred, fear, loyalty,
o Ancient Tongue: You gain the ability to speak the language greed, jealousy, savagery, etc.
of any sentient creature for a short time. • They must act on their passion right now.
When you weave magic into your performance, choose one of the • The effect is great. They feel an overwhelming passion that
songs you know and roll+CHA. *On a hit, you achieve your selected is plain for all to see.
song’s effect. *On a 7-9, choose one:
• Your performance reverberates to other targets you didn’t
intend to hit, affecting them as well, the GM will say how
o Wide-Wanderer
• The performance intoxicates you like wine, you have You’ve travelled the wide world over. When you arrive someplace,
disadvantage to all CHA rolls until you take a few minutes ask the GM about any important traditions, rituals, and so on, they’ll
to clear your head tell you what you need to know. When you return to a civilized
• You draw unwanted attention or expose yourself to danger settlement you’ve visited before, you may answer one of the
following questions; if you do, the GM answers the other:
When you reach level 6, choose two additional songs from the list to • Who have you met here before?
learn. • What did you leave behind here?

Bardic Lore o Jack of All Trades


When you Spout Lore about someone or something you’ve heard Gain a move from another playbook, even a starting move.
tales, songs, or legends about, you roll with CHA instead of INT. (Other playbooks may not take this move.)
The GM may then ask you what tale, song, or legend you heard that
information in. Tell them the truth, now.
The Cleric Background (Choose one)
o Theologian
Name __________________________________ When you Spout Lore or perform First Aid, you add your WIS to the
roll instead of your INT.

Look (Choose one for each category) o Militant Order


You ignore the clumsy tag on armor you wear, and any armor you
Kind Eyes, Sharp Eyes, or Sad Eyes
Tonsure, Strange Hair, or Bald wear, not including shields, has -2 weight, to a minimum of zero.
Flowing Robes, Habit, or Common Garb
Thin Body, Knobby Body, or Flabby Body o Miracle Worker
When you fulfill your deity's Demands, mark this box: o
When you or an ally suffers harm, you may erase that mark to call
Drive (Choose one) on your deity, who intervenes with an appropriate manifestation and
o Pilgrim negates the harm; describe what happens!
Bring the light of your faith to a new place or people and leave them
better for it. Gear (Choose options)
Your Load is 5. You start with a bag of Supplies (3 uses ooo, 1
o Evangelist weight) and a symbol of your deity, describe it! Choose two:
Prove the superiority of your church or god. o Staff (close, two-handed, 1 weight)
o Mace (close, 1 weight)
o Shepherd o A bag of Supplies (3 uses ooo, 1 weight)
Endanger yourself to help another. o Healing potion (0 weight)
o Leather armor (1 armor, 1 weight)

Bonds (Ask your companions these questions)


Which of you is the most faithful in my eyes? ________________

Which of you is the least faithful in my eyes? ________________

Which of you most needs my protection? ________________

Which of you has the strongest soul, even if your faith is misguided?
________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2. How is your deity worshipped?
When you reach level 6 or higher, you may choose one of the
following options instead, but not more than once for each option: What role does (your) religion play in the everyday life of most
o Increase one of your stats by 1, to a maximum of +3 people?
o Gain an advanced move from another playbook
o When you use Invocation, on a 12+ your deity’s What downside does your religion or service have for you?
magnificence shines through you; you describe how your
chosen Blessing manifests. What does your deity command you to always do? To never do?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Purification
Add the following options to Divine Ward:
D6 +0 • They are cured of a poison or disease afflicting them
o Weak o Shaken o Sick
• A malign influence upon their mind or soul is expelled
INT WIS CHA Armor
o The Scales of Life and Death
When someone else takes their Last Breath in your presence, you
o Muddled o Tired o Stressed may Aid them, but on a 7-9 Death will rope you into its bargain.
Additionally, when you reduce a creature to zero HP or perform
HP funerary rites over a recently deceased creature, its soul is put to
rest and it cannot be raised as any kind of undead creature. If the
creature is already undead or lacks a soul, its evil influence is
Max HP: 16 banished instead.
You begin with the following moves:
o Orison for Guidance
Deity When you fulfill your deity's Demands and pray for guidance,
you are granted some useful knowledge or boon relevant to what
You serve and worship some deity, who grants you power. Give your
your deity Controls; the GM will tell you what. In return, your deity
deity a name and define your deity's domain by filling in each blank:
tells you what it would have you do. If you do it, mark XP.
Controls (the sun, the seas, the skies): ___________________
Represents (love, death, war, wind): ___________________ o Holy Circle
When you use Divine Ward, you may choose to apply the effects to
Worshippers (nobles, dwarves, wizards): ___________________
one additional person for each level you have, all of whom must be
Enemies (demons, undead, heretics): ___________________ within near range of your primary target. If you do, choose one more
Requirement from the Invocation list, hit or miss.
Demands (sacrifices, secrets, victory): ___________________
When you reach level 6, choose one additional facet for your deity;
something else that they control, represent, or another type of o Lead the Flock
worshipper, enemy or demand. When you preach to a mob, roll+CHA. *On a 10+, hold 3. *On a 7-
9, hold 1. *On a 6-, the mob turns on you.
Spend a hold to do one of the following:
Invocation
• Bring people forward and deliver them to you
When you call out for your deity's aid in a time of need, choose a
• Bring forward all their precious things
Blessing:
• Unite and fight for you
• Your invocation manipulates the realm your deity Controls
• Fall into a frenzy of emotion: joy, sorrow, or rage, as you
• Your invocation commands something your deity
choose
Represents
• Go quietly back to their lives
• Your invocation bolsters your deity's Worshippers
• Your invocation rebukes or repels your deity's Enemies
…and roll+WIS. *On a hit, your deity will intervene on your behalf o Bear Witness
according to your chosen Blessing, the GM will tell you how. *On a When you approach an enemy to negotiate in good faith, they will
7-9, you will also need to choose a Requirement: at least hear you out. Even the most debased and savage foe will
• Your invocation is obvious and immediate, drawing delay violence until you've had your say, though they must be able to
attention to you understand you. Mindless or unintelligent enemies won’t be affected.
• The intervention is subtle or takes a while to manifest Additionally, when you speak the truth with conviction and
• Your deity asks you to fulfill their Demands in return candor, none can doubt you. They might deny what you say, but in
• The experience overwhelms you; you get disadvantage on their hearts they recognize the truth.
all WIS rolls until you take some time to rest and your head
(you cannot choose this if you are already affected by it) o Anathema
When you Hack and Slash your deity's Enemies, you may roll with
Divine Ward WIS instead of STR, and on a hit choose one in addition to dealing
When you call upon your deity for protection for yourself or an your damage:
ally, roll+WIS. *On a 10+, grant two of the following effects to the • Your attack ignores its armor or other defenses
subject of your prayers. *On a 7-9, grant one, and choose a • You suppress one of its unnatural powers
Requirement from the Invocation list as well. • You force it from its host
• They recover 1d6+1 HP
• The next damage roll made against them has disadvantage
• If they are Defying Danger now or in the next few moments,
their roll gains advantage
• An enemy facing them is briefly driven back
The Druid Background (Choose one)
o Keeper of the Old Faith
Name __________________________________ When you Make Camp, you may make the First Aid move once
without spending Supplies, and when you do so, you may cure your
subject of a debility, poison or disease afflicting them instead of
Look (Choose one for each category)
recovering HP or stabilizing their wounds.

Wise Eyes, Wild Eyes, or Haunting Eyes o Spirit-Touched


Furry Hood, Messy Hair, or Braided Hair
You were born with your Tell showing plainly for all to see. Choose
Ceremonial Garb, Practical Leathers, or Weathered Hides
an animal you can Shapeshift into based upon your choice of land
Tell:______________________________________________ and relevant to your Tell. When you Shapeshift into that animal,
you get +1 Nature, even on a miss.
Drive (Choose one) Additionally, when you Parley with the spirits of your chosen
Land, your roll gains advantage.
o Renewal
Reclaim something for the natural world. o Beast-kin
When you mark an animal (with mud, dirt, or blood), you can see
o Cultivation through that animal’s eyes as if they were your own, no matter what
Help something or someone grow or move on to the next step in the distance separates you. Only one animal at a time may be marked in
cycle. this way. This doesn’t give you control over the animal, but they
could be convinced to do as you say by Parleying with them.
o Preservation
Eliminate an unnatural menace. Gear (Choose options)
Your Load is 6. You start with a bag of Supplies (3 uses ooo, 1
Bonds (Ask your companions these questions) weight) and some token of your land, describe it! Choose Two:
o Hide armor (1 armor, 1 weight)
Which of you requires my guidance? ________________ o Wooden shield (+1 armor, 2 weight)
o Staff (close, two-handed, 1 weight)
About which of you do the spirits whisper? ________________ o Spear (close, thrown, near, 1 weight)
o A bag of Supplies (3 uses ooo, 1 weight)
Which of you dismisses me as a primitive? ________________

Which of you has also seen the spirit realm? ________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2. How did you gain your abilities?
When you reach level 6 or higher, you may choose one of the
following options instead, but not more than once for each option: What is your tell, and why is it significant to you?
o Increase one of your stats by 1, to a maximum of +3
o Gain an advanced move from another playbook What are (most) spirits like? What do they want, and what appeases
o When you use Shapeshifter, on a 12+ you can stay in that them?
form as long as you wish; you never have to spend Nature to
maintain it until you change back. What grim portents have the sprits whispered to you?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Communion of Whispers
When you spend time in a place, making note of its resident
D6 +0 spirits and calling on the spirits of the land, roll+WIS. You will be
o Weak o Shaken o Sick granted a vision of significance to you, your allies, and the spirits
INT WIS CHA Armor around you. *On a 10+, the vision will be clear and helpful to you.
*On a 7-9, choose one:
• The vision is unclear, its meaning murky
• The vision will reveal an unwelcome truth to you
o Muddled o Tired o Stressed
HP o Formcrafter
When you Shapeshift, choose a stat; your rolls using that stat while
shapeshifted have advantage. The GM will also choose a stat; your
Max HP: 16 rolls using that stat while shapeshifted have disadvantage. This effect
lasts until you return to your normal form.
You begin with the following moves:
o World-Speaker
Shapeshifter Your Spirit Tongue and Studied Essence moves may now also be
Choose a land to which you are attuned—when shapeshifting you applied to inanimate natural objects (such as plants and trees) or
may take the shape of any animal who might live in your Land. creatures made thereof, as well as pure elements—fire, water, air,
o The Great Forests o The Sapphire Islands and earth. If such a being grants you the ability to shapeshift via
o The Whispering Plains o The Open Sea Studied Essence, your forms can be exact copies or mobile vaguely
o The Vast Desert o The Towering Mountains humanoid-shaped entities.
o The Stinking Mire o The Frozen Tundra
Additionally, choose a tell—a physical attribute that marks you as o Elemental Mastery
born of the soil—that reflects the spirit of your land. It may be an When you call on the primal spirits of fire, water, earth or air to
animal feature like antlers or leopard’s spots or something more perform a task for you, describe what you wish to happen and
general: hair like leaves or eyes of glittering crystal. Your tell roll+CON. *On a 10+, choose two. *On a 7-9, choose one:
remains no matter what shape you take.
• The effect comes to pass exactly as you envisioned it
• You avoid paying nature’s price
When you call upon the spirits to change your shape, you
transform yourself into a natural animal from your land, and • You retain control
roll+WIS. *On a 10+, hold 3 Nature. *On a 7-9, hold 2 Nature. *On The larger your task, the greater price you can expect to pay, and the
a 6-, hold 1 Nature anyway, but the GM will also make a move. greater the dangers that may arise from losing control.

You and your possessions meld into a copy of the animal's form. You o Balance of Nature
have any innate qualities, abilities, and weaknesses of the form. You When you deal damage, hold 1 Balance. When you touch someone
still use your normal stats, but some moves may be harder to and channel the spirits of life, you may spend Balance; for each
trigger—a mouse will find it hard to Hack and Slash an ogre. Balance spent, your subject recovers 1d6 HP. The maximum amount
of Balance you may hold is equal to your CON or 1, whichever is
When you make a move while shapeshifted and get a 9 or less, higher.
you must spend a Nature or you revert back to your normal form.
You may willingly revert back to your normal form at any time; o Widdershins
when you do, lose any remaining Nature held.
When you bind a spirit, extraplanar entity, or perversion of
nature with rituals and incantations, roll+WIS. *On a hit, you
Spirit Tongue either banish it from this world, force it from its host, or put a
You can speak with and understand natural beasts and spirits of the restriction on it, your choice. *On a 7-9, choose one:
wild, you can closely study and Parley with them as if they were • It will retaliate against you before the binding is complete
people, and you roll with WIS instead of CHA when you Parley with • The effect is temporary, and can be broken or undone by
a natural beast or spirit using your Spirit Tongue. others or by the passage of time
You can dispel your effect whenever you wish, but it will then be
You can always ask the GM, “What spirits are active here?” and get free to do as it pleases.
an honest answer. When you perform a small ritual and make an
offering of something they’d like (whisky, incense, blood, etc.),
the spirits of a place manifest before you—not always friendly, but at
o Red of Tooth and Claw
least curious and willing to hear you out. When you take the form of a creature both dangerous and
fearsome, choose one of the following tags to add to your natural
attacks: forceful, messy, or 2 piercing.
Studied Essence Additionally, while you are Shapeshifted in such a form, you have
When you spend time communing with an animal spirit, the spirit armor equal to your Nature in place of any other armor you normally
may ask you to perform a deed. When you perform this deed, you have.
may add its species to those you can assume using Shapeshift.
The Fighter Background (Choose one)
o Military Veteran
Name __________________________________ When you Spout Lore about a military unit or combat situation,
you may describe a similar situation you have faced before; if you
do, you roll with STR instead of INT. The first person acting on your
Look (Choose one for each category)
information gains advantage on their next move that follows.
Additionally, when an enemy is watching you and there’s a
Hard Eyes, Dead Eyes, or Eager Eyes difficult choice to make, the GM will tell you what the enemy
Wild Hair, Shorn Hair, or Battered Helm expects you to do.
Calloused Skin, Tanned Skin, or Scarred Skin
Built Body, Lithe Body, or Ravaged Body o Battle Master
When you prepare yourself for battle (through careful
Drive (Choose one) strategizing, tranquil meditation, or otherwise), the next time you
enter a battle, you gain 2 Focus instead of 1.
o Guardian
Endanger yourself to defend those weaker than you. o Intimidating Brute
When you make threats of violence while you Parley, you roll with
o Warlord STR instead of CHA.
Prove yourself in battle against a worthy opponent.

o Champion Gear (Choose options)

Choose honor over personal gain. Your Load is 7. You start with a bag of Supplies (3 uses ooo, 1
weight) and a basic melee weapon of your choice (close, 1 weight),
describe why it’s significant to you! Choose your defenses:
Bonds (Ask your companions these questions) o Chainmail (1 armor, 1 weight) and a bag of Supplies (3 uses, 1
weight)
Which of you has fought with me before? Beside or against?
o Scale armor (2 armor, clumsy, 3 weight)
________________
Choose one:
o Shield (+1 armor, 2 weight)
Which of you am I sworn to protect? ________________
o Ragged bow (near, 2 weight)
o A mighty weapon (reach, +1 damage, two-handed, 2 weight)
Which of you is most likely to get us all killed? ________________
o A dagger (hand, 1 weight), and a trophy from a monster you killed
recently (shiny)
Which of you needs me to toughen them up? ________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2. Where did you learn how to fight? Who taught you?
When you reach level 6 or higher, you may choose one of the
following options instead, but not more than once for each option: What was the most memorable fight you’ve ever been in? How did it
o Increase one of your stats by 1, to a maximum of +3 mark you, physically or mentally?
o Gain an advanced move from another playbook
o When you Hack and Slash, on a 12+ you deal your damage, What is worth fighting for to you?
avoid their attack, and impress, dismay, or frighten your
enemy; you describe how you do it. What was the last major battle or war around here? Were you in it?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle,
D6 +2 roll+STR. *On a 10+, choose three. *On a 7-9, choose two:
o Weak o Shaken o Sick • It doesn’t take a very long time
INT WIS CHA Armor • 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
o Muddled o Tired o Stressed
o Come and Get It
HP When you single out a foe in combat, roll+STR. *On a 10+, choose
two. *One a 7-9, choose one. *On a 6-, your foe chooses one to use
against you!
Max HP: 20 • No one else will attack you, except your chosen foe, until
you attack someone else
You begin with the following moves: • Your damage rolls against them have advantage until you
attack someone else
Armored • If they attack someone else or break off the fight, you may
You ignore the clumsy tag on armor you wear, and any armor you deal your damage to them as they drop their guard
wear, not including shields, has -2 weight, to a minimum of zero. • You learn something about their true nature as you cross
blades; the GM will tell you what
Fighting Style
You’ve been trained in a variety of combat tricks and techniques. o Battlefield Tactics
Name your fighting style, and choose three maneuvers that are When you survey a battlefield or dangerous environment, ask the
part of your style: GM two of the following questions. The GM will answer truthfully.
o Swordbreaker: You disarm your opponent. • Where's the best way in, out, or through?
o Run Through: Your damage roll gets +3 piercing. • Where is the best place to make a defensive stand?
o Guard: The next damage roll made against you during this • Where is the best place to attack from?
battle has disadvantage. • What here is the biggest threat to me?
o Rally: Either you or an ally that can both see and hear you
• What is the enemy’s true position?
recovers 1d6 HP and shakes off any fear affecting them.
• What’s the likely outcome of this battle if I don’t interfere?
o Crushing Blow: If your enemy has armor, reduce their
armor by 1, to a minimum of zero.
o Cleave: You deal your damage with disadvantage to another o Tactical Awareness
enemy within reach. When you spend Focus, you may also immediately ask one question
o Disengage: You disengage from melee range with your from the Discern Realities list.
enemy and safely withdraw a few steps, either before or
after both of you would deal damage, your choice. o Hold the Line
o Taunt: You draw the enemy’s attention fully to yourself,
Your stentorian voice carries far and cuts through even the din of
for as long as you keep eye contact.
battle. You can give Aid to anyone who can hear you with inspiring
o Smash: Your attack deals +1 damage and gains the forceful
words, strategic advice, or grisly threats, as long as you are within
tag. If your attack was already forceful, it’s even more so
shouting distance.
now.
Additionally, when an ally successfully Aids you, you may choose
to gain 1 Focus instead of gaining advantage to your roll.
When you enter a battle, or when you Hack and Slash and get a
10+, gain 1 Focus. Your maximum Focus is 3. When the battle
ends, lose any Focus you hold. o Armor Mastery
When you make your armor take the brunt of damage dealt to
When you Hack and Slash, on a hit, in addition to your dealing your you, the damage is negated but you must reduce the armor value of
damage, you may also spend a Focus. If you do, you perform a your armor or shield (your choice) by 1. If the reduction leaves the
maneuver that is part of your style in addition to dealing your item with 0 armor it is destroyed. Damaged armor can be repaired
damage. Yes, you can spend the Focus you just gained on this roll if with a few hours of work and suitable materials (1 use of Supplies).
you rolled a 10+.
o Battle Cry
When you reach level 6, choose two additional maneuvers from the
list to add your style. When you charge into battle with a show of force, such a shout or
battle cry, choose two:
• Your allies gain advantage on their next move that follows
• You gain 1 additional Focus
• Your enemies feel fear and act accordingly (avoiding you,
hiding, attacking with fear-driven abandon, etc.)
• Your enemies treat you as the most obvious threat to be
dealt with, ignoring your allies until they draw attention
The Immolator Background (Choose one)
o Dragon-Blooded
Name __________________________________ Non-magical heat and fire do not harm you, and when you use Zuko
Style, on a 10+, the flame will persist a short time without fuel.

Look (Choose one for each category) o Touch of the Infernal


When you summon fire with any of your moves, you may replace
Smoldering eyes, Warm eyes, Searing eyes
Strange brands, Ritual scars, Perfect skin it with the black fires of hell itself. This fire does not burn with heat
and ignores armor, scorching the soul itself. Creatures without souls
Imperious bearing, Manic attitude, Barely-hidden rage
Crackling voice, Whispering voice, Roaring voice cannot be harmed by this type of flame.

o Phoenix Soul
Drive (Choose one) When you go out in a blaze of glory and would take your Last
o Firebrand Breath, the flames intervene on your behalf; you return to life with
Spread a dangerous new idea. 1d6 HP and with something inherent and valuable to you sacrificed
to the flames; the GM will say what.
o Destruction
Utterly obliterate something significant or meaningful (not Gear (Choose options)
necessarily a physical object). Your Load is 4. You carry no weapons and need no armor but the
flames that burn within you. You begin with a bag of Supplies (3
o Torment uses ooo, 1 weight) and a symbol of your sacrifices past, describe
Freely sacrifice of yourself to bring about a good result. it! Choose one:
o Healing potion (0 weight)
o A bag of Supplies (3 uses, 1 weight)
Bonds (Ask your companions these questions)
Which of you has felt the touch of hellfire before?
________________

Which of you is playing with fire? ________________

Which of you have I changed the most? ________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the How and when did the flames first call to you?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 How did you come to learn your abilities?
o Gain an advanced move from another playbook
o When you conjure your Burning Brand, on a 12+, choose as What are you not willing to sacrifice until the very last?
many tags from the list as you like, and your weapon also
gets the messy tag for free. How do you temper the flame inside you?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Fighting Fire with Fire
When you take damage and draw the flames within you to come
D6 +1 to your aid, choose one:
o Weak o Shaken o Sick
• Gain advantage to your roll next time you summon your
INT WIS CHA Armor Burning Brand
• Reduce the damage by 1
• Add a tag of your choice from Burning Brand to your next
attack with your fiery weapon
o Muddled o Tired o Stressed
HP o Lore of Flame
When you stare into a source of fire, looking for answers,
roll+WIS. *On a hit, the GM will tell you something new and
Max HP: 16 interesting about the current situation. *On a 10+, the GM will give
you good detail. *On a 7-9, the GM will give you an impression. If
You begin with the following moves: you already know all there is to know, the GM will tell you that.

Burning Brand
o Cleansing Flames
When you conjure a weapon of pure flame, describe its shape and
When you Make Camp around a large bonfire, choose one. When
roll+CON. The weapon always begins with the fiery, hand, and
you engulf yourself in a large and very powerful flame, or
dangerous tags, and lasts until the end of the current scene. *On a
perform a ritual before such a blaze, choose two:
10+, choose two of the following tags to add to your weapon. *On a
7-9 choose one: • You recover all of your HP
• close • You are cured of a debility of your choice
• reach • You regrow any lost limbs
• precise • You are purged of any mortal poisons or diseases
• thrown and near
• advantage on damage rolls o This Killing Fire
• remove the dangerous tag Add the following tags to your options for Burning Brand:
*On a 6-, you still get your weapon, but it gets the hungry tag; make • messy
sure you feed it, or else. • forceful
• thrown and far
Zuko Style
When you bend a flame to your will, roll+WIS. *On a 10+ it does o Enkindler
as you command, taking the shape and movement you desire for as When you speak firmly and passionately to an NPC, choose one of
long as it has fuel on which to burn. *On a 7-9, the effect is short- the following and roll+CHA. *On a hit, the desired effect comes to
lived, lasting only a moment. pass. *On a 7-9, the effect is fleeting, lasting only a few moments.
• You instill in them a new idea, which they take to with
Give Me Fuel, Give Me Fire fervor
When you gaze intensely into someone eyes, you may ask their • You bolster their resolve, removing all sense of fear and
player “What fuels the flames of your desire?” they’ll answer with doubt
the truth, even if the character does not know or would otherwise • You belittle them, forcing them to back down—for now
keep this hidden.
o Twice as Bright, Half as Long
Hand Crafted When you call upon the flames of fate, you may treat one of your
You may use your hands in place of tools and fire to craft metal missed rolls as a 7-9, or a 7-9 as a 10+. Tell the GM what you’ve lost
objects. Mundane weapons, armor and metal jewelry can all be to make this come to pass; an emotion, a memory, or some innate
formed from their raw components. You may unmake these things, piece of your being; it’s gone forever, right now. The flames will
as well, but to do so without time and safety might require that you then make a request of you, big, or small (the GM will say exactly
Defy Danger first. what). You may not use this move again until you have fulfilled their
wishes, refusing to do so may have dire consequences.

o Watch the World Burn


When you open a channel to the burning planes and call down a
firestorm, tell the GM what you’re sacrificing and roll+WIS. The
sky opens up and fire pours like rain within an area proportionate to
your sacrifice; everyone and everything in the area takes damage as
appropriate. *On a 10+, you can extinguish the storm with a little
effort. *On a 7-9, the fires rage out of your control, spreading and
dusting where they are carried by wind and weather. *On a 6-,
something cruel, intelligent, and hungry comes with the storm.
The Paladin Background (Choose one)
o Banneret
Name __________________________________ When you raise your voice, it carries far and cuts through even the
din of heavy battle for all to hear. When you Recruit, add your CHA
to the roll, and any followers you recruit start with +1 Loyalty.
Look (Choose one for each category)
o Sacred Guardian
Kind Eyes, Fiery Eyes, or Glowing Eyes
Helmet, Styled Hair, or Bald When you Defend, you do not need to spend hold to redirect an
attack from the thing you Defend to yourself; you can do it for free.
Worn Holy Symbol, Fancy Holy Symbol, or Emblazoned Crest
Fit Body, Bulky Body, or Thin Body
o Fanatical Crusader
When you pray for guidance, even for a moment, and ask, “What
Drive (Choose one) here is evil?” the GM will tell you honestly.
o Chivalry
Endanger yourself to defend those weaker than you. Gear (Choose options)
Your Load is 7. You start with a bag of Supplies (3 uses ooo, 1
o Judgement weight), scale armor (2 armor, clumsy, 3 weight), and some mark of
Deny mercy to a criminal or unbeliever. your faith, describe it! Choose your weapon:
o Halberd (reach, +1 damage, two-handed, 2 weight)
o Crusade o Long sword (close, +1 damage, 1 weight) and shield (+1 armor, 2
Lead others in righteous battle. weight)
Choose one:
o A bag of Supplies (3 uses ooo, 1 weight)
Bonds (Ask your companions these questions) o Healing potion (0 weight)
Which of you is a better soul than you let on? ________________

Which of you am I watching closely? ________________

Which of you finds me unnerving? ________________

Which of you do I tolerate despite your... misguided ways?


________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the
following options instead, but not more than once for each option: What made you devote your life to your code?
o Increase one of your stats by 1, to a maximum of +3
o Gain an advanced move from another playbook What most threatens to lead you astray?
o When you Defend, on a 12+ instead of gaining hold, the
attack you are defending against is repelled, against even Where can others of your faith or order be found?
insane odds, and you gain some advantage over the
attackers; you describe what happens What do most people simply not do because they are scared of evil?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Lay on Hands
When you touch someone else, skin to skin, and pray for their
D6 +2 well-being, choose one of the following:
o Weak o Shaken o Sick • They recover 1d6+1 HP
INT WIS CHA Armor • They are cured of one mortal poison or disease
Then roll+CHA. *On a 10+, they recover or are cured, as you wished
it. *On a 7-9, they are healed or cured, but the effect is taxing; you
either spend 1 Zeal, or you lose the same amount of HP they
o Muddled o Tired o Stressed recovered or whatever poison or disease you healed is transferred to
HP you.

o I Am the Law
Max HP: 20 When you invoke your divine authority to issue an order or a
warning, roll+CHA. *On a hit, they choose one:
You begin with the following moves: • Do what you say
• Back away slowly, then flee
Armored • Attack you
You ignore the clumsy tag on armor you wear, and any armor you *On a 10+, you can also tell what they’re going to do and act first,
wear, not including shields, has -2 weight, to a minimum of zero. and the next move you make against them gains advantage.

Paladin’s Oath o Inquisition


You adhere to a strict moral code that grants you power beyond that When you look into someone's eyes and gaze upon their soul,
wielded by normal folk. Choose up to four tenets of your oath: roll+CHA. *On a 10+, hold 2. *On a 7-9, hold 1. *On a 6-, hold 1
o Never lie or cheat anyway, but they also hold 1. While in their presence, spend a hold to
o Always protect the weak ask them one of the following and get an honest answer:
o Never let a crime go unpunished • Are you lying?
o Always offer enemies mercy • Are you hiding something from me?
o Never refuse to help someone in need If they answer "yes", your next move against them gains advantage.
o Never indulge in mortal pleasures
o Never show cowardice or deny an honest call to battle o Beacon of Hope
o Never let a ________ live (this tenet supersedes any tenet of
mercy) When you make a heroic stand on the front lines against the
coming darkness, you immediately gain 1 Zeal, up to your normal
When you spend some time in religious observance, lose any Zeal maximum, and anyone standing on the front lines with you gains the
you hold, then hold an amount of Zeal equal to the number of tenets benefit of your Conviction ability, until the darkness you face is
of your oath. The maximum Zeal you can hold is equal to the number defeated, you withdraw from the front lines, or you fall.
of tenets of your oath. You may spend a Zeal to:
• When you take damage, reduce the damage by half after o Quest
applying armor, rounding down When you dedicate yourself to a mission through prayer and
• Gain advantage on your damage roll and add the forceful tag ritual cleansing, state what you set out to do (such as discover the
to your attack truth about something, or slay a blight on the land). The GM will
• Stand fast, keeping your position, stance, and course despite give you a blessing (such as a voice that transcends language, or an
what befalls you invulnerability to bladed weapons); stay true to your goal, and this
• Shake off a poison or disease afflicting you blessing remains yours. When you complete your Quest, mark XP.

When you break a tenet of your oath, lose any held Zeal, and that o Smite
tenet no longer counts when you gain Zeal again until you atone for When you Hack and Slash a creature of darkness or chaos, on a
your misdeeds; the GM will tell you what you must do. hit, you may spend a Zeal; if you do, your damage roll gains
advantage and also choose one:
When you level up, you may cross off one of your tenets if you feel
• You banish them if they lack anchor to this world
that you have fulfilled it completely or it no longer applies to you; if
• You brand them as an agent of chaos or darkness, describe
you do, you may select a new tenet in exchange. You may only do
how you mark them
this once.
• You break their resolve, the GM will describe how
Conviction
o Shield of Faith
When you would Defy Danger due to pain, fear, or doubt, you
cannot miss; treat any 6- result as a 7-9 instead. While you bear a shield, your shield can block insubstantial or
magical attacks as if they were physical blows, and add the following
option to Defend:
• You redirect a spell or magical effect from the thing you
defend to the ground, making it fizzle harmlessly
The Ranger Background (Choose one)
o Outrider
Name __________________________________ When you Scout Ahead, choose one more option, even on a miss,
and add the following to the questions you can ask by spending a
pick from Scout Ahead:
Look (Choose one for each category)
• Where could I best hide or blend in around here?
• Where’s my best way in, out, or through this place?
Wild Eyes, Sharp Eyes, or Animal Eyes • What can I see that no one else can see?
Hooded Head, Wild Hair, or Bald
Camouflaged Clothing, Dark Clothing, or All-Weather Clothing
Long Shanks, Lean Body, or Rugged Body o Wilderness Guide
You can always find your way back to a place you have been to
before without Defying Danger from getting lost or any natural rough
Drive (Choose one) terrain, and you can make a map of any place you have been or
explored with ease. When you lead the way while Undertaking a
o Wildling Perilous Journey, choose an extra benefit from the list; even on a
Eschew a convention of the civilized world. miss you still choose a benefit.

o Naturalist o Warden of Nature


Help an animal or spirit of the wild. When you Spout Lore about a monster, you roll with WIS instead
of INT.
o Sentinel Additionally, choose a favorite type of enemy such as dragons,
Endanger yourself to combat an unnatural threat. giants, goblin-kin, or demons: ______________________
Add the following to the list of questions for Skirmisher:
• Am I fighting my favorite type of enemy?
Bonds (Ask your companions these questions)
Which of you have I guided before? ________________ Gear (Choose options)

Which of you is a friend of nature? ________________ Your Load is 6. You start with a bag of Supplies (3 uses ooo, 1
weight), leather armor (1 armor, 1 weight), and a fine bow (near, far,
Which of you has no business being out here? ________________ 2 weight). Choose two:
o Short sword (close, 1 weight)
Which of you looks more like prey to me? ________________ o Spear (reach, thrown, near, 1 weight)
o A bag of Supplies (3 uses ooo, 1 weight)
o Antitoxin (0 weight)
o A trophy from a monster you killed recently (shiny)

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2. What keeps you coming back to civilization? How do other people
When you reach level 6 or higher, you may choose one of the treat you?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 How do most people view the wilderness, and why?
o Gain an advanced move from another playbook
o When you Volley, on a 12+ your shot hits a vital point, What’s the most significant monster you’ve encountered?
ignoring armor and debilitating or crippling the target
somehow; you describe what happens. What are you most often asked to do by others?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Blot Out the Sun
When you Volley, you can spend a use of Supplies or erase the mark
D6 +1 in your Wild Quiver box before you roll to give your attack the area
o Weak o Shaken o Sick tag; roll damage separately for each target.
INT WIS CHA Armor
o Camouflage
When you keep still in natural surroundings, enemies never spot
you until you do something to reveal yourself (such as attacking).
o Muddled o Tired o Stressed
When you move with care and calm, you make no noise and leave
HP no sign of your passage.

o Wild Empathy
Max HP: 18 You can speak with and understand animals, and you can closely
study and Parley with them as if they were people, and you may also
You begin with the following moves:
Recruit animals as if they were followers, with all the normal rules.
Additionally, any animal followers you recruit start with +1 Loyalty.
Scout Ahead
When you go off on your own to explore a dangerous area, say
how you do it and roll+DEX. *On a hit, you make it back safely; the
o Hunt and Track
GM will describe what you encountered. *On a 10+, choose three. When you spend a few moments scanning your surroundings, you
*On a 7-9, choose one: can ask the GM "What tracks or signs of passage are here?", they
• Ask a question from the Discern Realities list about what will answer honestly.
you encountered (you may choose this more than once) When you study tracks or signs of passage, roll+WIS. *On a hit,
you can follow the trail until there's a significant change in direction
• You were able to sneak something out of there; the GM will
tell you what you got or mode of travel, and ask one question from the list below. *On a
10+, ask two questions instead:
• You made some preparation or created some advantage to
• Where did it come from?
exploit upon your return; work out the details with the GM
• What is it doing, and what will it likely do next?
• You got away clean, leaving no trace and rousing no
suspicion • What else should I be on the lookout for?
*On a 6-, choose one:
• You make it back, but with trouble hot on your heels! The o Trailblazer
GM will tell you what follows you When you Defy Danger to overcome a natural obstacle or
• You're missing in action; the details will be revealed later difficult terrain, on a hit, you may also bring one of your
companions through with you safely. Whatever you roll, you may
Skirmisher sacrifice a piece of your gear to ignore a consequence—whichever
piece is most readily at hand or makes the most sense. If this is gear
When you enter a battle, answer the following questions:
that is still undefined, say what it is now.
• Am I neither encumbered, nor wearing armor with the
clumsy tag?
• Have I scouted this threat? o Trick Shot
• Is there ample room to maneuver here? When you make an improbable bow shot with an unusual effect,
• Is the enemy much larger than I am? describe what you want to happen and roll+DEX. *On a 10+, the GM
For each question you answered "yes" to, hold 1 Readiness. During will tell you one thing you have to do to pull off the shot. *On a 7-9,
the battle, you may spend a Readiness to accomplish one of the up to three things:
following, describing how you do it: • Spend some time lining up the shot
• Draw an enemy's attention to you and lure them into a bad • Get into a vulnerable position
position • Spend Supplies or erase the mark in your Wild Quiver box
• Disengage from melee range of an enemy, avoiding any • Sacrifice or endanger something important
retaliation
• Take aim at a weak point, your next Volley gets +WIS o Trapper
piercing You can spend a use of Supplies to prepare traps in an area. When
• Evade a hazard on the battlefield without Defying Danger someone moves around in your prepared area, roll+WIS. *On a
When the battle ends, lose any remaining Readiness you hold. 10+, hold 3. *On a 7-9, hold 1. Spend your hold, one-for-one, to do
the following to a target in the area, describing how the effects of
Wild Quiver your traps come to pass:
When you Make Camp, mark this box: o • Deal your damage to them
When you would spend a use of Supplies for ammo (c.f. Volley), • They are rooted in place until they break the trap
you may erase the mark in the above box instead. You cannot use • The trap sets off a loud alarm; no matter where you are,
this ability if you are without your quiver of arrows (it’s been you'll hear it or sense when it goes off
dropped, stolen, confiscated, etc.), or you are otherwise established • One of the their limbs or senses is impaired
as being out of ammo in the fiction. • They are moved a few paces in a direction of your choice
The Thief Background (Choose one)
o Burglar
Name __________________________________ When you Discern Realities or use Danger Sense, you may ask the
GM “What here is useful or valuable to me?” for free, even on a
miss.
Look (Choose one for each category)
o Assassin
Shifty Eyes, Eyepatch, or Criminal Eyes
Hooded Head, Messy Hair, or Cropped Hair Add the following to the list of options for Backstab:
Dark Clothes, Fancy Clothes, or Common Clothes • You temporarily disable one of their limbs or senses
Lean Body, Tense Body, or Quick Body Additionally, when you Backstab, on a 10+ you get three choices
from the list instead of two.

Drive (Choose one) o Street Rat


o Treasure Hunter When you blend into a crowd or the shadows, enemies never spot
Take a major risk to acquire something valuable. you until you draw attention to yourself or leave your cover.

o Infiltrator Gear (Choose options)


Infiltrate a secure or dangerous location. Your Load is 6. You start with a bag of Supplies (3 uses ooo, 1
weight), leather armor (1 armor, 1 weight), and thieves' tools (1
o Daredevil weight). Choose your armaments:
Leap into danger without a plan. o Dagger (hand, 1 weight) and short sword (close, 1 weight)
o Rapier (close, precise, 1 weight)
Choose two:
Bonds (Ask your companions these questions) o 3 throwing daggers (thrown, near, 0 weight) and antitoxin
Which of you is the only one that trusts me? ________________ o Ragged bow (near, 2 weight)
o A bag of Supplies (3 uses ooo, 1 weight)
Which of you has my back? ________________ o Healing potion
o What’s left of the coins from your last heist (shiny)
Which of you thinks I'm a worthless rat? ________________

Which of you is willing to do what it takes? ________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the What made you turn to a thief’s life?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 What was your biggest score?
o Gain an advanced move from another playbook
o When you Defy Danger, on a 12+ you transcend the danger. What's the ace up your sleeve? How did you get it?
The danger is defied and the GM will also offer you a better
outcome, or a moment of grace. What makes you trust your companions? Why should they trust you?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Connections
When you put out word to the criminal underbelly about
D6 +1 something you want or need, roll+CHA. *On a 10+, someone has it
o Injured o Shaken o Sick or can get it, for a reasonable price. *On a 7-9, you'll have to settle
INT WIS CHA Armor for something close or it comes with strings attached, your choice.

o Shoot First
You're never caught by surprise. When an enemy would get the
o Muddled o Tired o Stressed
drop on you, you get to act first instead.
HP
o Pants on Fire
When you use lies, bluster, or deception to avoid suspicion or get
Max HP: 16 out of trouble, roll+CHA. *On 10+, hold 3. *On 7-9, hold 1. Spend
a hold to do one of the following, describing how you do it:
You begin with the following moves: • Move about or maneuver unchallenged
• Withstand direct scrutiny or questioning
Danger Sense • Direct suspicion or attention elsewhere
When you take a moment to survey an area, you may ask the GM • Provide cover for an ally
"Is there an ambush or trap here?" If the answer is "yes", roll+WIS. Remember that every lie is doomed to be revealed, eventually. When
*On a 10+, ask the GM three questions from the list below. *On a 7- your deception is exposed, lose any hold remaining on this move.
9, ask one.
• What will trigger the trap or ambush?
• What will happen once it's triggered?
o Escape Route
• How could it be disarmed or thwarted? When you're in too deep and need a way out, name your escape
• What else should I be on the lookout for? route and roll+DEX. *On a hit, you're gone. *On a 7-9, you leave
something behind or take something with you, the GM will say what.
Backstab
o Poisoner
When you attack an unaware foe in melee, either deal your damage
You may spend a use of Supplies to produce a vial of poison. When
or roll+DEX. *On a 10+, deal your damage and pick two. *On a 7-9,
deal your damage and pick one. you do, say what it does, and the GM will choose one:
• Your damage roll ignores armor • It will have some limitation on its use (it must be ingested to
take effect, it’s unstable and must be used right away, etc.)
• You slip away before they can react or strike back
• It's not as strong as you would wish
• You stun or hamper them for a few moments, anyone taking
advantage of this gains advantage • It'll take a while to take effect
• You steal a visible, unprotected item off of their person; • It'll have obvious or undesirable side effects
they won't notice it's gone until you flaunt that you have it Regardless of the GM's choice, all poisons are dangerous to handle.
• You reduce their armor by 1 until they repair it
• They can’t make any noise or raise the alarm for a few o Heist
moments after you strike When you take time to make a plan to steal something, name the
thing you want to steal and ask the GM two the following questions:
Tricks of the Trade • Who will notice it's missing?
When you pick locks or pockets or disable traps, roll+DEX. *On a • What's its most powerful defense?
10+, you do it, no problem. *On a 7-9, you still do it, but the GM • Who will come after it?
will choose two of the following, and you must then choose one of • Who else wants it?
the GM’s options to apply to your action: When someone acts on an answer for the first time, they gain
• It costs something (time, gear, an opportunity lost, etc.) advantage on a move that follows.
• You leave evidence behind or arouse suspicion
• You are left in a dangerous or exposed position o Like a Ghost
When you roll for another move that you want to perform in a
You Can Never Have Too Many Knives clandestine manner, you may choose options equal to your DEX or
When you have some downtime in a steading, mark this box: o less, and then tell the other players:
When you reach into your hidden sheath for a weapon, you may • ...how you draw attention elsewhere instead of to you
erase the mark in the above box to produce a knife (hand, near, • ...how you stay out of sight
thrown, 0 weight). You cannot use this ability if you have been • ...that you remain silent
completely searched for weapons or otherwise established as being • ...why you leave no trace behind
without your hidden sheath in the fiction. *On a 10+, all that you say is true. *On a 7-9, the GM chooses one of
your statements to be false, the others are true.
The Wizard Background (Choose one)
o Arcane Student
Name __________________________________ Add the following option to the 7-9 list for Cast a Spell:
• You need to consume magical reagents to power your
magic, describe them and spend 1 use of Supplies
Look (Choose one for each category)
o Natural Gift
Haunted Eyes, Sharp Eyes, or Crazy Eyes
Styled Hair, Wild Hair, or Pointed Hat Describe the heritage of yours that makes you naturally inclined to
Worn Robes, Stylish Robes, or Strange Robes magic, and choose one option from the Cantrip list. You can create
Pudgy Body, Creepy Body, or Thin Body that effect whenever you like, without having to Cast a Spell.

o Blood Mage
Drive (Choose one) When you shed your blood while Casting a Spell, you lose HP
o Power equal to the lower of the two dice rolled, ignoring armor, and on a
Use your magic to command the respect of others or enhance your hit, your spell gets +1 Power.
prestige.
Gear (Choose options)
o Knowledge Your Load is 5. You start with a bag of Supplies (3 uses ooo, 1
Discover something about a magical mystery. weight), a staff (close, two-handed, 1 weight) and an arcane treasure
through which you draw power; describe it! Choose one:
o Weird o Enchanted robes (1 armor, 1 weight)
Confront or embrace something strange or other-worldly. o A bag of Supplies (3 uses ooo, 1 weight)
o Dagger (hand, 1 weight) and antitoxin
o A minor magical bauble; it doesn’t do anything useful, but
Bonds (Ask your companions these questions) someone might like it (shiny)
Which of you has a dark fate that I have foreseen?
________________

Which of you understands magic the least? ________________

Which of you is keeping secrets from me? ________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the What price did you pay to learn magic?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 Where does magic come from?
o Gain an advanced move from another playbook
o When you Cast a Spell, on a 12+ your spell performs even How common is magic? How do most people react to it?
better than expected or has an additional perk to it, the GM
will describe it What dire omens have you foreseen?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Antiquarian
When you closely examine an interesting object for the first time,
D6 -1 roll+INT. *On a 10+, ask the GM three of the following questions.
o Injured o Shaken o Sick *On 7-9, ask two. *On a 6-, ask two anyway, but the GM will give
INT WIS CHA Armor you a false answer for one of them:
• What does this do, or what does it signify?
• What is it made of?
• Who created this object and how old is it?
o Muddled o Tired o Stressed • Who used or handled this object last?
HP • What has been done to or with it recently?
• What's wrong with it and how could it be fixed?
• How do I activate this or get it to ________?
Max HP: 12 • Does this have magical properties, and if so, what are they?

You begin with the following moves: o Spellbreaker


When you counter a magical spell as it is being cast or unweave
Cast a Spell an ongoing magical effect, roll+INT. *On a hit, the spell is
You have mastered the workings of magic. Add the Wizard domains successfully countered or disrupted. *On a 7-9, choose one:
sheet or half-sheet to your playbook. You begin with mastery of the • The unraveled magic causes some undesirable collateral
Cantrip domain. Choose two more domains that you have damage or side effects
mastered, and choose one Bane from the following list (or work • A weaker version gets through or lingers, or it is only
with the GM to make up your own Bane), a limitation on all temporarily suppressed
magic you work:
o While you cannot speak clearly, you do not have both hands
free, or you wear or wield something made of metal, you o Know-It-All
cannot cast a spell. When you Spout Lore, on a 10+ you may also ask the GM a follow-
o Your magic can never affect anyone or anything wearing, up question about the subject, they will answer truthfully.
holding, or warded by cold iron. Additionally, when you Spout Lore, hit or miss, you may also ask the
o While you are without your _______________________, GM "How or where could I find out more?" after they reply to your
you can’t Cast a Spell. You can craft a replacement with a original question; they’ll tell you, honestly.
Ritual, but it will be time-consuming and expensive.
o ________________________________________________ o Empower
________________________________________________ When you Cast a Spell, on a 10+ you may choose from the 7-9 list. If
you do, your spell gets 3 Power instead of 2 Power.
When you weave a spell using one of your mastered domains,
roll+INT. *On a 10+, you get 2 Power to spend on your spell. *On a
7-9, you get 1 Power, and choose one of the following as well: o Bookworm
• Your spell will have some undesirable side effect or When you Bolster by spending time in magical research or study
limitation in a suitable laboratory or library, you may hold Research instead
• You draw unwelcome attention or put yourself in a spot of preparation.
• The spell disturbs the fabric of reality as it is cast; you have When you Cast a Spell, you may spend a Research to add +1 Power
disadvantage to Cast a Spell until you take some time to rest to the Spell, no more than once per spell.
and refocus yourself (you can’t choose this option if you’re Additionally, once per session, when you spend Supplies to
already affected by it) produce something to write on and/or with, you are refunded that
Power not spent on your spell is wasted, it cannot be saved for later. use of Supplies.
Power has no effect on Cantrips, just ignore it.
o Logical
When you reach level 6, choose another domain from the list to When you Discern Realities by using strict deduction or logic to
master. analyze your surroundings, you roll with INT instead of WIS.

Ritual o Mystic Tether


When you devise a magical ritual, tell the GM what you're trying to While a spell you cast is ongoing on another person, you may Aid
achieve. Ritual effects are almost always possible, but the GM will them, Interfere with them, or study them closely, no matter where
give you one to four of the following conditions: they are, and you gain advantage when you do so. If your target is
• It's going to take days/weeks/months willing, they can communicate with you telepathically through the
• You must perform it at a special place and/or time spell as if you were in the room with them.
• First you must ________
• You'll need help from ________
• The effect will be unreliable or limited
• You and your allies will risk danger from ________
• You'll have to sacrifice or consume ________to do it
Cantrip o Conjuration
You conjure a minor magical effect. Choose one: You summon forth a magical creature or construct, which aids you as
• An item you touch glows with magic light, about as bright best it can. Describe what you call forth! Treat it as a follower with
as a torch, until you dispel it or it leaves your presence +0 Quality, Loyalty equal to your INT, 6 HP, a damage bonus of +0,
• The GM will tell you what here is magical the reckless tag, and 1 additional tag of your choice. Choose one of
• You make cosmetic changes to an object you touch: clean it, the following to add to your construct for each Power:
soil it, cool it, warm it, flavor it, or change its color • Add a tag or move of your choice, relevant to the
• You repair a single break or tear in an object you hold construct’s nature (you can choose this more than once)
• You slowly telekinetically lift or move an unattended object • Remove the reckless tag
that you can see weighing no more than one pound • Its Quality is +1
The construct persists until destroyed or you dismiss it. While this
o Divination spell is ongoing, you have disadvantage to Cast a Spell.
You conjure a vision through space and time. Name the subject of
your divination—a person, place, or thing. If a person, you must have o Enchantment
something related to them, such as one of their possessions. Ask the You wrap a beguiling charm around a target you can see. Choose one
GM one question for each Power: effect or an additional target for each Power:
• Where are they, relative to me? • They cannot harm you, except in self-defense
• What are they likely to do next? • They must act single-mindedly upon a strong emotion that
• What happened to them recently? they already are feeling
• What consequences will _________ have for them? • They fall into a light sleep or stand entranced, until
The GM’s answers represent the most likely outcome based on the something shakes them out of it
current situation. • They will truthfully answer one question you ask them
• They will have no memory of what you had them do or that
o Evocation they were ever enchanted, even after the spell ends
You evoke a bolt of magical energy, which strikes a target you can The enchantment lasts until they leave your presence, the effect you
see for 1d6+1 damage, with one of the following tags of your choice: chose is completed or violated, or until you choose to end it. While
fire, ice, or lighting. Choose one of the following for each Power: this spell is ongoing, you have disadvantage to Cast a Spell.
• The spell is forceful
• The spell gets the area tag o Necromancy
• The damage ignores armor You bind the energy of life and death that surrounds all creatures.
• The attack debilitates or restrains your target instead of Choose one effect or an additional target for each Power:
dealing damage; describe how, and the GM will tell you • A corpse you touch answers any three questions you ask to
how effective it is the best of the knowledge it had in life
• You fill a target you can see with supernatural fear, they
o Illusion choose to flee from you, panic, cower, or fight in
You create an illusion upon someone or something you can touch, desperation, until the next time you cast a spell
changing its appearance or rendering it invisible. This illusion lasts • You curse a creature in near range; deal your damage to
as long as you concentrate on it, or until someone interacts with it to them and heal half that amount to yourself, rounded down
prove it an illusion. Choose one additional effect for each Power. • You transfer life energy to someone you touch, they heal
• The illusion can move (you must choose this if the target is 1d6 HP and you lose half that amount, rounded down
a person, otherwise the illusion breaks if they move) • You or someone willing you touch becomes an insubstantial
• The illusion instead covers a small, stationary area around a shadow, until after the next time they make any move
point that you can see
• The illusion can include sounds and smells o Transmutation
• The illusion can emit light or create darkness You alter yourself or a person you touch. Choose one effect or an
• Your illusion lasts for a short time after you stop additional target for each Power, describing how you grant them the
concentrating chosen effects:
While this spell is ongoing, you have disadvantage to Cast a Spell. • You choose a stat; they gain advantage to all rolls made
with that stat, and the GM chooses a stat; they get
o Abjuration disadvantage to all rolls made with the GM’s chosen stat
Cast this spell to place a ward upon an area, object, or a circle you • They gain the ability to breathe under water
have drawn. Choose one option for each Power: • They gain the ability to see clearly in the dark
• No magic, save your own, can cross the ward • They gain the ability to levitate, floating gently either up or
• Choose a type of creature; they cannot cross the ward down as they choose
• The first creature to touch, cross, or disturb your ward takes • They gain magical protection; choose an element or type of
1d6+2 damage weapon, they gain advantage to Defying Danger caused by
that element or type of weapon and any damage they suffer
• When your ward is touched or crossed, it will set off an
caused by that element or type of weapon is halved
alarm; no matter where you are, you'll know about it
The effects last until you choose to end them. While this spell is
• All of your allies inside of the warded area get +2 armor
ongoing, you have disadvantage to Cast a Spell.
The ward lasts until you dismiss it, something disrupts it, or the
effect is discharged.
Cantrip
You conjure a minor magical effect. Choose one:
• An item you touch glows with magic light, about as bright
as a torch, until you dispel it or it leaves your presence
• The GM will tell you what here is magical
• You make cosmetic changes to an object you touch: clean
it, soil it, cool it, warm it, flavor it, or change its color
• You repair a single break or tear in an object you hold
• You slowly telekinetically lift or move an unattended
object that you can see weighing no more than one pound

o Divination
You conjure a vision through space and time. Name the subject of
your divination—a person, place, or thing. If a person, you must
have something related to them, such as one of their possessions.
Ask the GM one question for each Power:
• Where are they, relative to me?
• What are they likely to do next?
• What happened to them recently?
• What consequences will _________ have for them?
The GM’s answers represent the most likely outcome based on the If you prefer to have your Wizard Domain sheet in half-page
current situation. format to insert into your playbook, print this sheet double-sided
and cut along the line, then fold your Wizard playbook in half and
o Evocation insert the Domain half-page sheet into the fold like a page of a
You evoke a bolt of magical energy, which strikes a target you can booklet. Both versions of the Domain sheet have the same content,
see for 1d6+1 damage, with one of the following tags of your use whichever one you feel more comfortable with.
choice: fire, ice, or lighting. Choose one of the following for each
Power:
• The spell is forceful
• The spell gets the area tag
• The damage ignores armor
• The attack debilitates or restrains your target instead of
dealing damage; describe how, and the GM will tell you
how effective it is

o Illusion
You create an illusion upon someone or something you can touch,
changing its appearance or rendering it invisible. This illusion lasts
as long as you concentrate on it, or until someone interacts with it
to prove it an illusion. Choose one additional effect for each
Power.
• The illusion can move (you must choose this if the target
is a person, otherwise the illusion breaks if they move)
• The illusion instead covers a small, stationary area around
a point that you can see
• The illusion can include sounds and smells
• The illusion can emit light or create darkness
• Your illusion lasts for a short time after you stop
concentrating
While this spell is ongoing, you have disadvantage to Cast a Spell.

o Abjuration
Cast this spell to place a ward upon an area, object, or a circle you
have drawn. Choose one option for each Power:
• No magic, save your own, can cross the ward
• Choose a type of creature; they cannot cross the ward
• The first creature to touch, cross, or disturb your ward
takes 1d6+2 damage
• When your ward is touched or crossed, it will set off an
alarm; no matter where you are, you'll know about it
• All of your allies inside of the warded area get +2 armor
The ward lasts until you dismiss it, something disrupts it, or the
effect is discharged.
o Conjuration
You summon forth a magical creature or construct, which aids you
as best it can. Describe what you call forth! Treat it as a follower
with +0 Quality, Loyalty equal to your INT, 6 HP, a damage bonus
of +0, the reckless tag, and 1 additional tag of your choice. Choose
one of the following to add to your construct for each Power:
• Add a tag or move of your choice, relevant to the
construct’s nature (you can choose this more than once)
• Remove the reckless tag
• Its Quality is +1
The construct persists until destroyed or you dismiss it. While this
spell is ongoing, you have disadvantage to Cast a Spell.

o Enchantment
You wrap a beguiling charm around a target you can see. Choose
one effect or an additional target for each Power:
• They cannot harm you, except in self-defense
• They must act single-mindedly upon a strong emotion that
they already are feeling
• They fall into a light sleep or stand entranced, until
something shakes them out of it
• They will truthfully answer one question you ask them
• They will have no memory of what you had them do or
that they were ever enchanted, even after the spell ends
The enchantment lasts until they leave your presence, the effect
you chose is completed or violated, or until you choose to end it.
While this spell is ongoing, you have disadvantage to Cast a Spell.

o Necromancy
You bind the energy of life and death that surrounds all creatures.
Choose one effect or an additional target for each Power:
• A corpse you touch answers any three questions you ask
to the best of the knowledge it had in life
• You fill a target you can see with supernatural fear, they
choose to flee from you, panic, cower, or fight in
desperation, until the next time you cast a spell
• You curse a creature in near range; deal your damage to
them and heal half that amount to yourself, rounded down
• You transfer life energy to someone you touch, they heal
1d6 HP and you lose half that amount, rounded down
• You or someone willing you touch becomes an
insubstantial shadow, until after the next time they make
any move

o Transmutation
You alter yourself or a person you touch. Choose one effect or an
additional target for each Power, describing how you grant them
the chosen effects:
• You choose a stat; they gain advantage to all rolls made
with that stat, and the GM chooses a stat; they get
disadvantage to all rolls made with the GM’s chosen stat
• They gain the ability to breathe under water
• They gain the ability to see clearly in the dark
• They gain the ability to levitate, floating gently either up
or down as they choose
• They gain magical protection; choose an element or type
of weapon, they gain advantage to Defying Danger
caused by that element or type of weapon and any damage
they suffer caused by that element or type of weapon is
halved
The effects last until you choose to end them. While this spell is
ongoing, you have disadvantage to Cast a Spell.
UNLIMITED DUNGEONS
DISTANT SHORES PACK

New Playbooks and Rules for Unlimited Dungeons


This pack expands Unlimited Dungeons by adding new
playbooks and rules for characters and things a bit further afield
than the average adventurer, either in style or kin, and some
variations on existing playbooks for a change in style. We have
also included two additional special playbooks: the Villager for
new characters just beginning their heroic journey, and the Extra
for when you need a guest character.
Random Treasure New Basic Move: Struggle As One
The changes to the way loot works necessitate a new random When your party overcomes an obstacle or Defies a Danger
treasure table. These rules supersede and replace the table found as a group, establish the party's approach and everyone
on page 228 of the Dungeon World rulebook. rolls+whatever stat the GM says (per Defy Danger). *On a 6-,
you find yourself in a spot, the GM will describe it. *On a 7+,
Monsters, like adventurers, collect shiny and useful things. you pull your weight and overcome the trouble. *On a 10+, you
When the players search the belongings of a monster (be they can also get someone out of a spot, if you can tell us how.
on their person or tucked away somewhere), describe them
honestly. If the monster has accumulated some wealth, you can If you roll a 6- but someone saves you, don't mark XP.
roll that randomly. Start with the monster’s damage, modified as
follows if the monster is: If a Follower joins you in Struggling As One, they roll+Quality
• Hoarder: roll twice on this table, taking both results if their skill is tested, or +Loyalty if their mettle is tested.
• Far from home: add at least one use of Supplies worth
of food (usable by anyone with similar taste) Struggle As One is a way to resolve zoomed-out "group checks"
• Magical: add some strange, possibly magical item that like everyone sneaking into the bandit camp or everyone trying
reflects their nature to climb the cliff face or whatever. If everyone succeeds or is
saved, the situation can be resolved quickly with the results of
• Divine: add a sign of a deity (or deities)
the rolls helping to describe how everyone pulls together to
• Planar: add something alien or otherwise not of this
overcome the danger, and you can move on to the next thing. If
earth that reflects their nature
someone misses their roll and there's no one who can save them,
• Lord over others: +1d6 to the roll it plunges the party into a situation that snowballs naturally.
• Ancient and noteworthy: +1d6 to the roll

Roll the monster’s damage plus any added dice to find the
monster’s treasure:
New Basic Move: Tavern Tales
1. Nothing but a few worthless scraps, sorry When the party researches or swaps tales about a dangerous
2. A pretty trinket or bauble (shiny, 1 weight) place you have yet to explore, choose one or more pieces of
3. A handful of coins or a semi-valuable piece of jewelry, information from the list and tell us how you get it:
such as a plain silver ring or a gold earring (shiny, 0 • You acquire part of a map, draw it out or otherwise
weight) present it to the group.
4. Some mundane items useful to the current situation • You learn of a trap or similar hazard, describe it. When
(1d6-3 uses of Supplies, minimum 1 use) you encounter it, gain advantage on a move that follows
5. A piece of useful information (clues, notes, etc.) and • You learn of a valuable treasure, describe it and where
roll again it is kept.
6. A shipment of trade goods or commodities (valuable, • You learn of a dangerous enemy or group in the area,
1d6+1 weight) describe and/or name them. When you encounter them,
7. A piece of treasure, such as a silver statuette, a bottle of gain advantage on a move that follows.
exotic perfume, a silk robe embroidered with gold, or a • You learn something useful about the area’s history,
jade chess set (valuable, 1 weight) layout, or politics, tell us what.
8. A purse of coins (valuable, 1 weight) • You acquire something that will be particularly useful
9. A gem or small piece of jewelry (valuable, 0 weight) in there (a key, a password, etc.), tell us what you got.
10. A minor magical trinket (valuable, weight varies) Then roll-1 for each piece of information chosen beyond the
11. A chest of coins and other valuables (precious, 3 first. *On a 10+, the GM chooses 1 from this list. *On a 7-9, the
weight) GM chooses 2. *On a 6-, the GM chooses 3 and don't mark XP.
12. Information people would kill for (blackmail, the • Someone or something is following you
location of a hoard, powerful magic, etc.) and roll again • There is a rival ahead of you
13. A work of fine art or a rare, sought-after relic (precious, • You’ll need some help to properly use your information
1 weight, fragile) • The place will be ready for you
14. A piece of very fine treasure, such as a crown or • Your research comes at an additional cost (time,
scepter, made of gold, jewels, and other precious things money, etc.)
(precious, 2 weight) • One of your pieces of information will be incomplete,
15. A potent magical item (precious, weight varies) slightly off, or come with a catch, you’ll only discover
16. Precious gems or pieces of exquisite jewelry (precious, this when you get there or try to use it
1 weight)
17. Information people would kill for (blackmail, the
location of a hoard, world-shattering magic, etc.) and Tavern Tales is a method for the players to take an active role in
roll again shaping the world by saying what lies ahead in while allowing
18. A fantastic treasure of great renown, thought lost the GM to make moves to establish future dangers. It allows you
forever (priceless, 2d6 weight) to easily establish details about a place in a quick montage to get
19. A hoard (priceless, 2d6 weight), which also contains to the next leg of the adventure.
1d6 additional rolls (ignore future 19+ results)
New Basic Move: Raid Benefits:
When you plan an attack on a place, describe your approach • You train and prepare for your next adventure; hold 3
and your primary objective, then whoever made the plan rolls… preparation. When you roll for any move, you can spend a
• +1 if you exploit a known weakness or vulnerability in preparation after rolling to add +1 to the roll, describing
your target how your training aids you in this situation.
• +1 if you have allies to coordinate your attack with or • You get some rest and medical attention; remove all of your
someone on the inside debilities and heal any lingering diseases or conditions.
• +1 if you have detailed knowledge of the terrain, either
from a map or a scouting report • You do some research; name a dangerous place you have
• +1 if you have the drop on them or the element of yet to explore and choose an option from the Tavern Tales
surprise on your side list. (Don’t make that move; just choose an option, it’s
*On a 10+, choose two. *On a 7-9, choose one: yours.) You may choose this Benefit more than once.
• You have the initiative; your enemies are either caught • You work on a project; tell the GM what you wish to
off-guard, demoralized, or in disarray accomplish (something built or crafted, something repaired,
• You have seized some tactical advantage that gives you something achieved, etc.) and work with the GM to
the upper hand in the fight, the GM will tell you what determine what the lasting benefits might be. The GM will
• There are no unexpected complications present then tell you one or more of the following:
*On a 6-, your plan has gone awry; the GM will describe the o It will cost something extra (money, etc.)
scene with you already at a disadvantage or in a desperate o You'll need to do something else first
situation. o You'll need help from someone else
o It will take more time than you currently have to
The GM will describe the starting point of the action as the complete, you’ll have to pick it up again later
battle is joined or as your main forces breach the perimeter, o It will come with an obligation once complete
based on your roll and options chosen. They will also ask some o It’s going to mean exposing yourself--and others--
establishing questions as to what happened and present you with to danger
the opportunity to act. When you fulfill all of the GM's requirements, your project
is complete and you gain its benefits.
Raid is a move to get into the action quickly without getting
bogged down in excessive planning or coordination. • You build a relationship with someone important, perhaps a
useful contact, an influential group, or a treasured family
member; say who they are and describe how you earn their
gratitude, assuage your guilt to them, or make a real
New Basic Move: Downtime difference in their life. If you use them to find or recruit
When the party has a few weeks of downtime in a steading, Followers, you can also make the Recruit move right now,
each character spends a valuable item, then each player rolls... with advantage.
• +1 for each additional valuable item spent • You work a regular job for a while; tell us what you do, and
• +1 if they have returned triumphant after dealing with a gain a purse of coins (valuable, 1 weight).
nearby threat
• +1 if the steading is safe
• +1 if they have some support here (a patron, a family, Complications:
some loyal followers, etc.) • One of your possessions has been lost, stolen, or decayed;
*On a 10+, pick 2 Benefits. *On a 7-9, pick 2 Benefits and 1 tell us which one and how it was lost. (This is in addition to
Complication. *On a 6-, pick 1 Benefit, and the GM will pick a the valuable item spent at the start of this move)
Complication for you, which they get to describe for you.
• You've made an enemy, damaged your reputation, or ruined
Any Complications chosen cannot contradict a Benefit you have a relationship with someone, tell us who and how. Rest
chosen for this roll. If you can't or won't spend a valuable item assured, they'll collect.
as required, don't roll; just take the 6- result and don't mark XP. • You've gotten yourself entangled in some complication for
your next adventure, tell us either who is now involved or
While you are having downtime, the world moves on. how things have become more complicated.
Regardless of your rolls or choices, the GM will describe how
any fronts or threats in the world advance during your downtime. • You have an unsavory or cumbersome task to do on your
The action will begin again when the party has gathered and is next adventure; describe it and why you feel obliged to do
setting off on their next adventure. Set the premise up front, it.
informed by the goals and interests they established during the
previous adventure and downtime. • You’ve incurred an ongoing obligation; describe it, write it
down, and say why you feel bound to uphold it.
This move replaces and supersedes the Bolster and Carouse • You’ve drawn the attention of a threat or an enemy; they’ll
moves from Dungeon World. Any move or ability that grants be ready for you, they are on your trail, or they have a head
advantage or disadvantage to Carouse grants the same to start.
Downtime.
New Mechanic: Dungeon Crawl New Move: Dungeon Crawl
When you delve into the unknown regions of a dungeon,
The following is a new method for procedural dungeon creation.
whoever is leading the way rolls…
Rather than having a planned map in mind, the GM instead has
• +1 if the way is illuminated or you don't need to carry a
themes and features they would like to include. What is revealed
light source
is determined randomly. The methods presented here are adapted
• +1 if they have been to this place before or if they have
from The Perilous Wilds by Jason Lutes.
a map of this place
To create a dungeon using this method, the GM starts with an • +1 if the enemies here are unalert, distracted, or have
overall description or title for the dungeon, such as “Dwarven recently retreated or suffered defeat
Prison,” “Natural Lair,” or “Cult Library”. From there, the GM *On a 10+, choose two. *On a 7-9, choose one:
can brainstorm a few themes; more specific words or phrases • You are in an advantageous position to face whatever
that describe the atmosphere of the dungeon. A dungeon’s theme threat lies ahead, describe how after the GM describes
is a reference point for you to describe the environment as the the next area
party explores, and should ideally create a few ideas for • The area ahead is unique somehow and/or connected to
locations or encounters within the dungeon. A given theme a theme of the dungeon; the GM will describe it and
might obviously relate to the dungeon’s overall environment, or may also prompt you for input, the GM will then make
it might not; you get to make sense of the juxtaposition through an appropriate dungeon move, and you gain 1 Progress
play. A unusual theme may represent an interloper or a recent • Clear one dungeon clock segment, and describe how
change. Generally speaking, the more themes a dungeon has, the you secure or mark the path, or find a notable landmark
greater its variety of contents. *On a 6-, fill one dungeon clock segment, and you will be at a
disadvantage in the next room, with the person who led the way
Examples of themes: being placed most directly in harm's way.
• Criminal activity
• Torture or punishment The mechanism of the clock is mostly descriptive. When the
• Rot and decay clock is unfilled, the path ahead and behind you is clear. As the
• Forgotten knowledge clock fills up, the inhabitants of the dungeon become more alert
and proactive towards the PCs presence within their home. The
• Chaos and destruction
GM should have the dungeon respond to the actions of the PCs
• Planar powers based upon how full the clock is. As the clock ticks closer to
• Elemental power (which one?) midnight, the dungeon’s defenses come into play. Monsters may
• Scheming evil send out patrols or take up defensive positions. Bosses may
• Secrets and trickery accelerate their plans or begin preparations to flee—possibly
• Endless hunger taking the loot with them. The more filled the clock, the greater
• Holy war the sense of urgency and fog of war that should be conveyed;
• Undeath there is less time to plan or analyze the situation before trouble
comes knocking. By 12:00, the dungeon is actively attacking the
When you enter a dungeon, the GM will start a dungeon clock. PCs and the monsters completing their own objectives. There
This clock represents the state of alertness of the dungeon and should be no rest or safety until the dungeon is completely
ambient danger from being inside of hostile territory. Just like in empty of foes or until the PCs are running for their lives.
Apocalypse World, the clock has six segments. For a relatively
safe and uncomplicated dungeon, the crawl starts with all six Time and safety are both resources that can be consumed as per
segments clear. A more dangerous or complex dungeon begins the GM move “use up their resources”. If the characters spend
with one segment filled in (3:00), and a deathtrap or very some time waiting around, performing a time-consuming task, or
paranoid dungeon begins with two segments filled in (6:00). doing something that draws attention to themselves, the GM
may fill a clock segment to reflect the dungeon becoming more
alert to their presence.

New move: Go to Ground


When you seal or conceal yourself in a secure or hidden place
to Make Camp while in the dungeon, whomever is taking
watch rolls+unfilled dungeon clock segments. *On a 10+,
choose one. *On a 7-9, choose two. *On a 6-, all three.
• The enemy regroups while you rest, fill a clock segment
• You must backtrack a bit, lose 1 Progress
• Your rest will be interrupted
If you do anything except keep a strict watch—including resting,
refocusing, anything that draws away your concentration—you
roll with disadvantage.

When the dungeon clock is at 12:00, you can’t make this move;
there is no safety to be found here.
Progress represents how much of the dungeon you have explored If you're having trouble coming up with interesting themes or
and how close you are to your goal. When you have acquired encounters, ask yourself the following questions to try and get a
enough Progress, you have reached your goal in this area; the brainstorm going. These questions may also help you answer
exit on the opposite side, the dungeon’s heart where the treasure any questions the players have about the dungeon—or you can
lies, or the dungeon’s master. Small dungeons should require 3 turn the tables and ask them what they know instead—in
Progress to complete, longer dungeons between 5 to 7 Progress, character, of course.
and a truly epic dungeon can require 10 Progress to complete. • Who or what is believed to have built this place?
Progress is not kept between expeditions, though beginning from • For what purpose was it built?
a known place part of the way through may warrant requiring • How did it come to ruin?
less Progress to reach your goal than if you started from the • What remains of this place from before?
dungeon entrance. • What do you notice right away when you enter?
(smells, temperature, humidity, sounds, etc.)
Reaching your goal does not necessarily mean that you have • What dangers is it rumored to conceal? (monsters,
found everything in the dungeon. There may yet be more to find, forces, traps, etc.)
in some hidden wing of the dungeon that remains undiscovered
• What discoveries may lie within? (clues, puzzles,
or sealed for the next expedition here. Hold on to your maps! treasure, etc.)
• How can things go wrong, or become more
Progress may also be used as a spendable resource to accomplish
complicated?
side goals, such as finding hidden caches of loot, making
• What’s at stake for the PCs?
important discoveries, revealing clues, or mapping an area.
• What is the dungeon’s Instinct? (what does the dungeon
New move: Plunder want to do, which usually causes trouble)
When you search side paths of the dungeon for something o To harrow them with relentless destruction
useful, choose what you want to find or make and roll+Progress o To consume and destroy all who enter
or unfilled dungeon clock segments, whichever is less: o To spew raiders and marauders on neighboring
lands
• A way to escape the dungeon (all of your Progress,
even if you hold no Progress) o To erupt and destroy with lava and ash
o To harbor the terrors of the night
• A map of the dungeon up to this point (1 Progress)
o To trap them in labyrinthine tunnels
• A defensible position where you can rest; describe how, o To drown them in the ever rising tides
and if you make the Go To Ground move now, choose
o To confuse and disorient them with tricks,
one less option, hit or miss (1 Progress)
illusions, or secrets
• Some useful information or a clue about this dungeon o To bleed them of all hope and happiness
(1 Progress) o To isolate them in darkness
• A few useful Supplies (1 weight, 1 use for 1 Progress, o To corrupt their thoughts with dark impulses
or 3 uses for 2 Progress) o To sustain the Eternal Sleeper’s dream
• Treasure, ask the GM what it is (typically 1 weight, o To awe them with its majesty
shiny for 1 Progress, or valuable for 2 Progress) o To eternally relive an ancient battle
*On a hit, you find what you’re looking for if you spend the • What dungeon moves does the Instinct suggest?
indicated amount of Progress. *On a 7-9, you either encounter • What established dangers or fronts are involved, or
trouble on the way or it takes a long time (fill a dungeon clock could be involved?
segment), your choice.
While the dungeon clock is at 12:00, you have disadvantage
when you make this move.

New move: Return to the Dungeon


When you travel a known path through the dungeon to a
specific place, name your destination and ask the GM what it
will cost (clock segments filled, uses of Supplies, etc.), then roll The following new tags are used to describe items found in the
as per the Dungeon Crawl move. *On a hit, you reach your Elf and Dwarf playbooks, presented in the following pages:
destination without incident and it costs no more than what the
GM said it would. *On a 10+, choose one: Elf-made: Crafted by the hands of elves, elf-made items do not
• It takes less time and/or resources to make it there suffer the ravages of time, cannot be corrupted by evil and are
• You discover something interesting or useful along the lighter than normal. (typically 1 weight less; this benefit is
way, such as a resource, shelter, or a landmark already factored into the items in the Elf playbook.)
• You get the drop on a threat, either on the path or at
your destination Dwarf-made: Crafted by the great skills of dwarves, dwarf-made
• You can make a map to this place items do not suffer the ravages of time and cannot be damaged
*On a 6-, your journey is interrupted; the GM will tell you how, or destroyed by anything less than dragonfire or secrets known
with the person who led the way being placed most directly in only to the dwarves.
harm's way.
The Alchemist Background (Choose one)
o Physician
Name __________________________________ When you treat someone else with Strange Medicine, any die
rolled for the move gets advantage, and at your option, the pain and
drugs make them babble the truth to you. Ask them what secret they
Look (Choose one for each category)
spill.

Fiery Eyes, Tired Eyes, or Brass Goggles o Pyrotechnician


Academic Cap, Wispy Hair, or Balding
Add the following option to the list of Alchemic Flask effects:
Scholar’s Robe, Protective Clothing, or Singed Clothing
Stained Fingertips, Funny Smell, or Esoteric Markings • Explosive Flask: Deal your damage to the target with the
forceful, fiery, and loud tags

Drive (Choose one) o Academic


o Science! When you Parley with someone who highly respects knowledge or
Discover how something new works. history, you roll with INT instead of CHA.
Additionally, your alchemy kit holds a maximum of 4 Stock instead
of 3.
o Transformation
Provide or be the catalyst for change in the world.
Gear (Choose options)
o Utopia Your Load is 6. You start with a bag of Supplies (3 uses ooo, 1
Create or discover something that helps other people. weight) and your portable kit of alchemy tools and reagents (2
weight); describe it! Choose one:
o Reinforced leather lab coat (1 armor, 1 weight)
Bonds (Ask your companions these questions) o A bag of Supplies (3 uses ooo, 1 weight)
Who is most likely to be the subject of my studies? o Staff (close, two-handed, 1 weight) and antitoxin
________________

Who is most likely to help me with my projects? ________________

Who needs to be shown that science and rationality are superior to


their own ways? ________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the How did you learn the craft of alchemy?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 What is something you hope to create one day with alchemy?
o Gain an advanced move from another playbook
o When you Spout Lore, on a 12+, the GM will also ask you a How do you think science can make the world better? Or worse?
question about the subject. Whatever you answer, it is the
truth. What spurs you to adventure instead of quiet research?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Potion Brewer
When you have time, safety, and equipment to brew a potion, tell
D6 +0 the GM what you’re trying to achieve. Potion effects are always
o Injured o Shaken o Sick possible, but the GM will give you one to four of the following
INT WIS CHA Armor conditions:
• The potion’s effects will not last long; you will have to
hurry to get use out of it
• It will have some unwanted side effect or limitation
o Muddled o Tired o Stressed • It will be unstable, and may degrade over time or if
HP mishandled
• You can only make a weaker version of your desired effect
• You will need _________ to complete the potion
Max HP: 16 • It will take days/weeks/months to brew

You begin with the following moves: o Phlogiston


When you add a special volatile catalyst to one of your flasks just
Alchemist’s Kit before you throw it, either spend 1 Stock or make the roll with
You have a portable kit of alchemical reagents, flasks, and catalysts. disadvantage, and your flask’s effect gains the area tag.
It can hold a maximum of 3 Stock. When you spend a few hours
gathering and refining reagents for your kit in a suitable place, o Experimentation
refill your Stock to the maximum, though there may be a
When you spend some time experimenting with an object or
complication if you are working in a dangerous area.
substance, ask the GM two questions from the following list, they
will answer you truthfully. If you spend 1 Stock, ask all of the
Alchemist Flasks questions instead:
When you throw a weaponized alchemic flask, choose one of the • What is this made of?
following effects: • What could be made from this?
• Choking Gas: The target is stunned for a few moments in a • Who created this and how old is it?
fit of coughing and choking • What has been done most recently with this, or to this?
• Toxic Fumes: The target's damage rolls gain disadvantage
until they are cured o Mutagen
• Acid Splash: Deal your damage to the target, ignoring
armor When you dose yourself with an alchemic mutagen, describe how
you are transformed by it, then spend 1 Stock and choose a stat; your
• Congealing Resin: Sticky resin binds one of the target’s
rolls using that stat have advantage. The GM will also choose a stat;
limbs until washed off or otherwise removed
your rolls using that stat have disadvantage. The effect lasts until you
• Confounding Vapors: The target’s mind becomes clouded,
Make Camp or dose yourself with an antidote by spending another 1
making them unable to concentrate or do anything requiring
Stock.
mental fortitude for a few moments
Then roll+DEX. *On a hit, your chosen effect hits the target. *On a
7-9, also choose one: o Pathologist
• The flask’s effect splashes onto something you didn’t intend When you heal someone of an affliction, you may store that
to hit affliction in your kit, taking up the space of 1 Stock. When you throw
• You have to move to make your throw, placing you in an alchemic flask, add the following option to the list of effects:
danger as described by the GM • You inflict an affliction stored in your alchemy kit
• You use up some reagents, spend 1 Stock Hit or miss, if you pick this option, the stored affliction is consumed.
Regardless of the option you choose, your flasks have the following Additionally, when you recover HP with the Strange Medicine
tags: thrown, near, and dangerous. move, add your INT to the amount of HP recovered.

Strange Medicine o Logical


When you spend a few minutes treating someone (including When you Discern Realities by using strict deduction or logic to
yourself) with curious tonics from your alchemy kit, you can analyze your surroundings, you roll with INT instead of WIS.
make the First Aid move and spend 1 Stock instead of Supplies, and
you can cure them of a poison, disease, or mental malady instead of o Tincture
recovering HP. Any potion made or used by you can be used by applying it to
someone’s skin instead of drinking it. When you throw a potion at
Taste Test someone (including a healing potion), roll+DEX. *On a hit, the
When you taste any liquid, magical or otherwise, the GM will tell target takes the effects of that potion, as if they drank it. *On a 7-9,
you what it is and what it does, though you may have to Defy Danger either the potion splashes on something nearby you didn’t intend to
with CON if you try tasting something toxic or dangerous to drink. hit, or your target doesn’t get the full benefit from the potion.
The Dwarf Background (Choose one)
o Stoneborn
Name __________________________________ Your kin were the first to see sunlight when they emerged from the
stone. While you stand on solid ground, you cannot be knocked off
your feet and you ignore the forceful tag on attacks made against
Look (Choose one for each category)
you.

Weary Eyes, Hard Eyes, or Beady Eyes o Firebeard


Braided Beard, Long Moustache, or Thick Sideburns
Your people have a history of martial empire that spreads both above
Calloused Skin, Bronzed Skin, or Hairy Skin
Broad Shoulders, Wide Girth, or Muscular Body and below ground. When you Undertake a Perilous Journey
through the mountains, hills, or Underdark, or when you Spout
Lore about your ancestors' histories, you roll with CON instead of
Drive (Choose one) the usual stat.
o Greed
o Deepdelver
Take for yourself that which was meant for others.
Your people mined more deeply than any other. You can see clearly
even in total darkness.
o Artisan Additionally, when you Spout Lore about the Underdark or its
Create, restore, or protect something of lasting value. inhabitants, your roll gains advantage.

o Justice
Keep your sworn word despite difficulty or inconvenience, or punish
Gear (Choose options)

an oathbreaker. Your Load is 9. You start with a bag of Supplies (3 uses ooo, 1
weight), dwarven mail (2 armor, dwarf-made, 3 weight), and a set of
tools for your chosen field of expertise (1 weight). Choose your
Bonds (Ask your companions these questions) weapon; all are close, dwarf-made and 1 weight:
o A fine axe, gilded and engraved
Who do I owe a life debt to? ________________
o A heavy warhammer, stamped with the seal of a master smith
o A simple mace, plain but functional
Who knows my secret shame? ________________
Choose one:
o Crossbow (near, +1 damage, reload, 3 weight)
Whose forefather knew one of my forefathers? ________________
o Shield (+1 armor, 2 weight)
o A fistful of semi-precious stones (valuable)
Who is a worthy drinking companion? ________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the
following options instead, but not more than once for each option: What tradition do dwarves always observe that humans would find
o Increase one of your stats by 1, to a maximum of +3 strange? What common human tradition would no dwarf ever do?
o Gain an advanced move from another playbook
o When you use Shaper, on a 12+ you may imbue your work How well known are your kind among humans? Do your people have
with magic. Describe your desired effect, and the GM will some history, friendly or not?
tell you an extra cost or consequence. When you pay the
cost or accept the consequence, you get your desired effect. Who taught you your craft, and why? How did you repay them?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Clear the Path
When you charge through something standing in between you
D6 +2 and where you're going, roll+CON. *On a hit, you charge through
o Weak o Shaken o Sick and leave a path for your allies to follow. *On a 7-9, also choose one:
INT WIS CHA Armor • You have to go alone, your allies will take a little while to
catch up with you
• You leave yourself open to danger, which may include
taking damage
o Muddled o Tired o Stressed • Something important is damaged, the GM will tell you what
HP
o Stoneborn Stamina
When you sleep or Make Camp upon bare earth, stone, or a bed
Max HP: 24 made of such, mark this box: o
When you would mark a debility, you may erase the mark in the
You begin with the following moves: above box instead.
Additionally, you can recover from mundane illnesses and poisons
Armored (but not more serious afflictions) by Making Camp, without
You ignore the clumsy tag on armor you wear, and any armor you requiring bed rest or magic.
wear, not including shields, has -2 weight, to a minimum of zero.
o Sworn Enemies
Shaper When you gain this move, choose one of the following categories of
You are skilled in a field of crafting. Choose a field of expertise: creatures and tell us why you have sworn deathly vengeance against
o Stonecrafting, masonry, and tunneling them, and how you are marked by this oath:
o Blacksmithing and metallurgy o Orcs and Goblinoids
o Gems, jewelry, crystals, and precious metals o Giants and their Kin
o Beer and other strong drinks o Elves and their Allies
o Engineering and artifice o Dragons and their Minions
o The Deep Things that Lurk Below
When you craft something within your field of expertise (and o Fiends, Devils, and Demons
have the appropriate tools, materials, and resources to do so), o Oathbreakers and Kinslayers
roll+CON. *On a hit, you make what you set out to create, anyone When you attack a creature of your chosen type, your attack gets
who examines it will recognize the fine quality, and it gains the the forceful tag, you damage roll gains advantage, and on a 10+ you
dwarf-made tag. *On a 10+, describe an additional perk or feature of also scar, mark, or diminish them in some way; the GM will say how
your craftsmanship that marks it as the work of a master. *On a 6-, or ask you to describe it.
you can still make it, but the GM will give you an extra cost or
requirement, pay it or what you make will be shoddy—by dwarf
standards anyways—and lack the dwarf-made tag.
o Good For What Ales You
Given enough ale or beer, you can drink anyone under the table. You
When you Spout Lore about something related to your field, you never need to Defy Danger from intoxication. When you Carouse,
gain advantage to your roll, and on a 10+ you may ask the GM a your roll gains advantage.
follow-up question, they’ll answer it honestly. Additionally, you can spend a use of Supplies to produce a flask of
strong drink, and when you Parley with someone you have shared
a drink with, you roll with CON instead of CHA. More than one of
Greed is Good your strong drinks is enough to make any non-dwarf very drunk.
A dwarf can virtually smell gems or gold. When you Discern
Realities, you may also ask the GM, “Is there treasure here, and if so,
where?” for free, even on a miss.
o Mountain-Speaker
When you Discern Realities when underground, you may ask an
When you desire a treasure or valuable item you have seen or additional question, even on a miss. This extra question can be
heard of, you may declare it to be the object of your greed. anything, not limited by the list. The answer comes from your
When you make a move to secure the object of your greed for intuitive connection with the earth and stone.
yourself (not someone else), you gain advantage to your roll.
When you make a move that would make you surrender or give o Immovable Object
up on the object of your greed, you get disadvantage to your roll. When you Defend by bracing yourself in place and raising your
shield, you get +1 hold, even on a miss, and add the following option
You cannot choose a new object of your greed until you have to Defend:
acquired your current one, or it becomes utterly unattainable. You • You halt any advance that tries to go through or around you,
can’t just give up on it because it would be difficult to acquire. stopping your foes dead in their tracks

Unbreakable o Axe Battler


When you Defy Danger with tenacity or endurance, you cannot Gain an advanced move from the Fighter playbook.
miss; treat any 6- result as a 7-9 instead.
The Elf Background (Choose one)
o Fey Ancestry
Name __________________________________ You draw your heritage from the realm of the Feywild. When you
meld into fog, mist, or natural surroundings, you are undetectable
until you move or take some action that reveals your presence.
Look (Choose one for each category)
o Children of the Forest
Wise Eyes, Vibrant Eyes, or Sad Eyes
Braided Hair, Glimmering Hair, or Green Hood Your people have lived in the primeval forests since time
immemorial. When you Undertake a Perilous Journey through a
Nature Colors, Pristine Robes, or Fancy Cloak
Fit Body, Tall Body, or Willowy Body forest, don’t roll; you automatically get a 10+ . When you Make
Camp in a forest, your campsite is undetectable to outside threats
unless you or someone in the party does something to draw attention
Drive (Choose one) to themselves.
o Keeper
o Firstborn of the Stars
Endanger yourself to protect the world from corruption.
Your kind were one of the first intelligent species to walk the earth.
You know the Canticle of Ages, an elven song that causes
o Artistry Wonderment in addition to your normal three starting choices for
Experience something of beauty or grace. Elven Song. When you sing the Canticle of Ages, in addition to its
usual effects, other elves will recognize you as a figure of importance
o Accord and treat you with increased respect.
Find virtue in others not of your own kind.
Gear (Choose options)
Bonds (Ask your companions these questions) Your Load is 5. You start with a bag of Supplies (3 uses ooo, 1
weight), and an elven bow (near, far, elf-made, 1 weight). Choose
Which of you has helped me hunt a foe before? ______________
two:
o Gracefully curved sword (close, elf-made, 1 weight)
Who is most well-known among my kind? ______________
o Elven mail (1 armor, elf-made, 0 weight)
o A bag of Supplies (3 uses ooo, 1 weight)
Who knows the burden I carry in my heart? ______________
o Antitoxin (0 weight)
Who has a spark of beauty in their soul? ______________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2. What tradition do elves always observe that humans would find
When you reach level 6 or higher, you may choose one of the strange? What common human tradition would no elf ever do?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 How well known are your kind among humans? Do your people have
o Gain an advanced move from another playbook some history, friendly or not?
o When you sing an elven song, on a 12+ you may choose as
many options as you like Why are songs significant to elves, and to you, personally?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Tree-Speaker
When you Discern Realities when surrounded by pristine
D6 +1 wilderness, you may ask an additional question, even on a miss. This
o Weak o Shaken o Sick extra question can be anything, not limited by the list. The answer
INT WIS CHA Armor comes from voices on the wind, the whisper of the leaves, and so on.

o Elder Sight
You can see clearly in the faintest of light; even starlight is enough
o Muddled o Tired o Stressed
for you, though you still cannot see in total darkness.
HP Additionally, when you gain this move, choose a type of energy:
emotional residues, infernal taint, or magic. You can sense this type
of energy as if it were tangible and visible.
Max HP: 16
o Eagle Shot
You begin with the following moves:
Any bow you wield has far range, and any elven bow you wield has
very far range in additional to their normal ranges. When you Volley
Uncanny Grace with a bow, on a 10+ you may choose one of the following in
You can walk on top of snow or thin ice, across tree branches or addition to dealing your damage:
along precarious ledges such as a tightrope, all without Defying • Your attack gets +WIS piercing
Danger. Additionally, any one-handed bladed weapon in your hand • Instead of dealing damage, your target falls into a light sleep
with 1 weight or less gains the precise tag. • Ask the GM, "where are they most vulnerable?" and get an
honest answer
Voice of Silver
You imbue powerful emotional energy into rhyme, verse, and o Pathfinder
melody in a way that no human bard could match. Choose three of You know places in the wild where secret paths lie hidden. When
the following emotions you can evoke with an elven song, and write you travel by a hidden path through the wilderness, roll+WIS.
the name the song you chant to evoke that emotion: *On a hit, it leads you where you want, swiftly and unseen. *On a 7-
o Wonderment _____________________________________ 9, choose one:
o Cold Fury _______________________________________ • The path is left revealed for others to discover or follow
o Grief ___________________________________________ • You arrive someplace inconvenient or off from your target
• You encounter some danger upon the road
o Courage _________________________________________
o Lethargic Calm ___________________________________
o Joy _____________________________________________
o Swordsinger
Swordsmanship is poetry to you. When you begin the blade dance
o Clarity __________________________________________
with a precise weapon in melee, roll+DEX. *On a 10+, hold 3. *On
o Fellowship _______________________________________ a 7-9, hold 2. *On a 6-, hold 1 anyway, but your enemies already
have you, in particular, at a disadvantage. Spend a hold to perform a
When you sing an elven song, choose the emotion you wish to
maneuver that achieves one of the following results:
evoke from your list and roll+CHA. *On a hit, all those who hear
• You create an advantage, you or an ally gains advantage on
you—including yourself—fall under the sway of that emotion, until
their move when it is first exploited
something shakes them out of it. *On a 10+, choose two. *On a 7-9,
choose one. • You disengage from melee with one foe
• You don't exhaust your emotional reserves (otherwise, you • You immediately cross the distance between you and one
can't use this move until you Make Camp) foe it is possible for you to reach
• You may choose a number of people up to your level who • You throw off the effects of being stunned, confused, or
are not affected (yes, you can choose yourself) enchanted
• The emotion is strong, and those affected must act on it
right now o Dirge of Doom
• Everyone's attention is focused upon you while you sing When you chant the verses of the Oath Against the Shadow,
If you are already feeling the emotion you are trying to evoke, roll+CHA. *On a hit, choose one, and you may also mark the
choose one additional option on a hit. Wonderment is an exception; Stressed debility right now to choose one more:
you are always considered to be feeling wonderment. • Weak or cowardly servants of evil flee from your presence
• An agent of evil flinches or hesitates, briefly unable to act
Mindless creatures (such as zombies or golems) or creatures with • Your allies are freed from the effects or fear or corruption
hearts of darkness or superhuman will may be resistant or immune to *On a 7-9, your emotions overtake you; you cannot retreat from this
the effects of your songs; the GM will warn you if this is the case. battle, you must stand and fight until either you or the enemy falls.

When you reach level 3, 6, or 9, gain 1 Age. When you experience


an intense emotion from the above list that you do not have an
o Sentinel
elven song for, you may spend an Age to add that song to your list, Gain an advanced move from the Ranger playbook.
giving it a name as usual.
The Halfling Background (Choose one)
o Stout
Name __________________________________ Your kind are more renowned for cooking and gardening than
adventuring. When you Make Camp and handle all of the cooking,
choose someone in your party—or yourself; they recover an
Look (Choose one for each category)
additional +1d6 HP. If you spend an extra Supply to make a feast
while Making Camp, everyone recovers an additional +1d6 HP
Twinkling Eyes, Clever Eyes, or Piercing Eyes instead.
Thick Sideburns, Curly Hair, or Hooded Face
Sensible Clothes, Traveling Clothes, or Borrowed Clothes o Lightfoot
Rotund Body, Wiry Body, or Hairy Body
The Big Folk tend to underestimate you. When you are
outnumbered or facing a foe bigger than you, you gain advantage
Drive (Choose one) on any move to hide from, escape from, or sneak past them.
o Hope
o Tallfellow
Give hope or cheer to someone who needs it.
Your people have blended well with other civilized races. Add the
following Bond to your sheet, bringing your total Bonds to six:
o Wanderlust • Who treats me as an equal despite our differences?
Experience something you can tell your friends back home about in a ______________
tall tale, and take a souvenir to prove it.

o Mischief Gear (Choose options)


Evade responsibility for the consequences of your actions. Your Load is 5. You start with a bag of Supplies (3 uses ooo, 1
weight), a dagger (hand, 1 weight) and a sling (near, 1 weight).
Choose one:
Bonds (Ask your companions these questions) o A trinket from a relative's adventure, describe it! (shiny)
Which of you dragged me from my home and on the road to o A notebook full of contacts and family friends in other steadings
adventure? ______________ (3 uses ooo)
o A letter to you from someone important
Which of you really enjoys the finer things in life? ______________ o A map of a nearby dungeon

Who will be in the most trouble if they don't get me out of this mess?
______________

Who doesn’t think I’m cut out for hardscrabble adventure?


______________

Whose pockets have I dipped my fingers into before?


______________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2. What tradition do halflings always observe that humans would find
When you reach level 6 or higher, you may choose one of the strange? What common human tradition would no halfling ever do?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 How well known are your kind among humans? Do your people have
o Gain an advanced move from another playbook some history, friendly or not?
o When you use Halfling Bravery, on a 12+ your ally also
gains 2 Brave, which they can spend any way that you can What are you most likely to get into trouble for?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Distracting Shot
When you Volley, on a hit, instead of dealing damage you may
D6 +0 distract your target. Anyone who tries to exploit the target’s
o Weak o Shaken o Sick distracted state gains advantage on their next roll.
INT WIS CHA Armor
o Deep Pockets
When you conceal an item no bigger than your hand on your
person, no one can find it unless you are bound and thoroughly
o Muddled o Tired o Stressed
searched. You can easily conceal a number of items in this way equal
HP to your DEX or 1, whichever is higher.
Additionally, when you check your pockets for something useful
that you had “picked up” in town, you may spend a preparation to
Max HP: 16 produce a bag of Supplies with 1d6-3 uses. (minimum 1)

You begin with the following moves: o Sting


When you Hack and Slash, on a hit, you may spend a Brave; if you
Halfling Bravery do, choose one:
Despite their size, halflings are capable of great courage. When you • Your enemy stumbles or gets knocked down
Make Camp, you may share a tale or anecdote about home with • You steal something small from them in the confusion
someone else, or ask them to share with you; if you do, lose any • Your damage roll gains advantage
Brave you hold and roll+Bond with them. *On a 10+, hold 4 Brave.
*On a 7-9, hold 3 Brave. *On a 6-, hold 2 Brave anyway, but you
o Beneath Notice
must also confess a lingering doubt or secret fear.
When you take advantage of the fact that no one is paying
You may spend a Brave to do one of the following, describing how attention to you to discreetly do something, roll+DEX. *On a hit,
you do it: no one will notice what you did until you're no longer around. *On a
• Give someone courage (including yourself); they shake off 10+, they won’t even think to blame you unless you personally tell
the effects of any fear, doubt, or corruption them you did it.
• Throw caution to the wind; gain advantage to any move, but
treat a 10+ as a 7-9 result o Truth to Power
• Endure harm through grit, cunning, or outright luck; when When you brashly speak out truth to someone more powerful
you would take damage, reduce that damage by half, after than you, roll+CHA. *On a hit, they unwittingly let slip a bit of
armor is applied useful information, the GM will say what they reveal. *On a 10+,
you also avoid any reprisal for your actions… for now, at least. You
Curiosity choose whether the information revealed is subtle so that only you
notice, or blurted out for everyone to hear.
When you put yourself at risk to check something out, ask the GM
any one question related to the risks and roll+whatever the GM
thinks most appropriate. *On a 10+, the GM will answer it, as clearly o Escape Artist
as the circumstances allow. *On a 7-9, choose one. *On a 6-, both: When you try to slip free of anything physically restraining you,
• The GM will tell you what more you need to do to find the roll+DEX. *On a hit, you’re free. *On a 10+, also choose one:
answer • You take a parting shot at your captor, deal your damage
• Your curiosity gets you in trouble, the GM will tell you how • You make it easier for someone else nearby to escape
• You take a little souvenir with you, the GM will tell you
Troublemaker what you got
When someone else Aids or Interferes with you, their roll gains
advantage, but they treat a 10+ as a 7-9 result. o Burglar
Gain an advanced move from the Thief playbook.
When you do something so incredibly foolhardy that everyone
else just stares at you in disbelief, you get +1 Brave. You’ll
probably need it soon.

Little Folk
When you Defy Danger by getting out of the way, on a hit, you
may also get into hiding or escape the notice of anyone larger then
you, until you do something to attract attention.

Additionally, when you Discern Realities, hit or miss, ask the


following question as well:
• What have the big folk overlooked here that I can use to my
advantage?
The Monk Background (Choose one)
o Peaceful Way
Name __________________________________ When you refuse to retaliate with violence in a charged situation,
if you Parley, Defend, or Aid Another as your next action, your roll
gains advantage.
Look (Choose one for each category)
Additionally, when you enter a friendly steading, you can almost
always find someone who will accept you as their guest and provide
Wise Eyes, Eager Eyes, or Deep Eyes you with hospitality and advice, though they may also ask for your
Shaved Head, Long Braid, or Headband assistance with a problem in exchange, the GM will tell you what.
Monk's Robe, Martial Arts Uniform, or Loose Clothing
Toned Body, Tattooed Body, or Graceful Body o Brawler
Your unarmed strikes are not precise, but instead forceful.
Drive (Choose one)
o Mastery o Hidden Style
Defeat a worthy opponent with your martial arts, no weapons. Your fighting style is practiced in secret. Perhaps your order is a
secret society, or your kind is not allowed to handle weapons. You
can spend a Flow to either:
o Enlightenment • Quickly adopt a simple disguise, appearing meek and
Expose or reveal the true cause of a problem in the world. inconspicuous until you take action to the contrary
• Create a distraction that allows you to disappear from view
o Pilgrimage and get into hiding in an instant
Travel to or discover a spiritually significant place.
Gear (Choose options)
Bonds (Ask your companions these questions) Your maximum Load is 4. You start with a bag of Supplies (3 uses, 1
Who have I taught a secret of my order? ________________ weight), and some mark or token of your order, describe it! Choose
your armament:
Which of you would my master not approve of me traveling with? o Monk’s staff (reach, two-handed, precise, 1 weight)
________________ o 3 Shuriken (near, thrown, 0 weight)

Which of you needs my help to find inner peace?


________________

Which of you can teach me the most, despite our differences?


________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or
increase one of your stats by 1, to a maximum of +2. What was the place where you trained your skills like? Who was
When you reach level 6 or higher, you may choose one of the your teacher?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 How are monks typically treated by other people?
o Gain an advanced move from another playbook
o Your unarmed strikes are now magical, and when you Hack What about your appearance or possessions symbolizes your vows?
and Slash, on a 12+ you also choose an option from Secret
Techniques for free in addition to dealing your damage What most tempts you to break, betray, or abandon your vows?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Be Like Water
When you are harmed in combat and roll with the attack, you
D6 +1 may spend 1 Flow to halve the damage or effect.
o Injured o Shaken o Sick
INT WIS CHA Armor o Flurry of Blows
When you Hack and Slash, on a hit you may spend 1 Flow to choose
one (only one per Hack and Slash):
o Muddled o Tired o Stressed • You deal your damage to every enemy within reach range
• Give your attack the forceful tag, and your damage roll
HP gains advantage
Additionally, your unarmed strikes now have a range of close at all
times.
Max HP: 16
You begin with the following moves: o Dragon Shout
When you shout with great force as you extend your palm
towards your enemy, you may Volley with your unarmed strike at a
Monk’s Vow range of near, rolling with WIS instead of DEX. If you choose the
You follow a strict path of discipline to focus your inner strength. option to run out of ammo, spend 1 Flow instead. You cannot make
Give your order a name, and choose two vows: this move if you hold no Flow.
o Poverty: Never accumulate wealth or material possessions
o Truth: Never use lies, deception, or hypocrisy
o Peace: Use violence only as a last resort o Shinobi
o Compassion: Aid all beings in need You are preternaturally silent, and will never make any noise unless
o Honor: Never retreat or surrender from a fight you choose to. You never need to Defy Danger to act quietly.
o Secrecy: Never reveal your face or identity Additionally, when you hide in shadows or darkness, you cannot
When you spend an hour or so in meditation, set your Flow to 3. be detected by any means until you reveal yourself, and when you
Your maximum Flow is 3. You cannot hold or use Flow while you attack an enemy from a place of concealment, you catch them by
are wearing armor or a shield. surprise; deal your damage with advantage to your target, but your
When your hold to your vows despite the cost or personal presence is now revealed.
inconvenience to you, you gain 1 Flow, up to your maximum of 3.
o Touch of Serenity
Martial Artist When you would kill an enemy, you may choose to reduce them to
Your body itself is a weapon. Name and describe your style of 1 HP instead. If you do, they will not take action against you for a
martial arts! Your unarmed strikes have a range of hand and the while, out of fear, respect, or gratitude for your mercy. If you Parley
precise tag. Choose a special aspect of your fighting style: with them while they are in this state, you roll with WIS instead of
o Flowing Defense: When you Defend by employing CHA. This move will not work on undead, alien, mindless, or truly
acrobatics, deft maneuvers, or quick reflexes, you may depraved enemies; the GM will warn you if this is the case.
roll with +Flow instead of +CON.
o Mountain Guard: You have armor equal to your Flow. o Insightful Words
o Piercing Strikes: Your unarmed strikes gain +Flow When you give a receptive person honest wisdom or advice about
piercing. what they should do:
o Physical Mastery: When you Defy Danger with STR or • For a PC, if they follow your advice, they gain advantage on
CON, you may roll with +Flow instead. their next move that follows, no more than once per
You can always make unarmed strikes against creatures with situation.
dangerous forms—such as fire elementals, iron golems, or creatures
• For an NPC, roll+WIS. *On a 10+, they follow your advice
covered in spikes—without Defying Danger from these natural
in whatever way they think is most beneficial for them. *On
defenses, and when you Defy Danger to get inside an enemy's
a 7-9, they only follow your advice if you back them up and
reach or disengage from melee, your roll gains advantage. help them do it.

Secret Techniques o Wire Fu


When you use the secret techniques of your martial arts to When you perform an act of uncanny agility, coordination, or
disable an enemy, choose an effect and describe how you do it: balance, roll+DEX. *On a 10+, you do it, no problem. *On a 7-9
• Their control of their magical power is shaken choose one:
• You knock something they are holding out of their hands • The action requires some of your focus, spend 1 Flow
• They are stunned, left reeling and off-guard • You expose yourself to danger or retribution
• One of their limbs or senses is crippled for a short time • You wind up somewhere you didn’t intend to be
• You pin them in place for as long as you can hold onto them • Your action causes some unintended collateral damage or
...then roll+WIS. *On a 10+, you inflict the desired effect upon the change to the environment
enemy. *On a 7-9, you still get your desired effect, but either spend 1
Flow or you are exposed to the enemy’s counter-attack or retaliation.
The Noble Background (Choose one)
o Decadent Dilettante Your Estates is +2
Name __________________________________ You've lived a life of luxury, and you know how to throw the best
parties. When you Carouse, your roll gains advantage, and add the
following option to the Carouse list:
Look (Choose one for each category)
• You make some useful connections; you gain advantage the
next time you use Mark of Privilege in this place
Coronet, Fancy Hat, or Flowing Locks
Shrewd Eyes, Haughty Eyes, or Greedy Eyes o Last Scion Your Estates is +1
Ostentatious Clothing, Fashionable Clothing, or Military Dress
Rotund Body, Immaculately Groomed, or Graceful Body Your once-proud family has fallen upon hard times. You can use
your Mark of Privilege move with shady dealers, outlaws and other
rogues.
Drive (Choose one)
o Celebrity o Prodigal Progeny Your Estates is +0
Increase the prestige of yourself or your family. You're far down the line of your family's succession, so you must
earn your glory the hard way. Your damage modifier is now +1.
o Noblesse Oblige
Aid the lower classes when other rulers can't or won't. Gear (Choose options)
Your maximum Load is 6. You start with a bag of Supplies (3 uses
o Pride ooo, 1 weight) and a signet ring identifying you as a member of
Show your or your family's superiority over other members of the the nobility (shiny), describe your emblem or coat of arms! Choose
nobility. your family heirloom armament:
o The broadsword your ancestor was knighted with (close, +1
damage, 2 weight)
Bonds (Ask your companions these questions) o The jeweled rapier won by your ancestor in a duel (close, 1
Which of you has helped me get where I am today? piercing, precise, 2 weight)
________________ o The bespoke bow once used by your ancestor to fell a dragon
(near, far, 2 weight)
Which of you would I not be caught dead with under normal Choose options equal to your Estates+1:
circumstances (which adventuring certainly is not)? o Plated leather and chain, embossed with silver (1 armor, 1 weight)
________________ o A shield bearing your family's crest (+1 armor, 2 weight)
o Healing potion
Which of you has some complicated history with my family? o A bag of Supplies (3 uses ooo, 1 weight)
________________ o A horse
o A purse of coins (valuable, 1 weight)
Which of you am I most likely to listen to for counsel?
________________

Level____ Experience____________________
When you level up, choose to either take a new advanced move, or Where is your home, and what does it look like?
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the How do you feel about the common folk, and how do they feel about
following options instead, but not more than once for each option: you?
o Increase one of your stats by 1, to a maximum of +3
o Gain an advanced move from another playbook What mannerism of yours sets you apart from commoners?
o Increase your Estates by 1, describing how your actions
have increased you or your family’s wealth and prestige What is your family name most well-known for?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Council
When you arrange a council to discuss politics, roll+Estates. *On a
D6 +0 10+, ask the GM two of the following questions. *On a 7-9, ask one.
o Weak o Shaken o Sick
• What is the greatest threat to me or my home, right now?
INT WIS CHA Armor • Who holds influence in/with ________?
• What is the relationship between ________ and ________?
• Can I trust ________? (to ________?)
o Muddled o Tired o Stressed
o Cutting Words
HP When you viciously rebuke, mock, or taunt an NPC, roll+CHA.
*On a hit, they must either rush to attack you or lose the respect of
their peers, their choice. *On a 10+, you also choose one:
Max HP: 16 • Your next move against them gains advantage
• They let something hidden slip when you fluster them, ask
You begin with the following moves:
the GM a question about them, they must answer it honestly
Mark of Privilege
You are a scion of a noble line, and your family name carries weight.
o Sly Flourish
This is represented by your Estates stat, which comes from your When you cross blades with an uncouth brute, roll+CHA. *On a
choice of Background. Note that this does not mean you have easy, 10+, choose three. *On a 7-9, choose one:
immediate access to wealth, but you can arrange it. • You lock blades with them, holding their full attention for a
few moments
When you leverage your family's resources and influence among • You close the distance or disengage with them
people who respect the nobility to get something done, • You move your enemy somewhere within your reach, but
roll+Estates. *On a 10+, you make it happen, but choose one. *On a not a place that would be immediately harmful
7-9, it can be done, but choose one, and the GM chooses one. • You avoid any counterattack or retaliation
• You'll owe someone; you can't use this move again until the • You deal your damage with disadvantage
debt is settled
• You'll have to settle for something close to what you wanted o Courtier
• You'll draw unwanted attention to yourself When you meet with someone for diplomatic affairs, ask the GM
• There will be some strings attached two questions from the list below, they will answer truthfully:
The bigger your request, the bigger the troubles you can expect from • Is there an ambush waiting for me?
acquiring it. • What are they really feeling?
• What is my best way out of this?
Well-Educated • Who is watching?
As a member of the nobility, you have been given an excellent
education. Choose your two best subjects: o Money Talks
o History of the Known World
When you attempt to sway a person or group using your wealth
o Gods and Their Servants
o Geography and Politics or status, roll+Estates. *On a 10+, they are impressed and treat you
with respect and deference. Not everyone in the community may feel
o Languages and Culture
this way, but the majority does. *On a 7-9, they are cordial at least,
o Warfare and Strategy
o Magic and Legends but your actions have stirred up something unwelcome as well.
When you Spout Lore concerning one of your best subjects, your
roll gains advantage. o Born Leader
When you take the lead in a charged situation and give someone
Lord of the Manor else orders:
Your family owns a manor or similar house; describe it and add it to - For a PC, if they follow your order, they gain advantage on their
next move, no more than once per situation.
the map! While you are in your family’s manor, any roll you make
- For an NPC, roll+CHA. *On a 10+, hold 3. *On a 7-9, hold 1.
with +Estates gets advantage. Choose properties for your manor
equal to your Estates+1: Spend a hold to make them:
o Fortified walls • Obey even a dangerous or degrading order
o Famous history (describe it!) • Rally together and shake off any fear, doubt, or hesitation
o Loyal servants (name them!) • Maintain or re-establish discipline when things are chaotic
o Useful location (choose strategic, hidden, or commercial)
o Hidden passages and catacombs o Blood of Heroes
o Magical laboratory Your noble ancestry includes a famous hero, and you show signs of
o Secret entrance or escape route their talents. Describe them, then gain a move from another playbook
o Notable resident (name them, and say why they are that your ancestor would reasonably have, even a starting move.
important) (Other playbooks may not take this move.)
The Warlock Background (Choose one)
o Cultist
Name __________________________________ Your patron is supported by a mystery cult; describe them and where
they are typically found, then describe one advantage and one
complication they have. When you search for your patron's
Look (Choose one for each category)
followers in a place where they would be reasonably found, you'll
usually find someone willing to offer you aid in your patron’s name.
Bloodshot Eyes, Mismatched Eyes, or Blindfold
Unkempt Hair, Tattooed Scalp, or Deep Hood o Seeker
Meticulously Groomed, Alien Robes, or Ornate Robes
Missing Shadow, Chilling Skin, or Conspicuous Mark In your search for arcane knowledge, you have discovered Things
Man Was Not Meant to Know. When you draw upon your magical
training to create a bit of real magic, roll+CHA. *On a hit, you
Drive (Choose one) create an effect from the Wizard's Cantrip list. *On a 7-9, you also
gain a Debt.
o Harbinger
Increase your patron’s influence among mortals. o Chosen One
Your patron has chosen you to be their herald in this world, perhaps
o Mythos because you sought them out, you were offered as a sacrifice, or for
Discover a piece of lost knowledge. their own unfathomable reasons. At the beginning of the session,
mark this box: o
o Domination When you would gain a Debt, you may erase the mark in above box
instead of gaining that Debt.
Gain power or prestige for yourself at someone else’s expense.

Bonds (Ask your companions these questions)


Gear (Choose options)
Your Load is 4. You start with a bag of Supplies (3 uses ooo, 1
Which of you does my patron desire the soul of? ________________
weight) and a mark placed upon you by your patron, describe it!
Choose two:
Who thinks they call the shots around here? ________________
o Carved ritual staff (close, two-handed, 1 weight)
o Sacrificial dagger (hand, 1 weight)
Whose deepest desired have I learned something of?
o Healing Potion
________________
o Enchanted robes (1 armor, 1 weight)
o Ritual tools, offerings, and paraphernalia (1 weight)
Who will help me achieve my patron's goals, wittingly or not?
________________

Level____ Experience____________________ Do you keep a low profile because of your patron and powers? Why
When you level up, choose to either take a new advanced move, or or why not?
increase one of your stats by 1, to a maximum of +2.
When you reach level 6 or higher, you may choose one of the What has your patron promised you?
following options instead, but not more than once for each option:
o Increase one of your stats by 1, to a maximum of +3 How does your patron treat you?
o Gain an advanced move from another playbook
o Add an additional desire and an additional domain to your What small things does your patron request of you to keep your
patron’s Pact. pact?
Assign these scores to your stats: +2, +1, +1, +0, +0, -1 Choose one of the following advanced moves to begin with:
STR DEX CON Damage
o Serpent’s Guile
When you Parley with someone or Discern Realities concerning
D6 +0 them, on a 10+ you also learn something about their true nature or
o Weak o Shaken o Sick what they desire most, the GM will tell you what. When you act on
INT WIS CHA Armor this information, you gain advantage on a move that follows.

o The Stars are Right


When you perform a costly and elaborate ritual to summon one
o Muddled o Tired o Stressed
of your patron's servants from beyond, name who you wish to
HP summon and for what purpose, then gain a Debt and roll+CHA. *On
a 10+, choose one. *On a 7-9, choose two.
• You cannot control it
Max HP: 16 • It has its own agenda or will try to subvert your intent
• It will cause collateral damage as it fulfills your intended
You begin with the following moves: purpose

Pact o The Power Flows Through Me


You have made a pact with a powerful being from beyond your When you roll for another move while invoking your patron’s
reality that desires more influence in your world. In exchange, it has power, you may choose options equal to your WIS or less and then
given you power. Fill in the following blanks: tell the other players:
“My patron is __________________________________________, • ...how your patron’s domain manifests in this world
• ...how your patron empowers your action
master of the domain of __________________________________, • ...why your patron has taken an interest in this affair
known among mortals as the ______________________________. • ...what your patron asks for in return
*On a 10+, all that you say is true. *On a 7-9, the GM chooses one
It appears in my visions as ________________________________, statement to be false, the others are true. *On a 6-, no guarantees.
and has marked me with __________________________________.
Its desire for this world is _________________________________, o Elder Sign
When you use arcane words and sigils to banish a creature from
and I am its agent in this.” another plane of existence, roll+INT. *On a hit, it may not
approach you further unless you allow it to (or you let your guard
When you Discern Realities, add the following question to the list: down). *On a 10+, it must return to whence it came, and the GM will
• How can I best serve my patron’s desire here? also tell you one further thing you can do to bar it from ever
When you fulfill your patron’s desire, lose all Debt you hold. returning to this plane.

Hex o Forbidden Knowledge


When you draw upon the power of your patron to harm your When you ritually petition your patron for knowledge, they will
foes, name your target you can either see or possess a piece of, and send you a vision; ask a question about anything you like, then
roll+INT. *On a hit, choose one, describing how your patron's power roll+CHA. *On a 10+, choose one. *On a 7-9, choose two. *On a 6-,
manifests itself in the real world. *On a 7-9, also gain 1 Debt: all three.
• They are filled with a supernatural sense of dread, making • The vision is unclear and shrouded in symbolism
them cower or flinch for a few moments • The answer is twisted to serve your patron's will
• They suffer a sudden moment of clumsiness or misfortune, • You gain a Debt
either stumbling or dropping something they hold The GM will describe your vision to you, answering your question as
• Their legs are bound in place, rooted to the spot clearly as the vision allows.
• They are filled with lassitude, falling into a light sleep if
there is nothing to disturb or startle them going on o Mesmerize
• You deal your damage to them, and add one of these tags to
When you gaze deeply into a person's eyes, roll+CHA. *On a 10+,
the effect: forceful, subtle, +CHA piercing
choose three. *On a 7-9, gain a Debt and choose two:
When you get a 6- on any Warlock move, roll a d6 in addition to • They treat you as a friend until you prove otherwise
the GM making their move. If this die is less than or equal to your • They run in terror
Debt, the GM may spend up to 3 of your Debt; they choose one for • They give you something they hold
each Debt spent and describe how each effect manifests: • They truthfully answer one question
• Corruption seeps out around you, someone or something • They forget that you were ever there
nearby is corrupted, warped, or tainted • Their mind is not damaged by the contact
• Your patron briefly seizes control of your body, just long
enough to take an action through you o Thaumaturgy
• The power warps your body or mind, the GM will describe Gain an advanced move from the Wizard playbook.
how, and may also tell you to mark a debility of their choice
The Villager STR DEX CON Damage

Name _____________________________________ D6 -1
o Weak o Shaken o Sick
INT WIS CHA Armor
Look (Choose one for each category)
Ordinary Hair, Wide-Brimmed Hat, or Helmet
Commoner’s Clothes, Work Clothes, or Plain Uniform o Muddled o Tired o Stressed
Covered Face, Earnest Face, Eager Face, or Surly Face
HP
Background (Choose one)
o Laborer Max HP: 7
When you put the good of your village before your own desires, You get the following moves:
gain 1 goodwill.
Assigning Stats
o Militia You start with all of the basic moves. When you make a move with
a stat for the first time, pick the modifier you wish for that stat: -1,
When you fight for the honor of your village, gain 1 goodwill.
+0, +1 or +2. You can have one -1, two +0, two +1, and one +2 stat.

o Apprentice Goodwill
When your knowledge aids the village in some important way, Goodwill is earned by using your Profession, your Background, and
gain 1 goodwill. by making Bonds. You can spend a goodwill to give advantage to
your roll during any move involving fellow villagers (including other
o Knave PCs). You will also spend goodwill for the Life of Adventure move.
When you help the village while helping yourself, gain 1 goodwill.
Bonds
o Stranger Add Bonds with your fellow would-be adventurers as you get to
When your actions earn you the trust of the village, gain 1 know them and have memorable experiences. Do you trust them? Do
goodwill. you have history together before you became adventurers? Do they
owe you a debt? Do you know their secrets? Do you want to prove
something to them? Do they need you to keep them safe?
Profession
While you cannot yet gain XP, you have a skill you use to earn your When you write a Bond, you may let the player whose character you
keep around the village. How did you learn it? When you put what just wrote a Bond with assign a modifier to one of your unused stats
you’ve learned in your profession to good use, gain 1 goodwill. for you, if you do, gain 1 goodwill. You also gain one of the
following special abilities, up to a maximum of two:
My profession in the village is:___________________________ o Hometown Hero: When you take this move, you
immediately gain 2 goodwill.
o Martial Training: Increase your damage modifier to +0.
Gear o Toughness: Increase your maximum HP to 10.
You have one tool that is relevant to your profession, not armor or a o Determined Defender: While you are Defending, you may
weapon more sophisticated than a knife or a staff. You have no spend goodwill as if it were hold on Defend.
coins, but luckily you live in a tightly connected community where a o Lucky: When you Defy Danger and get a 6-, you may
filling meal and warm bed are always available to you—provided spend a goodwill to turn that into a 7-9 result instead.
you do your share. o Faithful: Describe a deity you follow. When you pray to
your deity for guidance, your deity tells you what it would
have you do. If you do it, gain 1 goodwill.
o Sixth Sense: When you feel like there is danger lurking
about, you may spend a goodwill to ask the GM, “what
should I be on the lookout for?” and get an honest answer.
Bonds o Student: When you Spout Lore, you may spend a goodwill
to automatically take the 10+ result instead of rolling.
o Leadership: You may spend a goodwill to free everyone
who can see and hear you (including yourself) of any fear,
despair, or stun effects; describe how you do it.

When you have assigned all six stats and written at least two
Bonds, and are ready to leave your home for a Life of Adventure,
make the Life of Adventure move on the opposite side of this sheet.
Dungeon World is a game of adventure fantasy. Though you are just Defend
a humble villager now, a dangerous world of adventure is knocking When you take up a defensive stance or jump in to protect
at your door, and you will get your first taste of it here. The someone or something else, roll+CON. *On a 10+, hold 3. *On a 7-
adventure and your destiny will emerge around the decisions you 9, hold 1. Spend your hold to:
make. • Suffer an attack’s damage/effects instead of your ward
• Halve an attack’s damage/effects
Your characters already have some history one another, so we can • Draw all attention from your ward to yourself
get right into the action. This shared history is represented in the • Strike back at an attacker; deal your damage with
Bonds on your sheet. The gamemaster (GM) will ask you questions disadvantage
about where your character is from, what the world is like, and what When you go on the offense, cease to focus on defense, or the threat
they are doing. Your answers will shape the world and your passes, lose any hold left on this move.
adventure. We play to find out what happens.
Discern Realities
Playing Dungeon World means having a conversation; somebody When you closely study a situation or person, roll+WIS. *On a
says something, then you reply, maybe someone else chimes in. 10+, ask the GM 3 questions from the list below. *On a 7-9, ask 1.
Players take turns in the natural flow of the conversation, which Either way, when you act on the answers for the first time, whatever
always has some back-and-forth. The GM says something, the move you make gains advantage.
players respond. The players ask questions or make statements, the • What happened here recently?
GM tells them what happens next. The conversation works best when • What is about to happen?
we all listen, ask questions, and build on each other’s contributions.
• What should I be on the lookout for?
• What here is useful or valuable to me?
• Who’s really in control here?
Hack and Slash
When you fight in melee or close quarters, roll+STR. *On a 10+, • What here is not what it appears to be?
deal your damage and choose one:
Parley
• You evade, prevent, or counter the enemy’s attack
When you influence or manipulate an NPC to do something they
• You strike hard and fast; deal +1d6 damage, but suffer the
normally wouldn't do, roll+CHA. *On a hit, they reveal the easiest
enemy’s attack
way to convince them to go along. *On a 7-9, they reveal something
*On a 7-9, you deal your damage, but also suffer the enemy’s attack.
you can do to convince them, though it’ll likely be costly, tricky, or
distasteful. If you have some kind of leverage on them, the GM
Volley
should take it into consideration when telling you their costs.
When you take aim and attack an enemy at range, roll+DEX. *On
a 10+, you have a clear shot, deal your damage. *On a 7-9, deal your
Life of Adventure
damage but also choose one:
When you leave your home for a Life of Adventure, do all of the
• You have to move/hold steady to get the shot, placing you following:
in danger as described by the GM
• Embrace your heroic destiny. Leave your Villager playbook
• You have to take what you can get; your damage roll gets behind and then choose a new playbook to fill out.
disadvantage
• Gain a true name and a new, cooler look.
• You have to take several shots; you are out of ammo until
• Choose a Drive and a new Background. Your companions
you produce or find some more; for a thrown weapon, it’s
vote on these based on your chosen class and your past
either broken or lost forever (otherwise, you can recover it
behavior. Ties are broken by the GM.
later)
• Copy the stats you chose to your new playbook.
Defy Danger • Gain all the resources and abilities of a first-level character,
When you act despite an imminent threat or suffer a calamity, including gear and class moves, but keep any Bonds you’ve
say how you deal with it and roll. If you do it... already written. If your new class gives you more Bonds
• …by powering through, +STR that what you’ve already written, write more.
• …by getting out of the way or acting fast, +DEX • Lose any Villager abilities you may have acquired,
including your Profession and old Background.
• …by enduring, +CON
• Tell the other players how you learned the basics of your
• …with quick thinking, +INT
class. The GM may ask you questions about your time in
• …through mental fortitude, +WIS training.
• …using charm and social grace, +CHA Finally, spend all of your remaining goodwill and roll+goodwill
*On a 10+, you do what you set out to do; the threat doesn’t come to spent. *On a 10+, you enjoy a warm send-off. The village’s hopes
bear. *On a 7-9, you stumble, hesitate, or flinch: the GM will offer and dreams go with you, along with a small object of great
you a worse outcome, hard bargain, or ugly choice. sentimental value. *On 7-9, choose one:
• You have unfinished business here that is likely to come
Spout Lore find you wherever you go.
When you consult your accumulated knowledge about something,
• You are leaving behind someone that needs you badly and
roll+INT. *On a 10+, the GM will tell you something interesting and
can’t survive without you.
useful about the subject relevant to your situation. *On a 7-9, the GM
• You are abandoning something precious to be claimed by a
will only tell you something interesting—it’s on you to make it
loathsome rival.
useful. The GM might ask you “How do you know this?” Tell them
the truth, now. • You’ve been rejected by the village. You no longer belong
here, and maybe never will.
*On a 6-, there can be no return. Grim portents accompany you.
The Extra
Assign these scores to your stats: +2, +1, +1, +0, +0, -1
STR DEX CON Damage

Name _____________________________________ D6 +0
o Weak o Shaken o Sick
Look (Choose one for each category) INT WIS CHA Armor
Ordinary Hair, Wide-Brimmed Hat, or Helmet
Plain Uniform, Work Clothes, or Traveler’s Clothes
Covered Face, Earnest Face, or Surly Face o Muddled o Tired o Stressed
HP
Job (Choose one)
o Warrior
Max HP: 10
Increase your damage bonus to +1.
You get the following moves:
o Expert Expertise
When you use your area of expertise, you roll gains advantage.
You are an expert in a certain field. Choose your area of expertise:
o Herbalism and medicine (WIS)
o Magician o Pathfinding and survival in the wilds (WIS)
You may cast Cantrips as if you were a Wizard, using the Wizard’s o Infiltration and burglary (DEX)
Cast a Spell move. o Esteem in a certain social circle (tell us which) (CHA)
o Knowledge of an academic specialty (tell us which) (INT)
o Protection and guarding (CON)
Gear o Brute force and heavy hands (STR)
Your maximum Load is 5. You start with a basic melee weapon of o Skilled craftsmanship (tell us your field, and the GM will
your choice (close, 1 weight), a small bag of Supplies (2 uses oo, 1 choose the stat most appropriate)
weight, and choose one: When you perform a task relevant to your area of expertise,
o Ragged bow (near, 2 weight) roll+the indicated stat. *On a 10+, you accomplish your task. *On a
o Leather armor (1 armor, 1 weight) 7-9, you still succeed, but the GM will offer you a worse outcome,
hard bargain, or ugly choice.
Additionally, when you Spout Lore about your area of expertise,
your roll gains advantage.

Ace in the Hole


When things are looking bad, you have a special advantage to help
you out of a tight spot. Choose one, but don’t describe it until it
comes up in play, and reveal it when you need it:
o The favor of someone powerful (describe them)
o A web of contacts (choose either well-placed or loyal)
o Membership in a guild (choose either prestigious or
shadowy)
o A hideout (choose either secret or fortified)

Expendable
You have neither Heritage, Drive, or Bonds; you’re here because you
were hired to do a job. You can gain XP, but you cannot Level Up.

When you sacrifice yourself trying to accomplish something,


choose one of the following as you die:
• The other characters learn something from your death; tell
us what they discovered.
• You create an opening; say how you temporarily hold back
or impede a threat just long enough for someone to take
advantage of the opening.
• You were just doing your job; tell us what you managed to
do before dying, such as opening a locked door, taking out a
The Extra is a supporting character which can be used when you have a minor enemy, or doing the thing you were hired for.
guest player at your table, or if a player’s regular character is off doing
something else. They're good for a quick taste of the game, when you need At the end of the session, any XP you have earned, including from
some expendable minions, or a one-shot scenario or similar situation. Don't answering the End of Session questions, may be applied to another
feel bad or take it personally if they die; they are Expendable, after all. character you own, or will make in the future.
Compendium Classes The Assassin
Once a character has reached level 10, they can no longer make the When you are initiated into the League of Assassins and prove
Level Up move. Their level will forever stay at 10. This does not,
your worth by killing your first mark without being seen, you
however, mean that their growth or story is over. Characters who
may purchase the following move:
wish to advance further must acquire a compendium class in order
to do so.
o Death Strike
A compendium class is a prestige award given to characters who When you discover a weakness of a target or a reliable way to
have accomplished something truly significant. When your get to them, hold +1 Mark on them. If you leave a warning of your
character performs the task that would entitle them to learn the intentions, such as a dagger on their pillow, hold +2 Mark instead.
starting move of a compendium class, the GM will give them the You may only hold Marks on one target at a time; if you choose a
corresponding compendium class insert to add to their character's new target, any Marks you have on the former target are lost.
playbook.
When you utilize your knowledge of your target to assassinate
Compendium classes have a starting move and a few additional them while they are not suspecting or aware of you, say how
advanced moves. The first move in each compendium class must you do it, then spend all of your Marks on them and roll+Marks
be taken first; after that, any additional moves in that compendium spent. *On a hit, they're dead, just like that. *On a 12+, you get all
class can be gained in any order. Multiclass moves, such as the three. *On a 10-11, choose two. *On a 7-9, choose one.
Bard’s Jack of All Trades move, or the option to take an advanced • They die without making a noise or raising any alarm
move from another playbook via Level Up at level 6 or higher can • They die without making any final retribution against you
never gain moves from compendium classes. • You leave no evidence that could be traced back to you,
it's like you were never there
Moves from compendium classes are gained by spending XP. *On a 6-, your attack fails, and you cannot hold Marks on any
When you have at least 20 XP and enough downtime and meet other target until this target dies. Assassins do not tolerate failure.
the qualifications for a compendium class, you may spend 20
XP to gain a move from one of your compendium classes. Note
that this is not the same as leveling up; you cannot choose any
other options from the Level Up list, nor does your level increase. If you have the move Death Strike, you may purchase these moves
You can take compendium class moves before level 10, but once as well:
you reach level 10, you can only gain new moves by taking
compendium class moves. o Ashes to Ashes
When you slay an enemy, including with a Death Strike, you
When a character performs a deed which would unlock a may choose to turn their body to dust. If you do, they cannot be
compendium class, the GM may, at their discretion, offer a “loan” resurrected or reanimated by any means, and any attempt at
of XP to the character so they may purchase the opening move communication with their spirit fails. You can also choose to have
right away. The loaned XP must be paid back before the character some or all of their possessions turn to dust as well. Magical items
can resume progress to their next level or purchase other cannot be destroyed this way.
compendium class moves. This option should be exercised when
both the player and the GM consider it fictionally appropriate for o Shadow-walker
the character to gain the compendium class’ move; for example, if You are preternaturally silent, and will never make any noise
there is about to be some downtime for the character to hone their unless you choose to. You never need to Defy Danger to act
new ability. quietly.
Additionally, when you use the shadows to travel to your
We present here several examples of compendium classes suitable destination or escape pursuit, roll+DEX. *On a 10+, choose two.
for most campaigns. However, you are encouraged to develop your *On a 7-9, choose one:
own compendium classes as rewards that are more specifically
• You get there unseen or lose your pursuers
tailored to your own individual games, worlds and styles of play.
• You get there much quicker than it would normally take
• You leave nothing that could be traced back to you or
your allies

o Fade Away
When you blend into a crowd or the shadows, enemies never
spot you until you draw attention to yourself or leave your cover.
You can even disappear from sight and get into hiding in such
cover with just a moment's distraction. When you strike while
blending in with a crowd or shadows, any attack you make,
including a Death Strike, gains advantage.
The Warlord The Tempest
When you lead a group of men in a massive, bloody battle and When you are struck by a bolt of the gods’ divine lightning and
come out victorious, you may purchase the following move: live to tell the tale, you may purchase the following move:

o War Leader o Weathermancy


You can rally warriors to your banner at any time there are suitable When you command the weather to change while standing
people available for you to recruit or lead. When you rally a war- under the open sky, choose an effect you desire and roll+WIS.
band together, they will fight for you for one battle, though they • Fill the area with dense fog
will also demand a cut of any loot in exchange. The war-band’s • Cause the temperature in the area to plummet to below
strength, equipment, and bearing will be proportionate to the freezing
quality of the warriors available. By default, your war-band has • Control the wind speed and direction, from gale force to
Loyalty equal to your CHA, Quality+1, the Group, Battle-wise, dead calm
and Warrior tags, and the move "Fight in formation", though the • Summon or halt rain in the area, or snow if it’s cold
war-band may have different stats, based upon circumstances. The enough
GM will tell you their Instinct. *On a hit, the chosen effect takes place. *On a 7-9, choose one:
• The effect is weak or temporary
When you lead your war-band into battle, roll+CHA. *On a • The weather changes further in other, undesirable ways,
10+, hold 3. *On a 7-9, hold 2. *On a 6-, hold 1 anyway, but there the GM will say how
will be hell to pay afterwards. Over the course of the fight, spend a *On a 6-, the weather goes haywire for a while, expect weirdness.
hold to make your war-band:
• Make a strong assault
• Stand firm against a strong assault
• Make an organized retreat If you have the move Weathermancy, you may purchase these
moves as well:
• Avoid a danger or hazard on the battlefield
• Show mercy to their defeated enemies
• Hold fast despite fear or danger
o Thunder-Caller
• Restore discipline and form ranks after a lapse or break While it is raining, add the following choices to the
Weathermancy list:
After the battle, assuming your war-band is still fit for duty, you • A bolt of lightning strikes a target you designate, deal
may spend a hold to call them together and follow you into another your damage to that target and anyone nearby, ignoring
battle. If you don’t, they disperse afterwards. armor
• A clap of thunder deafens everyone in the area for a short
time
If you have the move War Leader, you may purchase these moves
as well: o Light As a Feather
While you are wearing a flowing cape or carrying a suitable
o Hold the Line sail, you can fly upon strong currents of wind with limited
While you are standing side by side with your allies on the proficiency. Doing anything fancy may require you to Defy
front lines of battle, you may Defend with CHA instead of CON. Danger.
Additionally, while you are around and able to bark out orders,
no NPCs under your command will have discipline problems. A o Storm of the Century
hard glare or a sharp rebuke from you will snap them back into line When you use Weathermancy, on a 12+ you can choose an
or banish any fear from them, and your war-band will never rout additional effect, either from the Weathermancy list or one of the
on your watch. following:
• Create a sudden gust of wind that send someone within
o Lordly Caliber Reach flying away, right off their feet
When you use War Leader, you get +1 hold, even on a miss, and • The effect you chose from Weathermancy is more intense
add the following choices to the list: (dousing rain, howling winds, freezing snow, etc.)
• Bring magical support to a situation • Summon a wall of wind that deflects incoming arrows
• Fight and die to the last without fear and other small projectiles
• Create or stop an extreme weather pattern; a tornado, hail
storm, or other truly fantastic weather that deals your
o Battle Standard damage to everyone in the area except yourself, and the
You have a symbol of some kind that you use to inspire others— damage gets the forceful tag
maybe not a literal standard, but something visible and obvious.
Describe it!
While your standard is raised over a battle in support of a
cause, anyone who supports your cause and is fighting for you
gains +1 armor, and they gain advantage to any move to overcome
fear or despair.
The Wielder The Runemaster
When you acquire a legendary weapon or imbue your own When you have mastered the carving of runes and learned one
weapon with power from a legendary monster slain by it, you of the great Runes of power, you may purchase the following
may purchase the following move: move:

o Signature Weapon o Rune-Crafter


This is your weapon. There are many like it, but this one is yours. You have learned a rune of power that can imbue objects with
Your weapon is your best friend. It is your life. You master it as magic. Select the rune you have learned; when you learn other
you master your life. Your weapon, without you, is useless. runes, add them to your list too:
Without your weapon, you are useless. You must wield your o Mountain
weapon true. o Fire
o Ice
Choose a special power for your weapon, or if you found your o Moon
weapon, the GM will choose a power for you: o Shadow
o Blazes with fire when drawn, add the fiery tag o Sun
o Blessed by the gods, add the divine tag o Thunder
o Bane, instantly kills one type of enemy (name them!) with o Law
a single hit o ________________
o Vorpal blade, ignores armor o ________________
o Wounds delivered with this weapon never heal without
powerful magic When you carve a rune onto something to imbue it with that
o Amazingly hard, can cut through solid stone like butter rune's power, describe the effect that your rune has, and if the
o Breaks enchantments upon enemies it strikes GM agrees that it makes sense in the context of your chosen rune,
o Glows when danger is near roll+INT. *On a 10+, choose two. *On a 7-9, choose one.
o ____________________________________________ • The effect is permanent, as long as the rune remains
o ____________________________________________ whole and unmarred
• The effect does not have any known side effects
The GM will also tell you something of what your weapon desires. • The effect does not have any weird limitations
When you perform a mighty deed that satisfies your weapon’s *On a 6-, the item is cursed. The GM will tell you the nature of the
desires, you may choose another special power for your weapon as curse, but only after it is too late.
it grows in legendary power. When you act against your
weapon’s desires, it may fight against you or deny you its powers. A given object can hold only one rune at a time, but you can
always end any effect you create by erasing your rune. Any item
you enchant always has at least 1 weight.
If you have the move Signature Weapon, you may purchase these
moves as well:
If you have the move Rune-Crafter, you may purchase these moves
o Hunger as well:
When you write a new Bond, you may write them with your
weapon instead of another character. Your weapon deals +1 o Carved In Stone
damage for each Bond you have written with it. The runes you carve can easily withstand the ravages of time,
nature, and casual use; they cannot be removed by anything short
o Heirloom of deliberate magic, and even then the person dispelling your rune
takes 1d6 damage of magical backlash when they do so. This does
When you consult the spirits that reside within your signature
not affect you willingly erasing your own rune, which you can
weapon, they will give you an insight relating to the current
always do without risk.
situation, and might ask you some questions in return, roll+CHA.
*On a 10+, the GM will give you good detail. *On a 7-9, the GM
will give you an impression. o Soulforger
You can now carve runes upon living objects, including people.
o Blacksmith (ouch!) Your subject must be either willing or restrained for you to
enchant them, and the GM will also tell you a complication that
When you have access to a forge, you can graft the magical
arises from trying to carve runes upon them.
properties of another weapon onto your signature weapon. This
process destroys the magical weapon. Your signature weapon
gains the magical powers of the destroyed weapon. o Runic Mastery
When you carve a rune, on a 12+ the GM will tell you one further
thing you can do to perfect your enchantment. When you do it, you
get the third option from the list.
The Survivor The Green Knight
When you survive a terrible doom or cataclysm against When you are given the title of Knight of the Green by the stag-
overwhelming odds, you may purchase the following move: lord, you may purchase the following move:

o Eater of Ashes o Gift of the Green


You have endured terrible ordeals, which have left their mark upon When you place your hands upon the bark of a tree and ask for
you. Choose two marks, and describe them: aid, say what you need from the forest (food, shelter, weapons, a
o Burning Scars: When you are in danger, the scar glows hiding place, etc.) and roll+WIS. *On a hit, the forest will grant
and burns. your request, within its ability to do so, and the forest will ask you
o Testament Written Upon Flesh: When you take for something in exchange. *On a 10+, you get all three. *On a 7-
damage, your next damage roll gains advantage. 9, choose two:
o Bloodied Hands: Your body is a weapon with the hand • The aid will arrive quickly
and forceful tags. • You get enough to supply your whole party
o Broken Heart: You never need to Defy Danger against • It will last a good long while
fear or pain, just take the 10+ result for such a move. While you have an outstanding request upon you from the
o Shattered Mind: Any force that would control or forest, you have disadvantage on all Green Knight moves.
manipulate your mind does not affect you. Additionally, when you Undertake a Perilous Journey through
o Burdened Soul: When you take your Last Breath, you a forest, don't roll; you automatically get the 10+ result.
roll with advantage.
o Hardened Bones: You have +1 armor.
Additionally, when you gain a new Survivor move (not this one),
hold +1 Pain. When you suffer great personal harm, you may If you have the move Gift of the Green, you may purchase these
spend a Pain to ignore that harm and choose another mark from the moves as well:
above list.
o Akela
You can speak with and understand animals, and even closely
study them and Parley with them as if they were people.
If you have the move Eater of Ashes, you may purchase these
moves as well:
When you touch and animal and push your thoughts into its
mind, roll+WIS. *On a hit, you can read the animal’s mind and
o Unstoppable Force memories, reliving its past and seeing what it has seen. *On a 7-9,
When you suffer a debility, condition, or restraint and act in you have trouble separating these memories from your own, and
spite of it, roll+CON. *On a 10+, hold 3. *On a 7-9, hold 2. *On a you exhibit some aspects of the animal’s behavior for a while after
6-, hold 1 anyway, but after you spend it your debility, condition, you break the link.
or restraint grows worse. You can spend a hold from this move to
completely ignore all debilities, conditions, and restraints upon you
for a few crucial moments.
o Call of the Wild
When you summon animals to your presence or to the presence
of someone else, choose a type of animal and roll+WIS. *On a hit,
o Immovable Object they congregate at the location you chose. *On a 7-9, choose one:
When you Defend, you get +1 hold, even on a miss, and add the • It takes time for them to gather
following options to the Defend list: • You are not precise about the location
• You take the full brunt of their attack, but their weapons • You attract other animals in addition to or instead of those
break against you you intended
• You glare at an approaching enemy, stopping them in
their tracks
o Forest Walk
When you touch the trunk of a tree that is at least as large as
o Alone Against the World you are and think of a destination, roll+WIS. *On a hit, you can
When you stand alone against a major approaching threat, teleport to that destination, as long as there is a tree of the same
roll+CON. *On a 10+, after a glorious standoff, you drive the type and at least as large as you to step out of. *On a 10+, also
threat back, taking some damage. *On a 7-9, after a grueling choose one:
struggle, you drive the threat back, but you suffer a permanent • You can take a small group of people with you
scar—physical, mental, or emotional, the GM will describe it. *On • You emerge in a place that is advantageous, either hidden,
a 6-, take your Last Breath; after a desperate attempt, you have defensible, or perfectly timed, as you prefer
failed. Pain (c.f. Hardened) cannot prevent or mitigate any harm • The forest will not make a request of you in exchange
suffered from this move. (otherwise, it will)

This compendium class is based on material originally written by Jacob Randolph.


The Necromancer The Berserker
When you discover a means to reanimate the dead and bind When you willingly give yourself fully to battle-lust, blacking
them to your will, you may purchase the following move: out and coming to later surrounded by carnage, you may
purchase the following move:
o Arise!
When you perform a dark ritual on a corpse or assemblage of o Berserker Rage
body parts, you raise it as an undead minion under your When you work yourself into a violent, howling frenzy,
command; describe its appearance and roll+INT. *On a 10+, roll+CON. *On a 10+, choose three. *On a 7-9, choose two. *On a
choose one. *On a 7-9, choose two. *On a 6-, all three. 6-, choose one anyway, but expect to leave some serious collateral
• It has its own agenda and an undesirable Instinct; you'll damage in your wake, which you won't notice until it's too late.
need to Order Followers to get them to act against it • Your melee attacks are messy and forceful
• It will require a steady supply of something to stay • You are immune to fear and any other effects that would
animated (for example, blood); the GM will tell you what control or manipulate your mind
they need • You have 3 armor in place of any other armor you are
• It's intellect didn't survive the procedure, their obedience wearing
of your orders will be limited by this • You ignore the effects of all of your debilities
• You're not exhausted after your frenzy ends (otherwise,
Your undead minions have 6 HP, a damage modifier of +0, you are)
Quality +0, the undead tag, and one move that describes how they Your chosen effects last until you take an action requiring subtlety,
act; work with the GM to determine this. finesse, higher thinking, discussion or otherwise come down from
your rage.
Undead minions have neither Loyalty nor Instincts; they are
fanatically loyal to you and will obey even suicidal commands
without hesitation, unless you chose the option to give them their
If you have the move Berserker Rage, you may purchase these
own agenda and Instinct, in which case they have Loyalty equal to
moves as well:
your CHA.

You can control a number of undead minions at one time equal to o Savage Cunning
your CHA plus the number of Necromancer moves you have When you Discern Realities while under the effects of Berserker
(minimum 1). You can always raise more, but you won’t be able to Rage, you may roll with CON instead of WIS, and this action does
control them beyond one straightforward command you give them not end your rage.
when you raise them.
o Terrifying Reputation
When you enter a steading, rumors about your fury may precede
If you have the move Arise!, you may purchase these moves as you (your call). If so, tell the GM what the people have heard.
well: They'll act accordingly, maybe by barring their doors, asking for
your help, or testing your strength.
o Beyond Mortal Flesh
When you raise an undead minion, on a 10+, also choose one of o Wrecking Ball
the following abilities for your minion: When you Hack and Slash while raging, on a hit, also choose
• They gain the warrior tag, and their attacks are messy one:
• They gain the incorporeal tag • You deal 1d6 damage to another creature within your
• They still have some useful ability or knowledge from reach, even if the only other creature nearby is an ally
their old life, tell us what it is • You lash out at something breakable in the environment,
either breaking or damaging it as the GM describes
o Meat Shield Note that you must choose one, even when you’d rather not.
When you would suffer an attack while you have an undead
minion within your reach, you may redirect the attack to that
minion instead.

o Master of Puppets
When you mentally take possession of one of your undead
minions, you control them directly. You speak as them and see
through their eyes, and make any of your moves with your stats, as
if they were you.

While you are possessing a minion, your own body lies comatose.
If your minion dies while you are possessing it, you take 2d6
damage, ignoring armor.
The Slayer The Voidspeaker
When you hunt down and slay a legendary monster that has When you encounter the Thing That Lurks In The Darkness
scarred you somehow, and fashion a trophy from its corpse, and learn its secrets, you may purchase the following move
you may purchase the following move: (assuming your sanity is intact):

o Monstrous Manual o The Night is Dark and Full of Terrors


When you spend a few moments carefully observing a monster, Your eyes cut through the night and you need bring neither lamp
ask the GM to tell you one of the following: nor torch to see in even the most Stygian darkness.
• Its strengths
• Its special abilities When you summon the Thing That Lurks In The Darkness to
• Its resistances your presence, you fill an area the size of a large room with
Then roll+INT. *On a hit, the GM will answer you, as clearly as magical darkness, and roll+CON. *On a 10+, choose two. *On a 7-
they can based upon your observations. *On a 7-9, the GM will tell 9, choose one:
you something you must do first before they answer you. *On a 6-, • Choose up to two people, they can see through the
the GM will still answer you, but you won't like the answer or how magical darkness (though they may not like what they
you get it. see)
• The Thing whispers its awful truth to someone in the area
of effect, they fall to their knees and scream, and the next
move you make against the gains advantage
If you have the move Monstrous Manual, you may purchase these
moves as well: • The Thing saps the essence of someone in the area of
effect, any damage roll made against them gains
advantage as long as they are in the area of effect
o Monstrous Compendium *On a 6-, something hungry comes from the darkness.
When you make the Monstrous Manual move, add "Its weakness"
to the list of things you can ask the GM about.
If you have the move The Night is Dark and Full of Terrors, you
o Trophy Hunter may purchase these moves as well:
When you slay a monster you have observed and fashion a
trophy from it, such as a horn, claw, or fang, the GM will tell o Knife in the Dark
you one nonmagical move the monster had. Any trophy you make
When you reach into the darkness and take out a piece of it,
has 1 weight.
you create a blade made of shadow energy, describe it! Your
shadow blade is a weapon with a range of hand, the precise tag,
When you invoke the spirit of a monster whose trophy you
and ignores armor.
wear, roll+CON. *On a hit, you perform the move associated with
that monster. *On a 7-9, the trophy is destroyed in the process, its
You cannot create a shadow blade when you are standing in direct
power forever consumed.
sunlight. When sunlight touches your shadow blade, the blade is
dispelled and vanishes.
o Monster Slayer
When you have shed someone’s blood, or they have shed yours, o Cross the Veil
you can track them anywhere. No matter where they go, you can
When you step partially into the land of shadows, you turn
always find them.
yourself insubstantial. You can pass through solid objects, and
Additionally, when you make the Monstrous Manual move, on a
mundane weapons will pass through you. You may still be repelled
12+, in addition to the move's other effects, you can say that you
or harmed by magic or energy. Attacking or casting a spell ends
foresaw this situation and immediately produce a mundane item
this effect, or you can leave your shadowy form when you wish.
which allows you to take advantage of your knowledge, tell us
When this effect ends, roll+CON. *On a 10+, no problem. *On a
what it is.
7-9, something from the land of shadows seeps out with you, the
GM will describe it.

o Hungering Darkness
When you deal melee damage to a living, sentient being while in
darkness or with your shadow blade, you deal +1 damage and
recover 2 HP. If you slay them, you recover an additional 1d6 HP.

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