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World of Dungeons 1979

Cut down Dungeon World in a handful pages.

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0% found this document useful (0 votes)
218 views3 pages

World of Dungeons 1979

Cut down Dungeon World in a handful pages.

Uploaded by

hark_a_battle
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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NAME NAME

EQUIPMENT EQUIPMENT WEAPONS WEAPONS


ATTRIBUTES ATTRIBUTES SKILLS SKILLS SPECIAL ABILITIES SPECIAL ABILITIES
NOTES NOTES
CLASS CLASS LEVEL LEVEL
XP XP
COIN COIN
NEEDED FOR
NEXT LEVEL
NEEDED FOR
NEXT LEVEL
NONE
FAST
LIGHT
NORMAL
FULL
SLOW
SHIELD
TOTAL
ARMOR
NONE
FAST
LIGHT
NORMAL
FULL
SLOW
SHIELD
TOTAL
ARMOR
STR STR INT INT
DEX DEX WIS WIS
CON CON CHA CHA
ATHLETICS
AWARENESS
DECEPTION
DECIPHER
HEAL
LEADERSHIP
LORE
STEALTH
SURVIVAL
ATHLETICS
AWARENESS
DECEPTION
DECIPHER
HEAL
LEADERSHIP
LORE
STEALTH
SURVIVAL
ARMOR & SPEED ARMOR & SPEED HIT POINTS HIT POINTS HIT DICE HIT DICE
BLESS CURE
TURN VISION
HARDY SKIRMISH
SLAY TOUGH
BACKSTAB LUCKY
REFLEXES TINKER
CANTRIPS COMMAND
RITUAL SUMMON
PET SCOUT
VOLLEY WILD
BLESS CURE
TURN VISION
HARDY SKIRMISH
SLAY TOUGH
BACKSTAB LUCKY
REFLEXES TINKER
CANTRIPS COMMAND
RITUAL SUMMON
PET SCOUT
VOLLEY WILD
EQUIPMENT
You start with 60 silver pieces
Light Weapon (10s): d6. May be wielded as a
secondary weapon, allowing you to re-roll damage
once per attack. Includes daggers, short swords, and
hand axes.
Martial Weapon (30s): d6+1. Must be wielded in main
hand. Includes long swords, hammers, axes, spears
etc.
Great Weapon (40s): d6+2 damage. Uses two hands.
Includes two-handed swords, battle-axes and pole
arms.
Shortbow (10s): d6. Also slings etc.
Bow (30s): d6+1. Also crossbows, pistols etc.
Heavy Bow/Gun (50s): d6+2 Damage if ring from a
stationary position. Includes arbalests and muskets.
Light Armor (30s): Armor 1.
Full Armor (60s): Armor 2. Always has a helm. Makes
it very hard to run, move quietly, swim, leap etc.
Shield (10s): +1 Armor.
Adventuring Gear (2s each): 20ft Rope, Iron Spike,
Chalk, Parchment, Flint/Steel, Torches (4), Tent, Dice,
Caltrops (slows pursuers), Bandages, Travel Rations,
Waterskin, Wineskin.
Tools (5s each): Crowbar, Hatchet, Animal Trap,
Lockpicks, Pen & Pot of Ink, Fishing Pole, Shovel,
Grappling Hook, Pickaxe, Collapsible Pole.
Occult Items (10s each): Quicksilver (per dose), Pouch
of Bone Dust, Vial of Holy Water (one use), Vial of
Blood, Ritual Incense and Oils.
Fancy Items (20s each): Mirror, Lantern, Spyglass,
Sand Timer, Board Game, Elaborate Clothes, Holy
Symbols and other charms.
Fire Oil (20s per ask): Sets an area on re (d6+1
damage/round for 3 rounds unless extinguished). Fills
a lantern 10 times.
Boats: Rowboat (50s) to Galley (200,000s).
Carts: Cart (30s) to Wagon (100s).
Taverns: 1s to Sleep, 1s to Eat, 1s to Get Drunk.
Property: House (1,000s) to Manor (100,000).
Horses: Mule (30s), Horse (100s), Warhorse (1,000s).
HIRELINGS
Cost per day
Torch Bearer (2s): 3HP, Knife.
Guide (5s): 6HP, Knife, Lantern, Rope.
Armsman (20s): 12HP, Spear,
Shield, Light Armor.
Expert (20s): 6HP, Skill 4, Dagger,
Bow.
Champion (60s): 18HP, Full Armor,
Halberd, Sword, Shield, Dagger.
MAGIC
Most magic requires summoning
a spirit, demon, or elemental to
perform supernatural effects.
A Wizard begins play with the
occult knowledge to summon
two spirits. A spirit has a name,
an appearance, and two domains
of power (ame, shadow, stone,
lightning, secrets, fear, etc.).
To summon a spirit you know, you
require one of the following:
1 hour of uninterrupted ritual.
A dose of quicksilvera mild
poison and addictive drug.
(10s per use). If you drink more
quicksilver doses in a day than
your Level you must attempt to
resist its negative effects with
a CON roll.
A magic item containing a
bound spirit.
A Wizard may command a spirit
to perform a single magical effect
that falls within its domains (its
a good idea to give specic
commands; spirits and demons
can be capricious and cruel).
Magical attacks do 2d6+level
or 3d6+level damage if they are
especially suited to the situation
(using re against a Frost Wraith,
for example).
RULES SUMMARY
CHARACTER CREATION
ATTRIBUTES: Roll 2d6 for each. On a 6-, the
value is 0. On a 7-9, the value is +1. On a 10 or
11, the value is +2. On a 12, the value is +3.
Choose one skill in addition to any granted
by your class.
You have 1 Hit Die (d6) + extra hit dice equal
to your CON. Roll all your hit dice and keep a
number equal to your level to determine your
HP. When you rest and consume a ration/
waterskin/wineskin, you may re-roll your
HP. If you are attended by a healer, roll an
extra hit die.
FIGHTERS get Athletics. Choose two special
abilities: Skirmish (+1 damage and worn
armor counts as one type lighter), Tough (+1
armor), Slay (+2 melee damage), Hardy (+6
HP).
THIEVES get Stealth. Choose two special
abilities: Backstab (attack from concealment
to do +3 damage), Lucky (once per day, turn
a miss into a partial success), Reexes (you
always go rst and can react when suddenly
surprised), Tinker (you can attempt to quickly
pick a lock, pick a pocket, or disarm a trap).
CLERICS get Decipher and Heal. Choose two
special abilities: Bless (with holy water, you
can anoint items so they are considered holy
and magical+3 damage vs. evilfor a short
time), Cure (you can attempt to neutralize
poisons, remove curses, or heal wounds with
a touch), Turn (you can attempt to hold undead
at bay with the power of your faith and a holy
symbol), Vision (drink holy water to commune
with your deity for divine guidance).
WIZARDS get Lore. You begin with two spirits
you can summon (see MAGIC, opposite).
You get Summon and choose one other
special ability: Cantrips (you know three
simple magical powers: Candle, Shadow,
Throw Voice), Command (you can attempt
to command any spirit, demon, etc.), Ritual
(you may perform occult ritualsdetailed in
ancient tomes and scrollsand begin with
two known rituals).
RANGERS get Survival. Choose two special
abilities: Pet (you have a loyal and effective
animal companion), Scout (when you scout
ahead you always spot the target before
it spots you), Volley (+2 ranged damage),
Wild (you can converse with and attempt to
command animals).
Make your own class: Choose a class skill
and two special abilities.
ROLLING THE DICE
When you attempt something risky, sum 2d6
and add one of your attribute scores, based on
the action youre taking. (The GM will tell you
some of the possible consequences before
you roll, so you can decide if its worth the risk
or if you want to revise your action.)
A total of 6 or less is a miss; things dont go
well and the risk turns out badly. A total of
7-9 is a partial success; you do it, but theres
some cost, compromise, retribution, harm, etc.
A total of 10 or more is a full success; you do
it without complications. And a total of 12 or
more is a critical success; you do it perfectly
to some extra benet or advantage.
SKILLS: If you have an applicable skill, you
cant miss. A roll of 6 or less counts as a
partial success, but with a bigger compromise
or complication than a 7-9 result.
THE DIE OF FATE
Sometimes the GM will roll the die of fate
to see how the situation is established. Low
numbers are ill-fortune, high numbers are
good fortune (or at least not misery). The die of
fate might be rolled to establish the weather,
indicate a random NPCs general attitude, or
to determine if a wandering monster appears.
The GM may also roll the die of fate if the PCs
take some action for which sheer chance is
the only factor in the outcome.
These rules are yours to bend to your will!
You may nd it natural to expand, redact,
and modify them as you your game goes on.
We advise keeping an open mind and lively
discussion of possibilities at the table.
NAMES
True names have power. If you tell someone your true name, they can attempt to have you
raised from the dead if you met your end before your time. Choose a true name below.
NORTH-
LANDS
Arnar
Lrus
Magni
Rnar
Skli
smundur
Bari
Jrek
Eymundur
Falur
Rrik
Skjldur
Brimi
Yrsa
ura
rds
Bra
lfrn
Valds
Fra
Dra
Aurn
Freyds
Jna
Kra
Einhildur
Pla
Rhildur
lfds
Fjla
IMPERIUM
Zahiel
Akhivar
Aram Shun
Azur Khadon
Awidam
Awrahim
Balishar
Dom Ashur
Eilram
Khnan
Nirar
Romrama
Yomadan
Farrokh
Shahruz
Shahkam
Tahmatan
Kurosh
Hamid
Anoshiravan
Esfandiyar
Sahand
Shaahin
Kamraan
Adar
Aram
Zahir
Khojasteh
Omid
Arsalan
Aruhai
Awita
Damrina
Eilina
Hano
Khannah
Markita
Nashiram
Ninsina
Rashomta
Sharokina
Zari
Darya
Shadi
Alaaleh
Kiana
Zahra
Taraneh
Samaneh
Zhila
Parya
Azita
Sahra
Tajie
Shahla
Mirza
Keiva
Farzin
Zain
Ramak
Hamun
Mehrshad
Jaleh
Fereshteh
Asha
Ghazaaleh
Suriya
Afsaneh
Soraya
Bahareh
Leili
Delara
Setareh
Nava
Azadeh
REGENCY
Caul
Aleand
Thomer
Vaude
Andrel
Villem
Laudius
Menry
Wester
Bragon
Wardius
Brance
Brutlas
Canter
Vaunt
Clance
Arcus
Clard
Colius
Mortio
Couvlas
Noretta
Octadia
Linea
Montess
Verbela
Solk
Vercy
Boury
Ardent
Vornan
Cambel
Somer
Vauphria
Orset
Ducell
XANATHAR
& ISLANDS
Hanif
Sefu
Mbizi
Ubaid
Zuberi
Yahya
Darwishi
Ishaq
Osaze
Nkosi
Najja
Abuakar
Jibade
Onuris
Bennu
Fukayna
Abibah
Theoris
Umayma
Walidah
Acenath
Jamila
Panya
Sagira
Masika
Rehema
Nabirye
Oseye
Meht
Kakra
Maibe
Zaliki
Amaht
Djadao
Suten Anu
Sokkwi
Muntutep
Kahotep
Sinuh
Adjo
Ibenr
Khenti
Anhuri
Kemnebi
Rasui
Nomti
Remmao
URU &
THE GREAT
DESERT
Harud
Koths
Vinid
Hasau
Kassai
Yosol
Meyem
Kaa
Mr
Syar
Morug
Nsu
Sesut
Lstal
Faraz
Dhr
Kathkr
Hosor
Nawar
Luyun
Klul
Knan
Nilzem
Sliyl
Elizdi
Mykiri
Nbi
Kring
hlendu
Rka
Sna
ANKHYRA &
CYTHONIS
Erasm
Pollux
Pierroc
piers
Demophon
Anvean
Thersandre
Ort
Sinon
Eumel
Christoph
Erix
Eupendre
Cadme
Icare
Perdix
Ceron
Chrysothme
Thalia
Mede
Pandare
Dana
Macharia
Ariane
tenou
Adara
Cyrene
Laetitia
Cleite
ande
Nephele
Ouranie
Lyra
Pasipha
Andromde
Ioannes
Makarios
Niphon
Theodoulos
Alexios
Theodoros
Leontios
Andronikos
XP & LEVELS
As you level up you get rewards according to the table below.
LEVEL HIT DICE SKILLS ATTRIBUTES ABILITIES DAMAGE XP TOTAL
1 1+CON 1+1 2 0
2 +1 1,000
3 +1 +1 3,000
4 +1 +1 (MAX +3) 6,000
5 +1d6 10,000
6 +1 +1 +1 15,000
7 +1 (MAX +3) 21,000
8 +1 28,000
9 +1 +1 36,000
10 +1 +1 (MAX +3) +1d6 45,000
You get 1 XP for each silver piece worth of treasure or coin that you loot from the dungeon.
You also get XP for defeating enemies and completing quests (10 XP for something easy up
to 200+ for a really tough one) but mainly its about the looting.
WORLD OF DUNGEONS 1979 BY J.S. HARPER WITH C. MCDOWELL. ONE & SEVEN TACTICAL DESIGN INSTITUTE, SEATTLE, WA
V
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F
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