Dungeon World Play Sheets
Dungeon World Play Sheets
Dungeon World Play Sheets
SPECIAL MOVES
When you make a move while carrying
expected: the normal number of rations are For each yes answer everyone marks XP.
weight up to or equal to Load, youre fine.
consumed, the journey takes about as long
When you make a move while carrying
as expected, no one gets the drop on you
weight equal to load+1 or load+2, you take
but you dont get the drop on them either.
-1. When you make a move while carrying Level Up
weight greater than load+2, you have a When you have downtime (hours or days)
choice: drop at least 1 weight and roll at -1, and XP equal to (or greater than) your
or automatically fail. Recover
current level+7, subtract your current level
When you do nothing but rest in comfort
+7 from your XP, increase your level by 1,
and safety after a day of rest you recover
and choose a new advanced move from
Make Camp all your HP. After three days of rest you
your class. If you are the wizard, you also
remove one debility of your choice. If
When you settle in to rest consume a get to add a new spell to your spellbook.
youre under the care of a healer (magical
ration; If youre somewhere dangerous Choose one of your stats and increase it
or otherwise) you heal a debility for every
decide the watch order as well. If you have by 1 (this may change your modifier).
two days of rest instead.
enough XP you may Level Up. When you Note that changing your Constitution
wake from at least a few uninterrupted increases your maximum and current HP.
hours of sleep heal damage equal to half
your max HP.
Carouse Ability scores cant go higher than 18.
When you return triumphant and throw a
big party, spend 100 coin and roll + extra
100s of coin spent. On a 10+ choose 3. On a Outstanding Warrants
Take Watch 79 choose 1. On a miss, you still choose When you return to a civilized place in
When youre on watch and something one, but things get really out of hand. which youve caused trouble before,
approaches the camp, roll+Wis. On a 10+ roll+Cha. On a hit, word has spread of your
You befriend a useful NPC
youre able to wake the camp and prepare a deeds and everyone recognizes you. On a
You hear rumors of an opportunity
response, the camp takes +1 forward. On a 79, that, and, the GM chooses a
You gain useful information
79 you react just a moment too late; the complication:
You are not entangled, ensorcelled,
camp is awake but hasnt had time to
or tricked The local constabulary has a warrant out
prepare. You have weapons and armor but
little else. On a miss whatever lurks outside for your arrest
the campfires light has the drop on you. Someone has put a price on your head
Recruit Someone important to you has been put
When you put out word that youre in a bad spot as a result of your actions
looking to hire help, roll. If you make it
Bolster known...
When you spend your leisure time in
study, meditation, or hard practice, you ...that your pay is generous, take +1
gain preparation. If you prepare for a week ...what youre setting out to do, take +1
or two, 1 preparation. If you prepare for a ...that theyll get a share of whatever
month or longer, 3 preparation. When your you find, take +1
preparation pays off spend 1 preparation If you have a useful reputation around
for +1 to any roll. You can only spend one these parts take an additional +1. On a 10+
preparation per roll. youve got your pick of a number of skilled
applicants, your choice who you hire, no
penalty for not taking them along. On a 79
Supply youll have to settle for someone close or
When you go to buy something with turn them away. On a miss someone
money on hand, if its something readily influential and ill-suited declares theyd
available in the settlement youre in, you like to come along (a foolhardy youth, a
can buy it at market price. If its something loose-cannon, or a veiled enemy, for
special, beyond whats usually available example), bring them and take the
here, or non-mundane, roll+Cha. On a 10+ consequences or turn them away. If you
you find what youre looking for at a fair turn away applicants you take -1 forward
price. On a 79 youll have to pay more or to Recruit.
settle for something similar.
Hack & Slash Defy Danger Discern Realities
When you attack an enemy in melee, When you act despite an imminent threat When you closely study a situation or
roll+Str. On a 10+ you deal your damage to or suffer a calamity, say how you deal with person, roll+Wis. On a 10+ ask the GM
the enemy and avoid their attack. At your it and roll. If you do it... three questions from the list below. On a
option, you may choose to do +1d6 damage 79 ask only one. Take +1 forward when
by powering through, +Str
BASIC MOVES
SPECIAL MOVES
When you make a move while carrying
expected: the normal number of rations are For each yes answer everyone marks XP.
weight up to or equal to Load, youre fine.
consumed, the journey takes about as long
When you make a move while carrying
as expected, no one gets the drop on you
weight equal to load+1 or load+2, you take
but you dont get the drop on them either.
-1. When you make a move while carrying Level Up
weight greater than load+2, you have a When you have downtime (hours or days)
choice: drop at least 1 weight and roll at -1, and XP equal to (or greater than) your
or automatically fail. Recover
current level+7, subtract your current level
When you do nothing but rest in comfort
+7 from your XP, increase your level by 1,
and safety after a day of rest you recover
and choose a new advanced move from
Make Camp all your HP. After three days of rest you
your class. If you are the wizard, you also
remove one debility of your choice. If
When you settle in to rest consume a get to add a new spell to your spellbook.
youre under the care of a healer (magical
ration; If youre somewhere dangerous Choose one of your stats and increase it
or otherwise) you heal a debility for every
decide the watch order as well. If you have by 1 (this may change your modifier).
two days of rest instead.
enough XP you may Level Up. When you Note that changing your Constitution
wake from at least a few uninterrupted increases your maximum and current HP.
hours of sleep heal damage equal to half
your max HP.
Carouse Ability scores cant go higher than 18.
When you return triumphant and throw a
big party, spend 100 coin and roll + extra
100s of coin spent. On a 10+ choose 3. On a Outstanding Warrants
Take Watch 79 choose 1. On a miss, you still choose When you return to a civilized place in
When youre on watch and something one, but things get really out of hand. which youve caused trouble before,
approaches the camp, roll+Wis. On a 10+ roll+Cha. On a hit, word has spread of your
You befriend a useful NPC
youre able to wake the camp and prepare a deeds and everyone recognizes you. On a
You hear rumors of an opportunity
response, the camp takes +1 forward. On a 79, that, and, the GM chooses a
You gain useful information
79 you react just a moment too late; the complication:
You are not entangled, ensorcelled,
camp is awake but hasnt had time to
or tricked The local constabulary has a warrant out
prepare. You have weapons and armor but
little else. On a miss whatever lurks outside for your arrest
the campfires light has the drop on you. Someone has put a price on your head
Recruit Someone important to you has been put
When you put out word that youre in a bad spot as a result of your actions
looking to hire help, roll. If you make it
Bolster known...
When you spend your leisure time in
study, meditation, or hard practice, you ...that your pay is generous, take +1
gain preparation. If you prepare for a week ...what youre setting out to do, take +1
or two, 1 preparation. If you prepare for a ...that theyll get a share of whatever
month or longer, 3 preparation. When your you find, take +1
preparation pays off spend 1 preparation If you have a useful reputation around
for +1 to any roll. You can only spend one these parts take an additional +1. On a 10+
preparation per roll. youve got your pick of a number of skilled
applicants, your choice who you hire, no
penalty for not taking them along. On a 79
Supply youll have to settle for someone close or
When you go to buy something with turn them away. On a miss someone
money on hand, if its something readily influential and ill-suited declares theyd
available in the settlement youre in, you like to come along (a foolhardy youth, a
can buy it at market price. If its something loose-cannon, or a veiled enemy, for
special, beyond whats usually available example), bring them and take the
here, or non-mundane, roll+Cha. On a 10+ consequences or turn them away. If you
you find what youre looking for at a fair turn away applicants you take -1 forward
price. On a 79 youll have to pay more or to Recruit.
settle for something similar.
NAME LEVEL XP
NAMES: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir, Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
TITLES: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher, Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)
BONDS
Strength Dexterity Constitution Fill in at least one with the name of a companion,
or write your own.
Weak -1 Shaky -1 Sick -1
STR DEX CON is puny and foolish, but
amusing to me.
s ways are strange and
confusing.
is always getting into
trouble - I must protect them from themselves.
Intelligence Wisdom Charisma
shares my hunger for
Stunned -1 Confused -1 Scarred -1 glory; the earth will tremble at our passing!
INT WIS CHA
STARTING MOVES
Choose one of these to start with:
Herculean Appetites
Full Plate And Packing Steel Others may content themselves with just a RACE
You ignore the clumsy tag on armor taste of wine, or dominion over a servant or
you wear. two, but you want more. Choose two
appetites. While pursuing one of your Outsider
Unencumbered, Unharmed appetites if you would roll for a move, You may be elf, dwarf, halfling, or human,
instead of rolling 2d6 you roll 1d6+1d8. If but you and your people are not from
So long as you are below your Load and
the d6 is the higher die of the pair, the GM around here. At the beginning of each
neither wear armor nor carry a shield,
will also introduce a complication or session, the GM will ask you something
take +1 armor.
danger that comes about due to your about your homeland, why you left, or
heedless pursuits. what you left behind. If you answer them,
You also start with all of these:
mark XP.
Pure destruction
The Upper Hand Power over others
You take +1 ongoing to last breath rolls.
Mortal pleasures
When you take your last breath, on a 79
you make an offer to Death in return for Conquest
your life. If Death accepts he will return Riches and property
you to life. If not, you die.
Fame and glory
THE BARBARIAN
Max Load (8+STR) Current fulfillment of one of your appetites as
Appetite For Destruction payment.
Dungeon Rations (5 uses, 1 weight)
Take a move from the Fighter, Bard, or
Dagger (hand, 1 weight) Thief class list. You may not take multiclass Samson
Some Token of where youve travelled or moves from those classes. You may take a debility to immediately
where youre from. break free of any physical or mental
My Love For You Is Like A restraint.
Choose your weapon: Truck
Axe (close, 1 weight) When you perform a feat of strength, Smash!
Two-handed Sword (close, +1 damage, name someone present whom you have When you Hack & Slash, on a 12+ deal your
2 weight) impressed and take +1 forward to parley damage and choose something physical
with them. your target has (a weapon, their position, a
Choose one: limb): they lose it.
Adventuring Gear (5 uses, 1 weight) and What Is Best In Life
Dungeon Rations (5 uses, ration, 1 weight) At the end of a session, if during this Indestructible Hunger
Chainmail (1 armor, worn, 1 weight) session you have crushed your enemies, When you take damage you can choose to
seen them driven before you, or have heard take -1 ongoing until you sate one of your
the lamentations of their kinfolk mark XP. appetites instead of taking the damage. If
you already have this penalty you cannot
Wide-Wanderer choose this option.
Youve travelled the wide world over. When
you arrive someplace ask the GM about Eye For Weakness
any important traditions, rituals, and so on, When you Discern Realities add "What
theyll tell you what you need to know. here is weak or vulnerable?" to the list of
questions you can ask.
Usurper
When you prove yourself superior to a On The Move
person in power, take +1 forward with When you defy a danger caused by
their followers, underlings, and hangers on. movement (maybe falling off a narrow
bridge or rushing past an armed guard)
take +1.
When you gain a level from 6-10, you may choose from these moves.
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)
STARTING MOVES
THE BARD
Max Load (9+STR) Current +1d8 damage. choose two effects instead of one.
When you gain a level from 6-10, you may choose from these moves.
I am working on converting
to my faith.
STARTING MOVES
THE CLERIC
Max Load (10+STR) Current spell as if it was one level lower. lose any hold you already had. Spend that
hold when you or an ally takes damage to
Some Symbol of the Devine (1 weight), Invigorate call on your deity, they intervene with an
describe it. appropriate manifestation (a sudden gust
When you heal someone they take +2
Dungeon Rations (5 uses, ration, 1 weight) forward to their damage. of wind, a lucky slip, a burst of light) and
negate the damage.
Choose your defenses:
The Scales Of Life And Death
Chainmail (1 armor, worn, 1 weight) Penitent
When someone takes their last breath in
Shield (+1 armor, 2 weight) your presence, they take +1 to the roll. When you take damage and embrace the
pain, you may take +1d4 damage (ignoring
Choose your armament: armor). If you do, take +1 forward to cast a
Serenity spell.
Warhammer (close, 1 weight)
When you cast a spell you ignore the first
Mace (close, 1 weight) -1 penalty from ongoing spells.
Orison For Guidance
Staff (close, two-handed, 1 weight) and When you sacrifice something of value to
Bandages (3 uses, slow, 0 weight) First Aid your deity and pray for guidance, your
Cure Light Wounds is a rote for you, and deity tells you what it would have you do. If
Choose one:
therefore doesnt count against your limit you do it, mark experience.
Adventuring Gear (5 uses, 1 weight) and of granted spells.
Dungeon Rations (5 uses, ration, 1 weight)
Divine Protection
Healing Potion (0 weight) Empower When you wear no armor or shield you get
When you cast a spell, on a 10+ you have 2 armor.
the option of choosing from the 79 list. If
you do, you may choose one of these
Devoted Healer
effects as well:
When you heal someone else of damage,
The spells effects are doubled add your level to the amount of damage
The spells targets are doubled healed.
When you gain a level from 6-10, you may choose from these moves.
Anointed Martyr
Requires: Chosen One Replaces: Penitent
Choose one spell in addition to the one you When you take damage and embrace the
picked for Chosen One. You are granted pain, you may take +1d4 damage (ignoring
that spell as if it was one level lower. armor). If you do, take +1 forward to cast a
spell and add your level to any damage
Apotheosis done or healed by the spell.
The first time you spend time in prayer as
appropriate to your god after taking this Divine Armor
move, choose a feature associated with Replaces: Divine Protection
your deity (rending claws, wings of When you wear no armor or shield you get
sapphire feathers, an all-seeing third eye, 3 armor.
etc.). When you emerge from prayer, you
permanently gain that physical feature. Greater Empower
Replaces: Empower
Reaper When you cast a spell, on a 10-11 you have
When you take time after a conflict to the option of choosing from the 79 list. If
dedicate your victory to your deity and deal you do, you may choose one of these
with the dead, take +1 forward. effects as well. On a 12+ you get to choose
one of these effects for free.
Providence The spells effects are doubled
Replaces: Serenity The spells targets are doubled
You ignore the -1 penalty from up to two
spells you maintain. If you maintain more Greater First Aid
than two you take normal penalties. Requires: First Aid
Cure Moderate Wounds is a rote for you,
Divine Invincibility and therefore doesnt count against your
Replaces: Divine Intervention limit of granted spells.
When you Commune you gain 2 hold and
lose any hold you already had. Spend that Multiclass Dabbler
hold when you or an ally takes damage to
Get one move from another class. Treat
call on your deity, who intervenes with an
your level as one lower for choosing the
appropriate manifestation (a sudden gust
move.
of wind, a lucky slip, a burst of light) and
negates the damage.
ROTES
Every time you Commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells.
CLERIC SPELLS
moment of perfect understanding. The GM everything you lay your eyes on. You pierce a gem. The trapped creature is aware of its
will shed light on the current situation. illusions and see things that have been imprisonment but can still be manipulated
When acting on the information, you take hidden. The GM will describe the area through spells, parley, and other effects.
+1 forward. before you ignoring any illusions and All moves against the trapped creature are
falsehoods, magical or otherwise. While at +1. You can free the soul at any time but
Cure Critical Wounds this spell is ongoing you take -1 to cast a it can never be recaptured once freed.
5th Level spell.
Heal an ally you touch of 3d8 damage. Words Of The Unspeaking
Contagion 5th Level
Divination 5th Level (ongoing) With a touch you speak to the spirits
5th Level Choose a creature you can see. Until you within things. The non-living object you
Name a person, place, or thing you want to end this spell, the target suffers from a touch answers three questions you pose, as
learn about. Your deity grants you visions disease of your choice. While this spell is best it can.
of the target, as clear as if you were there. ongoing you take -1 to cast a spell.
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)
STARTING MOVES
THE DRUID
Max Load (6+STR) Current the stone. You may now apply your spirit
Red Of Tooth And Claw tongue, shapeshifting and studied essence
Some Token of your land. Describe it: to inanimate natural objects (plants and
When you are in an appropriate animal
form (something dangerous) increase your rocks) or creatures made thereof, as well as
damage to d8. animals. Thing-talker forms can be exact
Choose your defenses: copies or can be mobile vaguely
Hide Armor (1 armor, worn, 1 weight) humanoid-shaped entities.
Communion Of Whispers
Wooden Shield (+1 armor, 1 weight) When you spend time in a place, making
Formcrafter
Choose your armament: note of its resident spirits and calling on
the spirits of the land, roll+Wis. You will be When you shapeshift choose a stat: you
Shillelagh (close, 2 weight) granted a vision of significance to you, take +1 ongoing to rolls using that stat
your allies, and the spirits around you. On while shifted. The GM will choose a stat,
Staff (close, two-handed, 1 weight)
a 10+ the vision will be clear and helpful to too: you take -1 ongoing to rolls using that
Spear (close, thrown, near, 1 weight) you. On a 79 the vision is unclear, its stat while shifted.
Choose one: meaning murky. On a miss, the vision is
upsetting, frightening, or traumatizing. The Elemental Mastery
Adventuring Gear (5 uses, 1 weight)
GM will describe it. Take -1 forward. When you call on the primal spirits of fire,
Poultices & Herbs (2 uses, slow, 1 weight) water, earth or air to perform a task for
Halfling Pipeleaf (6 uses, 0 weight) Barkskin you roll+Wis. On a 10+ choose two. On a
So long as your feet touch the ground you 79 choose one. On a miss, some
have +1 armor. catastrophe occurs as a result of your
calling.
Eyes Of The Tiger The effect you desire comes to pass
When you mark an animal (with mud, dirt, You avoid paying natures price
or blood) you can see through that animals You retain control
eyes as if they were your own, no matter
what distance separates you. Only one Balance
animal at a time may be marked in this When you deal damage, take 1 balance.
way. When you touch someone and channel the
spirits of life you may spend balance. For
Shed each balance spent, heal 1d4 HP.
When you take damage while
shapeshifted you may choose to revert to
your natural form to negate the damage.
When you gain a level from 6-10, you may also choose from these moves.
Drag them to the ground form, including men, elves, or the like.
Suppressing your tell is possible, but if you Formshaper
Flying Creatures do, take -1 ongoing until you return to your Requires: Formcrafter
Escape to the air own form. You may increase your armor by 1 or deal
Pull an enemy aloft an additional +1d4 damage while in an
Blood And Thunder animal form. Choose which when you
Hardy Beasts Replaces: Red Of Tooth And Claw shapeshift.
Trample them When you are in an appropriate animal
Break through form (something dangerous) increase your Healthy Distrust
damage to d10. Whenever the unclean magic wielded by
Poisonous mortal men causes you to Defy Danger,
Inflict your poison on them The Druid Sleep treat any result of 6- as a 79.
Drive them back When you take this move, the next
opportunity that you have safety and time Chimera
to spend in an appropriate location, you When you shapeshift, you may create a
may attune yourself to a new land. This merged form of up to three different
effect occurs only once and the GM will tell shapes. You may be a bear with the wings
you how long it will take and what cost you of an eagle and the head of a ram, for
must pay. From then on, you are considered example. Each feature will grant you a
to be born of the soil in both lands. different move to make. Your chimera form
follows the same rules as shapeshifter
Weather Weaver otherwise.
When you are under open skies when the
sun rises the GM will ask you what the Stalkers Sister
weather will be that day. Tell them Choose one move from the ranger class list.
whatever you like, it comes to pass.
NAME LEVEL XP
DWARF: Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq HALFLING: Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca
ELF: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian HUMAN: Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)
STARTING MOVES
THE FIGHTER
Max Load (12+STR) Current brunt of damage dealt to you, the damage
Heirloom is negated but you must reduce the armor
You carry your Signature Weapon. value of your armor or shield (your choice)
When you consult the spirits that reside
Dungeon Rations (5 uses, ration, 1 weight) within your signature weapon, they will by 1. The value is reduced each time you
give you an insight relating to the current make this choice. If the reduction leaves
Choose your defenses: the item with 0 armor it is destroyed.
situation, and might ask you some
Chainmail (1 armor, worn, 1 weight) and questions in return, roll+CHA. On a 10+,
Adventuring Gear (5 uses, 1 weight) the GM will give you good detail. On a 7-9, Seeing Red
Scale Armor (2 armor, worn, clumsy, the GM will give you an impression. When you Discern Realities during
3 weight) combat, you take +1.
Choose two:
Improved Weapon
Choose one extra enhancement for your Interrogator
2 Healing Potions (0 weight) signature weapon. When you parley using threats of violence
Shield (+1 armor, 2 weight) as leverage, you may use STR instead of
(5 uses, ration, 1 weight), and Poultices & When you have access to a forge you can
Herbs (2 uses, slow, 1 weight) graft the magical powers of a weapon onto Scent Of Blood
your signature weapon. This process When you Hack & Slash an enemy, your
22 coins destroys the magical weapon. Your next attack against that same foe deals
signature weapon gains the magical powers +1d4 damage.
of the destroyed weapon.
Multiclass Dabbler
Iron Hide Get one move from another class. Treat
You gain +1 armor. your level as one lower for choosing the
move.
When you gain a level from 6-10, you may choose from these moves.
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)
STARTING MOVES
THE IMMOLATOR
Max Load (9+STR) Current looking for answers, roll+WIS. On a hit, the always tell you what you have to sacrifice
GM will tell you something new and to gain the effect you desire.
You carry no weapons and need no armor but the interesting about the current situation. On
flames that burn within you. You begin with: a 10+, the GM will give you good detail. On Moth To The Flame
A Symbol of your sacrifices past, describe it: a 79, the GM will give you an impression. When you tempt a weak mind with your
If you already know all there is to know, inner fire, roll+WIS. On a 10+ their will is
the GM will tell you that. suppressed, theyll follow you and do as
Adventuring Gear (5 uses, 1 weight) you desire, so long as nothing startles or
1 Healing Potion (0 weight)
Burns Twice As Bright surprises them. On a 7-9, the effect is only
When you channel the flames of fate, you strong enough to distract or confuse them.
Choose two: may treat a missed roll as a 7-9 or a 7-9 On a miss, they become agitated and upset,
Dungeon Rations (5 uses, ration, 1 weight) result as a 10+. This may be a roll you or your fire having sparked their hidden
another character has made. Tell the GM desires.
1 Healing Potion (0 weight)
something youve lost; an emotion, a
10 Coins memory or some innate piece of your Burning Bridges
being. You may not use this move again When you would take your last breath,
until youve used Burns Half As Long. dont. Instead, you may erase one of your
Bonds. This is permanent and lowers your
Burns Half As Long total available Bonds forever. You are alive
You gain this move when you gain Burns and have 1d6 hp. If you have no more
Twice As Bright Bonds, take your last breath as normal.
When you sacrifice a victory to the flames
of fate, treat any roll of 10+ as a miss. The Enkindler
When you bolster the courage of others
This Killing Fire roll+CHA. On a 10+ they shake off all fear
Add the following tags to your options for and doubt, becoming brave in an instant.
Burning Brand: messy, forceful, reach, near, On a 7-9, this effect is fleeting, they realize
far. its superficiality and resort to cowardice
after a moment or two. On a miss, theyre
Firebrand cowed or terrified by your presence.
When you introduce a new idea to an
NPC, roll+CHA. On a 10+ They believe the Sick Burn
idea to be their own and take to it with When you insult an NPC, roll + CHA. On a
fervour On a 7-9, Their passion fades after 10+ you leave them no room to react, they
a day or two. On a miss, they respond bear your insult and the scorn of all who
negatively, speaking out against the idea. hear it. On a 7-9 you cross a line, they will
have their revenge, someday. On a miss
you've gone too far, they blow up here and
now.
When you gain a level from 6-10, you may choose from these moves.
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)
BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion,
Weak -1 Shaky -1 Sick -1 or write your own.
STR DEX CON s misguided behavior
endangers their very soul!
has stood by me in battle
and can be trusted completely.
STARTING MOVES
THE PALADIN
Max Load (12+STR) Current one or choose one thats already been damage.
established). You gain the commune and
Dungeon Rations (5 uses, ration, 1 weight) cast a spell cleric moves. When you select Exterminatus
Scale Armor (2 armor, worn, clumsy, 3 weight) this move, treat yourself as a cleric of level When you speak aloud your promise to
1 for using spells. Every time you gain a defat an enemy, you deal +2d4 damage
Some Mark of Faith (0 weight), describe it: level thereafter, increase your effective against that enemy and -4 damage against
cleric level by 1. anyone else. This effect lasts until the
Choose your weapon: enemy is defeated. If you fail to defeat the
Bloody Aegis enemy or give up the fight, you can admit
Halberd (reach, +1 damage, two-handed, When you take damage you can grit your your failure, but the effect continues until
2 weight) teeth and accept the blow. If you do you you find a way to redeem yourself.
Long Sword (close, +1 damage, 1 weight) and take no damage but instead suffer a
Shield (+1 armor, 2 weight) debility of your choice. If you already have Charge!
all six debilities you cant use this move. When you lead the charge into combat,
Choose one:
those you lead take +1 forward.
Adventuring Gear (5 uses, 1 weight) Smite
Dungeon Rations (5 uses, ration, 1 weight) While on a Quest you deal +1d4 damage. Staunch Defender
and Healing Potion (0 weight) When you Defend you always get +1 hold,
Holy Protection even on a 6-.
You get +1 armor while on a Quest.
Setup Strike
Voice Of Authority When you Hack & Slash, choose an ally.
Take +1 to order hirelings. Their next attack against your target does
+1d4 damage.
When you gain a level from 6-10, you may choose from these moves.
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)
STARTING MOVES
Command
Hunt & Track (WIS) Called Shot When you work with your animal
companion on something its trained in...
When you follow a trail of clues left When you attack a defenseless or
behind by passing creatures, roll+WIS. surprised enemy at range, you can choose and you attack the same target,
On a 7+, you follow the creatures trail to deal your damage or name your target add its ferocity to your damage
until theres a significant change in its and roll+DEX. and you track,
direction or mode of travel. On a 10+, add its cunning to your roll
Head 10+: As 79, plus your damage.
you also choose 1: and you take damage,
7-9: They do nothing but stand and
add its armor to your armor
Gain a useful bit of information about drool for a few moments.
and you Discern Realities,
your quarry, the GM will tell you what
Arms 10+: As 7-9, plus your damage add its cunning to your roll
Determine what caused the trail to end
7-9: They drop anything theyre and you Parley,
holding. add its cunning to your roll
Legs 10+: As 7-9, plus your damage and someone Interferes with you,
7-9: Theyre hobbled and slow moving. add its instinct to their roll
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.
THE RANGER
Max Load (11+STR) Current blood and it begins to show its presence. ammo before rolling. For each point of
You gain the elf starting move if you took ammo spent you may choose an extra
Dungeon Rations (5 uses, ration, 1 weight) the human one at character creation or vice target. Roll once and apply damage to all
Leather Armor (1 armor, worn, 1 weight) versa. You may take this move only if it is targets.
your first advancement.
Bundle Of Arrows (3 ammo, 1 weight)
Well-trained
Choose your armament: Wild Empathy Choose another training for your animal
Hunters Bow (near, far, 1 weight), and You can speak with and understand companion.
Short Sword (close, 1 weight) animals.
Hunters Bow (near, far, 1 weight), and
God Amidst The Wastes
Spear (reach, 1 weight) Familiar Prey Dedicate yourself to a deity (name a new
When you Spout Lore about a monster one or choose one thats already been
Choose one: established). You gain the commune and
you use WIS instead of INT.
Adventuring Gear (5 uses, 1 weight), and cast a spell cleric moves. When you select
Dungeon Rations (5 uses, ration, 1 weight) Vipers Strike this move, treat yourself as a cleric of level
1 for using spells. Every time you gain a
Adventuring Gear (5 uses, 1 weight), and When you strike an enemy with two
level thereafter, increase your effective
Bundle Of Arrows (3 ammo, 1 weight) weapons at once, add an extra 1d4 damage
cleric level by 1.
for your off-hand strike.
Follow Me
Camouflage
When you Undertake A Perilous Journey
When you keep still in natural
you can take two roles. You make a
surroundings, enemies never spot you
separate roll for each.
until you make a movement.
A Safe Place
Mans Best Friend
When you set the watch for the night,
When you allow your animal companion
everyone takes +1 to Take Watch.
to take a blow that was meant for you,
the damage is negated and your animal
companions ferocity becomes 0. If its
ferocity is already 0 you cant use this
ability. When you have a few hours of rest
with your animal companion its ferocity
returns to normal.
When you gain a level from 6-10, you may choose from these moves.
Strider
Replaces: Follow Me
When you Undertake A Perilous Journey
you can take two roles. Roll twice and use
the better result for both roles.
NAME LEVEL XP
HALFLING: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug HUMAN: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)
STARTING MOVES
THE THIEF
Max Load (9+STR) Current your Backstab deals an extra +1d6 damage. longer dangerous for you to use.
When you gain a level from 6-10, you may choose from these moves.
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)
STARTING MOVES
Prodigy Logical
STARTING GEAR Choose a spell. You prepare that spell as if When you use strict deduction to analyse
THE WIZARD
Max Load (7+STR) Current it were one level lower. your surroundings, you can Discern
Realities with INT instead of WIS.
Spellbook (1 weight) Empowered Magic
Dungeon Rations (5 uses, ration, 1 weight) When you cast a spell, on a 10+ you have Arcane Ward
Choose your defenses: the option of choosing from the 7-9 list. If As long as you have at least one prepared
you do, you may additionally choose one of spell of first level or higher, you have
Leather Armor (1 armor, worn, 1 weight) the following effects: +2 armor.
Bag of Books (5 uses, 2 weight) and The spells effects are maximized
3 Healing Potions The spells targets are doubled Counterspell
Choose your weapon: When you attempt to counter an arcane
Enchanter
When you have time and safety with a
magic item you may ask the GM what it
does. The GM will answer truthfully.
When you gain a level from 6-10, you may choose from these moves.
WIZARD SPELLS
force. Nothing can get in or out of the cage. can. Treat it as your character, but with they stay in the form you craft until you
The cage remains until you cast another access to only the basic moves. It has +1 cast a spell. Describe the new shape you
spell or dismiss it. While the spell is modifier for all stats, 1 HP, and uses your craft, including any stat changes,
ongoing, the caged creature can hear your damage dice. The monster also gets your significant adaptations, or major
thoughts and you cannot leave sight choice of 1d6 of these traits: weaknesses. The GM will then tell you one
of the cage. or more of these:
It has +2 instead of +1 to one stat
Its not reckless The form will be unstable and temporary
Contact Other Plane
It does 1d8 damage The creatures mind will be altered
5th Level Divination
Its bond to your plane is strong: +2 HP as well
You send a request to another plane. for each level you have The form has an unintended benefit
Specify who or what youd like to contact It has some useful adaptation or weakness
by location, type of creature, name, or title.
You open a two-way communication with The GM will tell you the type of monster
that creature. Your communication can be you get based on the traits you select. The
cut off at any time by you or the creature creature remains on this plane until it dies
you contacted. or you dismiss it. While the spell is ongoing
you take -1 to cast a spell.
CAST STAKES
DANGER DANGER
TYPE: TYPE:
FRONTS
DANGER DANGER
TYPE: TYPE:
CAST STAKES
DANGER DANGER
TYPE: TYPE:
DANGER DANGER
TYPE: TYPE:
CAST STAKES
DANGER DANGER
TYPE: TYPE:
FRONTS
DANGER DANGER
TYPE: TYPE: