DungeonWorld Character Sheets
DungeonWorld Character Sheets
DungeonWorld Character Sheets
Bolster
When you spend your leisure time in study, meditation, or hard practice, you
gain preparation. If you prepare for a week or two, 1 preparation. If you prepare
for a month or longer, 3 preparation. When your preparation pays off spend
1 preparation for +1 to any roll. You can only spend one preparation per roll.
Special Moves
Hack and Slash
Basic Moves Spout Lore
When you attack an enemy in melee, roll+Str. On a 10+ you deal your damage When you consult your accumulated knowledge about something, roll+Int.
to the enemy and avoid their attack. At your option, you may choose to do +1d6 On a 10+ the GM will tell you something interesting and useful about the
damage but expose yourself to the enemy’s attack. On a 7–9, you deal your damage subject relevant to your situation. On a 7–9 the GM will only tell you something
to the enemy and the enemy makes an attack against you. interesting—it’s on you to make it useful. The GM might ask you “How do you
know this?” Tell them the truth, now.
Volley
When you take aim and shoot at an enemy at range, roll+Dex. On a 10+ you have Discern Realities
a clear shot—deal your damage. On a 7–9, choose one (whichever you choose When you closely study a situation or person, roll+Wis. On a 10+ ask the GM
you deal your damage): 3 questions from the list below. On a 7–9 ask 1. Take +1 forward when acting
• You have to move to get the shot placing you in danger of the GM’s choice on the answers.
• You have to take what you can get: -1d6 damage • What happened here recently?
• You have to take several shots, reducing your ammo by one. • What is about to happen?
• What should I be on the lookout for?
Defy Danger • What here is useful or valuable to me?
When you act despite an imminent threat or suffer a calamity, say how you deal
• Who’s really in control here?
with it and roll. If you do it…
• What here is not what it appears to be?
• …by powering through, +Str
• …by getting out of the way or acting fast, +Dex Parley
• …by enduring, +Con When you you have leverage on a GM character and manipulate them, roll+Cha.
• …with quick thinking, +Int Leverage is something they need or want. On a hit they ask you for something
• …through mental fortitude, +Wis and do it if you make them a promise first. On a 7–9, they need some concrete
• …using charm and social grace, +Cha assurance of your promise, right now.
On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9,
Aid or Interfere
you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard
When you help or hinder someone you have a bond with, roll+Bond with them.
bargain, or ugly choice.
On a 10+ they take +1 or -2, your choice. On a 7–9 you also expose yourself to
Defend danger, retribution, or cost.
When you stand in defense of a person, item, or location under attack, roll+Con.
On a 10+, hold 3. On a 7–9, hold 1. So long as you stand in defense, when you or
the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
• Redirect an attack from the thing you defend to yourself
• Halve the attack’s effect or damage
• Open up the attacker to an ally giving that ally +1 forward against the attacker
• Deal damage to the attacker equal to your level
Last Breath End of Session
When you’re dying you catch a glimpse of what lies beyond the Black Gates of When you reach the end of a session, choose one your bonds that you feel is
Death’s Kingdom (the GM will describe it). Then roll (just roll, +nothing—yeah, resolved (completely explored, no longer relevant, or otherwise). Ask the player
Death doesn’t care how tough or cool you are). On a 10+ you’ve cheated death— of the character you have the bond with if they agree. If they do, mark XP and
you’re in a bad spot but you’re still alive. On a 7–9 Death will offer you a bargain. write a new bond with whomever you wish.
Take it and stabilize or refuse and pass beyond the Black Gates into whatever Once bonds have been updated look at your alignment. If you fulfilled that
fate awaits you. On a miss, your fate is sealed. You’re marked as Death’s own and alignment at least once this session, mark XP. Then answer these three questions
you’ll cross the threshold soon. The GM will tell you when. as a group:
• Did we learn something new and important about the world?
Encumbrance • Did we overcome a notable monster or enemy?
When you make a move while carrying weight up to or equal to Load, you’re
• Did we loot a memorable treasure?
fine. When you make a move while carrying weight equal to load+1 or load+2,
For each “yes” answer everyone marks XP.
you take -1. When you make a move while carrying weight greater than load+2,
you have a choice: drop at least 1 weight and roll at -1, or automatically fail. Carouse
When you return triumphant and throw a big party, spend 100 coin and roll +
Make Camp extra 100s of coin spent. On a 10+ choose 3. On a 7–9 choose 1. On a miss, you
When you settle in to rest consume a ration. If you’re somewhere dangerous still choose one, but things get really out of hand.
decide the watch order as well. If you have enough XP you may Level Up. When • You befriend a useful NPC
you wake from at least a few uninterrupted hours of sleep heal damage equal to • You hear rumors of an opportunity
half your max HP. • You gain useful information
Take Watch • You are not entangled, ensorcelled, or tricked
When you you’re on watch and something approaches the camp roll+Wis. On Supply
a 10+ you’re able to wake the camp and prepare a response, the camp takes +1 When you go to buy something with gold on hand, if it’s something readily
forward. On a 7–9 you react just a moment too late; the camp is awake but hasn’t available in the settlement you’re in, you can buy it at market price. If it’s something
had time to prepare. You have weapons and armor but little else. On a miss special, beyond what’s usually available here, or non-mundane, roll+Cha. On a
whatever lurks outside the campfire’s light has the drop on you. 10+ you find what you’re looking for at a fair price. On a 7–9 you’ll have to pay
Undertake a Perilous Journey more or settle for something similar.
When you travel through hostile territory, choose one member of the party to Recover
act as trailblazer, one to scout ahead, and one to be quartermaster (the same When you do nothing but rest in comfort and safety after a day of rest you recover
character cannot have two jobs). If you don’t have enough party members or all your HP. After three days of rest you remove one debility of your choice. If
choose not to assign a job, treat that job as if it had rolled a 6. Each character you’re under the care of a healer (magical or otherwise) you heal a debility for
with a job to do rolls+Wis. On a 10+ the quartermaster reduces the number of every two days of rest instead.
rations required by one. On a 10+ the trailblazer reduces the amount of time it
takes to reach your destination (the GM will say by how much). On a 10+ the Recruit
scout will spot any trouble quick enough to let you get the drop on it. On a 7–9 When you put out word that you’re looking to hire help, roll. If you make it
each roles performs their job as expected: the normal number of rations are known…
consumed, the journey takes about as long as expected, no one gets the drop on • …that your pay is generous, take +1
you but you don’t get the drop on them either. • …what you’re setting out to do, take +1
• …that they’ll get a share of whatever you find, take +1
Level Up If you have a useful reputation around these parts take an additional +1. On a 10+
When you have downtime (hours or days) and XP equal to (or greater than) your you’ve got your pick of a number of skilled applicants, your choice who you hire,
current level + 7, subtract your current level +7 from your XP, increase your level no penalty for not taking them along. On a 7–9 you’ll have to settle for someone
by 1, and choose a new advanced move from your class. If you are the wizard, close or turn them away. On a miss someone influential and ill-suited declares
you also get to add a new spell to your spellbook. they’d like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy,
Choose one of your stats and increase it by 1 (this may change your modifier). for example), bring them and take the consequences or turn them away. If you
Changing your Constitution increases your maximum and current HP. Ability turn away applicants you take -1 forward to Recruit.
scores can’t go higher than 18.
Outstanding Warrants
When you return to a civilized place in which you’ve caused trouble before,
roll+Cha. On a hit, word has spread of your deeds and everyone recognizes you.
On a 7–9, that, and, the GM chooses a complication:
• The local constabulary has a warrant out for your arrest
• Someone has put a price on your head
• Someone important to you has been put in a bad spot as a result of your actions
Bolster
When you spend your leisure time in study, meditation, or hard practice, you
gain preparation. If you prepare for a week or two, 1 preparation. If you prepare
for a month or longer, 3 preparation. When your preparation pays off spend
1 preparation for +1 to any roll. You can only spend one preparation per roll.
Special Moves
Name Look
Elf: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir Knowing Eyes, Fiery Eyes, or Joyous Eyes
Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte, Fancy Hair, Wild Hair, or Stylish Cap
Lily, Ramonde, Cassandra Finery, Traveling Clothes, or Poor Clothes
Fit Body, Well-fed Body, or Thin Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
d6
Damage Armor
Current
HP MAX Your Max HP is
6+Constitution
Advanced Moves
When you gain a level from 2-5, choose from these moves. moves.
d6
Damage Armor HP Current
MAX
Your Max HP is
8+Constitution
Advanced Moves
When you gain a level from 2–5, choose from these moves. ⃞Apotheosis
The first time you spend time in prayer as appropriate to your god after taking
⃞Chosen One
this move, choose a feature associated with your deity (rending claws, wings of
Choose one spell. You are granted that spell as if it was one level lower.
sapphire feathers, an all-seeing third eye, etc.). When you emerge from prayer,
⃞Invigorate you permanently gain that physical feature.
When you heal someone they take +2 forward to their damage.
⃞Reaper
⃞The Scales of Life and Death When you take time after a conflict to dedicate your victory to your deity and
When someone takes their last breath in your presence, they take +1 to the roll. deal with the dead, take +1 forward.
⃞Serenity ⃞Providence
When you cast a spell you ignore the first -1 penalty from ongoing spells. Replaces: Serenity
You ignore the -1 penalty from two spells you maintain.
⃞First Aid
Cure Light Wounds is a rote for you, and therefore doesn’t count against your ⃞Greater First Aid
limit of granted spells. Requires: First Aid
Cure Moderate Wounds is a rote for you, and therefore doesn’t count against
⃞Divine Intervention your limit of granted spells.
When you commune you get 1 hold and lose any hold you already had. Spend
that hold when you or an ally takes damage to call on your deity, they intervene ⃞Divine Invincibility
with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst Replaces: Divine Intervention
of light) and negate the damage. When you commune you gain 2 hold and lose any hold you already had. Spend
that hold when you or an ally takes damage to call on your deity, who intervenes
⃞Penitent with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of
When you take damage and embrace the pain, you may take +1d4 damage light) and negates the damage.
(ignoring armor). If you do, take +1 forward to cast a spell.
⃞Martyr
⃞Empower Replaces: Penitent
When you cast a spell, on a 10+ you have the option of choosing from the 7–9 When you take damage and embrace the pain, you may take +1d4 damage
list. If you do, you may choose one of these effects as well: (ignoring armor). If you do, take +1 forward to cast a spell and add your level to
• The spell’s effects are doubled any damage done or healed by the spell.
• The spell’s targets are doubled
⃞Divine Armor
⃞Orison for Guidance Replaces: Divine Protection
When you sacrifice something of value to your deity and pray for guidance, your When you wear no armor or shield you get 3 armor.
deity tells you what it would have you do. If you do it, mark experience.
⃞Greater Empower
⃞Divine Protection Replaces: Empower
When you wear no armor or shield you get 2 armor. When you cast a spell, on a 10–11 you have the option of choosing from the 7–9
⃞Devoted Healer list. If you do, you may choose one of these effects as well. On a 12+ you get to
When you heal someone else of damage, add your level to the amount of damage choose one of these effects for free.
healed. • The spell’s effects are doubled
• The spell’s targets are doubled
When you gain a level from 6–10, choose from these moves or the level 2–5 ⃞Multiclass Dabbler
moves. Get one move from another class. Treat your level as one lower for choosing
the move.
⃞Anointed
Requires: Chosen One
Choose one spell in addition to the one you picked for chosen one. You are
granted that spell as if it was one level lower.
Rotes
Every time you commune, you gain access to all of your rotes without having to ⃞Sanctify Rote
select them or count them toward your allotment of spells. Food or water you hold in your hands while you cast this spell is consecrated
by your deity. In addition to now being holy or unholy, the affected substance is
⃞Light Rote purified of any mundane spoilage.
An item you touch glows with divine light, about as bright as a torch. It gives
off no heat or sound and requires no fuel but is otherwise like a mundane torch. ⃞Guidance Rote
You have complete control of the color of the flame. The spell lasts as long as it The symbol of your deity appears before you and gestures towards the direction or
is in your presence. course of action your deity would have you take then disappears. The message is
through gesture only; your communication through this spell is severely limited.
Cleric Spells
fifth Level Spells
⃞Revelation Level 5 ⃞Words of the Unspeaking Level 5
Your deity answers your prayers with a moment of perfect understanding. The With a touch you speak to the spirits within things. The non-living object you
GM will shed light on the current situation. When acting on the information, touch answers three questions you pose, as best it can.
you take +1 forward.
⃞True Seeing Level 5 Ongoing
⃞Cure Critical Wounds Level 5 Your vision is opened to the true nature of everything you lay your eyes on. You
Heal an ally you touch of 3d8 damage. pierce illusions and see things that have been hidden. The GM will describe the
area before you ignoring any illusions and falsehoods, magical or otherwise.
⃞Divination Level 5 While this spell is ongoing you take -1 to cast a spell.
Name a person, place, or thing you want to learn about. Your deity grants you
visions of the target, as clear as if you were there. ⃞Trap Soul Level 5
You trap the soul of a dying creature within a gem. The trapped creature is aware
⃞Contagion Level 5 Ongoing of its imprisonment but can still be manipulated through spells, parley, and other
Choose a creature you can see. Until you end this spell, the target suffers from effects. All moves against the trapped creature are at +1. You can free the soul at
a disease of your choice. While this spell is ongoing you take -1 to cast a spell. any time but it can never be recaptured once freed.
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
d6
Damage Armor HP Current
MAX
Your Max HP is
6+Constitution
Studied Essence find it hard to do battle with an ogre. The GM will also tell you one or more moves associated
with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to
When you spend time in contemplation of an animal spirit, you your natural form. At any time, you may spend all your hold and revert to your natural form.
may add its species to those you can assume using shapeshifting.
⃞Balance
When you deal damage, take 1 balance. When you touch someone and channel
the spirits of life you may spend balance. For each balance spent, heal 1d4 HP.
Name Look
Dwarf: Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq Hard Eyes, Dead Eyes, or Eager Eyes
Elf: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian Wild Hair, Shorn Hair, or Battered Helm
Halfling: Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca Calloused Skin, Tanned Skin, or Scarred Skin
Human: Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob Built Body, Lithe Body, or Ravaged Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
Race Armored
You ignore the clumsy tag on armor you wear.
⃞Dwarf
When you share a drink with someone, you may parley with them
Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best
using CON instead of CHA.
friend. It is your life. You master it as you master your life. Your weapon, without you, is useless.
⃞Elf Without your weapon, you are useless. You must wield your weapon true.
Choose one weapon—you can always treat weapons of that type as Choose a base description, all are 2 weight:
if they had the precise tag. ⃞⃞ Sword ⃞⃞ Spear
⃞⃞ Axe ⃞⃞ Flail
⃞Halfling
⃞⃞ Hammer ⃞⃞ Fists
When you defy danger and use your small size to your advantage,
take +1. Choose the range that best fits your weapon:
⃞⃞ Hand
⃞Human ⃞⃞ Close
Once per battle you may reroll a single damage roll (yours or ⃞⃞ Reach
someone else’s). Choose two enhancements:
⃞⃞ Hooks and spikes. +1 damage, but +1 weight.
Bonds ⃞⃞ Sharp. +2 piercing.
Fill in the name of one of your companions in at least one: ⃞⃞ Perfectly weighted. Add precise.
_______________ owes me their life, whether they admit it or not. ⃞⃞ Serrated edges. +1 damage.
I have sworn to protect _______________. ⃞⃞ Glows in the presence of one type of creature, your choice.
I worry about the ability of _______________ to survive in the ⃞⃞ Huge. Add messy and forceful.
dungeon. ⃞⃞ Versatile. Choose an additional range.
_______________ is soft, but I will make them hard like me. ⃞⃞ Well-crafted. -1 weight.
Choose a look:
⃞⃞ Ancient ⃞⃞ Blood-stained
⃞⃞ Unblemished ⃞⃞ Sinister
⃞⃞ Ornate
Advanced Moves
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these moves or the level 2-5
moves.
⃞Merciless
When you deal damage, deal +1d4 damage. ⃞Bloodthirsty
Replaces: Merciless
⃞Heirloom When you deal damage, deal +1d8 damage.
When you consult the spirits that reside within your signature weapon, they will
give you an insight relating to the current situation, and might ask you some ⃞Armored Perfection
questions in return, roll+CHA. ✴On a 10+, the GM will give you good detail. Replaces: Armor Mastery
✴On a 7-9, the GM will give you an impression. When you choose to let your armor take the brunt of damage dealt to you, the
damage is negated and you take +1 forward against the attacker, but you must
⃞Armor Mastery reduce the armor value of your armor or shield (your choice) by 1. The value is
When you make your armor take the brunt of damage dealt to you, the damage
reduced each time you make this choice. If the reduction leaves the item with 0
is negated but you must reduce the armor value of your armor or shield (your
armor it is destroyed.
choice) by 1. The value is reduced each time you make this choice. If the reduction
leaves the item with 0 armor it is destroyed. ⃞Evil Eye
Requires: Seeing Red
⃞Improved Weapon When you enter combat, roll+CHA. ✴On a 10+, hold 2. ✴On a 7-9, hold 1. Spend
Choose one extra enhancement for your signature weapon.
your hold to make eye contact with an NPC present, who freezes or flinches and
⃞Seeing Red can’t act until you break it off. ✴On a 6-, your enemies immediately identify you
When you discern realities during combat, you take +1. as their biggest threat.
⃞Superior Warrior
When you hack and slash on a 12+ you deal your damage, avoid their attack, and
impress, dismay, or frighten your enemy.
Name Look
Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, Octavia, Regulus, Valeria, Sanguinus, Kind Eyes, Fiery Eyes, or Glowing Eyes
Titanius Helmet, Styled Hair, or Bald
Worn Holy Symbol or Fancy Holy Symbol
Fit Body, Bulky Body, or Thin Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
Advanced Moves
When you gain a level from 2–5, choose from these moves. When you gain a level from 6–10, choose from these moves or the level 2–5
moves.
⃞Divine Favor
Dedicate yourself to a deity (name a new one or choose one that’s already been ⃞Evidence of Faith
established). You gain the commune and cast a spell cleric moves. When you Requires: Divine Favor
select this move, treat yourself as a cleric of level 1 for using spells. Every time When you see divine magic as it happens, you can ask the GM which deity granted
you gain a level thereafter, increase your effective cleric level by 1. the spell and its effects. Take +1 when acting on the answers.
⃞Indomitable
When you suffer a debility (even through Bloody Aegis) take +1 forward against
whatever caused it.
⃞Perfect Knight
When you quest you choose three boons instead of two.
Name Look
Elf: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe Wild Eyes, Sharp Eyes, or Animal Eyes
Human: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana Hooded Head, Wild Hair, or Bald
Cape, Camouflage, or Traveling Clothes
Lithe Body, Wild Body, or Sharp Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
Race When you attack a defenseless or surprised enemy at range, you can choose to deal your
damage or name your target and roll+DEX.
⃞Elf • Head ✴10+: As 7–9, plus your damage ✴7-9: They do nothing but stand and drool for a
When you undertake a perilous journey through wilderness few moments.
whatever job you take you succeed as if you rolled a 10+. • Arms ✴10+: As 7-9, plus your damage ✴7-9: They drop anything they’re holding.
• Legs ✴10+: As 7-9, plus your damage ✴7-9: They’re hobbled and slow moving.
⃞Human
When you make camp in a dungeon or city, you don’t need to Animal Companion
consume a ration. You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always
acts as you wish it to. Name your animal companion and choose a species:
Bonds Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule
Choose a base:
Fill in the name of one of your companions in at least one:
• Ferocity +2, Cunning +1, 1 Armor, Instinct +1
I have guided _______________ before and they owe me for it.
• Ferocity +2, Cunning +2, 0 Armor, Instinct +1
_______________ is a friend of nature, so I will be their friend
• Ferocity +1, Cunning +2, 1 Armor, Instinct +1
as well.
• Ferocity +3, Cunning +1, 1 Armor, Instinct +2
_______________ has no respect for nature, so I have no respect
Choose as many strengths as its ferocity:
for them.
Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating,
_______________ does not understand life in the wild, so I will
keen senses, stealthy
teach them.
Your animal companion is trained to fight humanoids. Choose as many additional trainings
as its cunning:
Command Hunt, search, scout, guard, fight monsters, perform, labor, travel
Command Choose as many weaknesses as its instinct:
When you work with your animal companion on something it’s Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame
trained in…
• …and you attack the same target, add its ferocity to your damage
• …and you track, add its cunning to your roll
• …and you take damage, add its armor to your armor
• …and you discern realities, add its cunning to your roll
• …and you parley, add its cunning to your roll
• …and someone interferes with you, add its instinct to their roll
Advanced Moves
You may take this move only if it is your first advancement. When you gain a level from 6-10, choose from these moves or the level 2-5
moves.
⃞Half-Elven
Somewhere in your lineage lies mixed blood and it begins to show its presence. ⃞Wild Speech
You gain the elf starting move if you took the human one at character creation Replaces: Wild Empathy
or vice versa. You can speak with and understand any non-magical, non-planar creature.
⃞Hunter’s Prey
When you gain a level from 2-5, choose from these moves.
Replaces: Familiar Prey
⃞Wild Empathy When you spout lore about a monster you use WIS instead of INT. On a 12+,
You can speak with and understand animals. in addition to the normal effects, you get to ask the GM any one question about
the subject.
⃞Familiar Prey
When you spout lore about a monster you use WIS instead of INT. ⃞Viper’s Fangs
Replaces: Viper’s Strike
⃞Viper’s Strike When you strike an enemy with two weapons at once, add an extra 1d8 damage
When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.
for your off-hand strike.
⃞Smaug’s Belly
⃞Camouflage When you know your target’s weakest point your arrows have 2 piercing.
When you keep still in natural surroundings, enemies never spot you until you
make a movement. ⃞Strider
Replaces: Follow Me
⃞Man’s Best Friend When you undertake a perilous journey you can take two roles. Roll twice and
When you allow your animal companion to take a blow that was meant for you, use the better result for both roles.
the damage is negated and your animal companion’s ferocity becomes 0. If its
ferocity is already 0 you can’t use this ability. When you have a few hours of rest ⃞A Safer Place
with your animal companion its ferocity returns to normal. Replaces: A Safe Place
When you set the watch for the night everyone takes +1 to take watch. After a
⃞Blot Out the Sun night in camp when you set the watch everyone takes +1 forward.
When you volley you may spend extra ammo before rolling. For each point of
ammo spent you may choose an extra target. Roll once and apply damage to all ⃞Observant
targets. When you hunt and track, on a hit you may also ask one question about the
creature you are tracking from the discern realities list for free.
⃞Well-Trained
Choose another training for your animal companion. ⃞Special Trick
Choose a move from another class. So long as you are working with your animal
⃞God Amidst the Wastes companion you have access to that move.
Dedicate yourself to a deity (name a new one or choose one that’s already been
established). You gain the commune and cast a spell cleric moves. When you ⃞Unnatural Ally
select this move, treat yourself as a cleric of level 1 for using spells. Every time Your animal companion is a monster, not an animal. Describe it. Give it +2
you gain a level thereafter, increase your effective cleric level by 1. ferocity and +1 instinct, plus a new training.
⃞Follow Me
When you undertake a perilous journey you can take two roles. You make a
separate roll for each.
⃞A Safe Place
When you set the watch for the night, everyone takes +1 to take watch.
Name Look
Halfling: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug Shifty Eyes or Criminal Eyes
Human: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley Hooded Head, Messy Hair, or Cropped Hair
Dark Clothes, Fancy Clothes, or Common Clothes
Lithe Body, Knobby Body, or Flabby Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
Advanced Moves
When you gain a level from 2–5, choose from these moves. ⃞Alchemist
Replaces: Brewer
⃞Cheap Shot
When you have you have time to gather materials and a safe place to brew you
When using a precise or hand weapon, your backstab deals an extra +1d6 damage.
can create three doses of any poison you’ve used before. Alternately you can
⃞Cautious describe the effects of a poison you’d like to create. The GM will tell you that you
When you use trap expert you always get +1 hold, even on a 6-. can create it, but with one or more caveats:
• It will only work under specific circumstances
⃞Wealth and Taste • The best you can manage is a weaker version
When you make a show of flashing around your most valuable possession, choose • It’ll take a while to take effect
someone present. They will do anything they can to obtain your item or one like it. • It’ll have obvious side effects
⃞Shoot First ⃞Serious Underdog
You’re never caught by surprise. When an enemy would get the drop on you, Replaces: Underdog
you get to act first instead. You have +1 armor. When you’re outnumbered, you have +2 armor instead.
⃞Poison Master ⃞Evasion
After you’ve used a poison once it’s no longer dangerous for you to use. When you defy danger on a 12+, you transcend the danger. You not only do
⃞Envenom what you set out to, but the GM will offer you a better outcome, true beauty, or
You can apply even complex poisons with a pinprick. When you apply a poison a moment of grace.
that’s not dangerous for you to use to your weapon it’s touch instead of applied. ⃞Strong Arm, True Aim
⃞Brewer You can throw any melee weapon, using it to volley. A thrown melee weapon is
When you have time to gather materials and a safe place to brew you can create gone; you can never choose to reduce ammo on a 7–9.
three doses of any one poison you’ve used before. ⃞Escape Route
⃞Underdog When you’re in too deep and need a way out, name your escape route and
When you’re outnumbered, you have +1 armor. roll+DEX. ✴On a 10+ you’re gone. ✴On a 7–9 you can stay or go, but if you go
it costs you: leave something behind or take something with you, the GM will
⃞Connections tell you what.
When you put out word to the criminal underbelly about something you want
or need, roll+CHA. ✴On a 10+, someone has it, just for you. ✴On a 7–9, you’ll ⃞Disguise
have to settle for something close or it comes with strings attached, your call. When you have time and materials you can create a disguise that will fool anyone
into thinking you’re another creature of about the same size and shape. Your
actions can give you away but your appearance won’t.
When you gain a level from 6–10, choose from these moves or the level 2–5
moves. ⃞Heist
When you take time to make a plan to steal something, name the thing you want
⃞Dirty Fighter
to steal and ask the GM these questions. When acting on the answers you and
Replaces: Cheap Shot
your allies take +1 forward.
When using a precise or hand weapon, your backstab deals an extra +1d8 damage
• Who will notice it’s missing?
and all other attacks deal +1d4 damage.
• What’s its most powerful defense?
⃞Extremely Cautious • Who will come after it?
Replaces: Cautious • Who else wants it?
When you use trap expert you always get +1 hold, even on a 6-. On a 12+ you get
3 hold and the next time you come near a trap the GM will immediately tell you
what it does, what triggers it, who set it, and how you can use it to your advantage.
Name Look
Elf: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr Haunted Eyes, Sharp Eyes, or Crazy Eyes
Human: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri Styled Hair, Wild Hair, or Pointed Hat
Worn Robes, Stylish Robes, or Strange Robes
Pudgy Body, Creepy Body, or Thin Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma
Spell Defense
You may end any ongoing spell immediately and use the energy of its dissipation to deflect
an oncoming attack. The spell ends and you subtract its level from the damage done to you.
Ritual
When you draw on a place of power to create a magical effect, tell the GM what you’re trying
to achieve. Ritual effects are always possible, but the GM will give you one to four of the
following conditions:
• It’s going to take days/weeks/months
• First you must ____
• You’ll need help from ____
• It will require a lot of money
• The best you can do is a lesser version, unreliable and limited
• You and your allies will risk danger from ____
• You’ll have to disenchant ____ to do it
Advanced Moves
When you gain a level from 2-5, choose from these moves. You also add a new ⃞Greater Empowered Magic
spell to your spellbook at each level. Replaces: Empowered Magic
When you cast a spell, on a 10-11 you have the option of choosing from the 7-9
⃞Prodigy
list. If you do, you may choose one of these effects as well. On a 12+ you get to
Choose a spell. You prepare that spell as if it were one level lower.
choose one of these effects for free:
⃞Empowered Magic • The spell’s effects are doubled
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 • The spell’s targets are doubled
list. If you do, you may choose one of these as well:
⃞Enchanter’s Soul
• The spell’s effects are maximized
Requires: Enchanter
• The spell’s targets are doubled
When you have time and safety with a magic item in a place of power you can
⃞Fount of Knowledge empower that item so that the next time you use it its effects are amplified, the
When you spout lore about something no one else has any clue about, take +1. GM will tell you exactly how.
Wizard Spells
fifth Level Spells
⃞Cage Level 5 Evocation Ongoing ⃞Summon Monster Level 5 Summoning Ongoing
The target is held in a cage of magical force. Nothing can get in or out of the A monster appears and aids you as best it can. Treat it as your character, but
cage. The cage remains until you cast another spell or dismiss it. While the spell with access to only the basic moves. It has +1 modifier for all stats, 1 HP, and
is ongoing, the caged creature can hear your thoughts and you cannot leave uses your damage dice. The monster also gets your choice of 1d6 of these traits:
sight of the cage. • It has +2 instead of +1 to one stat
• It’s not reckless
⃞Contact Other Plane Level 5 Divination • It does 1d8 damage
You send a request to another plane. Specify who or what you’d like to contact • Its bond to your plane is strong: +2 HP for each level you have
by location, type of creature, name, or title. You open a two-way communication • It has some useful adaptation
with that creature. Your communication can be cut off at any time by you or the The GM will tell you the type of monster you get based on the traits you select.
creature you contacted. The creature remains on this plane until it dies or you dismiss it. While the spell
is ongoing you take -1 to cast a spell.
⃞Polymorph Level 5 Enchantment
Your touch reshapes a creature entirely, they stay in the form you craft until
you cast a spell. Describe the new shape you craft, including any stat changes,
significant adaptations, or major weaknesses. The GM will then tell you one or
more of these:
• The form will be unstable and temporary
• The creature’s mind will be altered as well
• The form has an unintended benefit or weakness
Monsters
What is it known to do? What is its most common form of attack?
Write a monster move describing what it does. Note it along with the creature’s damage. Common answers include: a type of weapon,
claws, a specific spell. Then answer these questions about it:
What does it want that causes problems for others? • Its armaments are vicious and obvious: +2 damage
This is its instinct. Write it as an intended action. • It lets the monster keep others at bay: reach
• Its armaments are small and weak: reduce its damage die size by one
• Its armaments can slice or pierce metal: messy, +1 piercing or +3 piercing if it can
How does it usually hunt or fight? just tear metal apart
• In large groups: horde, d6 damage, 3 HP • Armor doesn’t help with the damage it deals (due to magic, size, etc.): ignores Armor
• In small groups, about 2–5: group, d8 damage, 6 HP • It usually attacks at range (with arrows, spells, or other projectiles): near or far or
• All by its lonesome: solitary, d10 damage, 12 HP both (your call)
How big is it? Which of these describe it? (Choose all that apply)
• Smaller than a house cat: tiny, hand, -2 damage • It isn’t dangerous because of the wounds it inflicts, but for other reasons: devious,
• Halfling-esque: small, close reduce its damage die size by one, write a move about why it’s dangerous
• About human size: close • It organizes into larger groups that it can call on for support: organized, write a move
• As big as a cart: large, close, reach, +4 HP, +1 damage about calling on others for help
• Much larger than a cart: huge, reach, +8 HP, +3 damage • It’s as smart as a human or thereabouts: intelligent
• It actively defends itself with a shield or similar: cautious, +1 armor
What is its most important defense? • It collects trinkets that humans would consider valuable (gold, gems, secrets): hoarder
• Cloth or flesh: 0 armor • It’s from beyond this world: planar, write a move about using its otherworldly
• Leathers or thick hide: 1 armor knowledge and power
• Mail or scales: 2 armor • It’s kept alive by something beyond simple biology: +4 HP
• Plate or bone: 3 armor • It was made by someone: construct, give it a special quality or two about its
• Permanent magical protection: 4 armor, magical construction or purpose
• Its appearance is disturbing, terrible, or horrible: terrifying, write a special quality
What is it known for? (Choose all that apply) about why it’s so horrendous
• Unrelenting strength: +2 damage, forceful • It doesn’t have organs or discernible anatomy: amorphous, +1 armor, +3 HP
• Skill in offense: roll damage twice and take the better roll • It (or its species) is ancient—older than man, elves, and dwarves: increase its damage
• Skill in defense: +1 armor die size by one
• Deft strikes: +1 piercing • It abhors violence: roll damage twice and take the worst result
• Uncanny endurance: +4 HP
• Deceit and trickery: stealthy, write a move about dirty tricks
• A useful adaptation like being amphibious or having wings: add a special
quality for the adaptation
• The favor of the gods: divine, +2 damage or +2 HP or both (your call)
• Spells and magic: magical, write a move about its spells
Campaign Front
Cast Stakes
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