Dungeon World Character Sheet
Dungeon World Character Sheet
Dungeon World Character Sheet
When you attack an enemy in melee, roll+Str. On a 10+ you deal your damage
to the enemy and avoid their attack. At your option, you may choose to do +1d6
damage but expose yourself to the enemys attack. On a 79, you deal your damage
to the enemy and the enemy makes an attack against you.
Volley
When you take aim and shoot at an enemy at range, roll+Dex. On a 10+ you have
a clear shotdeal your damage. On a 79, choose one (whichever you choose
you deal your damage):
You have to move to get the shot placing you in danger of the GMs choice
You have to take what you can get: -1d6 damage
You have to take several shots, reducing your ammo by one.
Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal
with it and roll. If you do it
by powering through, +Str
by getting out of the way or acting fast, +Dex
by enduring, +Con
with quick thinking, +Int
through mental fortitude, +Wis
using charm and social grace, +Cha
On a 10+, you do what you set out to, the threat doesnt come to bear. On a 79,
you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard
bargain, or ugly choice.
Defend
When you stand in defense of a person, item, or location under attack, roll+Con.
On a 10+, hold 3. On a 79, 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 attacks 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
Spout Lore
Discern Realities
When you closely study a situation or person, roll+Wis. On a 10+ ask the GM
3 questions from the list below. On a 79 ask 1. Take +1 forward when acting
on the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
Parley
When you you have leverage on a GM character and manipulate them, roll+Cha.
Leverage is something they need or want. On a hit they ask you for something
and do it if you make them a promise first. On a 79, they need some concrete
assurance of your promise, right now.
Aid or Interfere
When you help or hinder someone you have a Bond with, roll+Bond with them.
On a 10+ they take +1 or -2, your choice. On a 79 you also expose yourself to
danger, retribution, or cost.
Last Breath
When youre dying you catch a glimpse of what lies beyond the Black Gates of
Deaths Kingdom (the GM will describe it). Then roll (just roll, +nothingyeah,
Death doesnt care how tough or cool you are). On a 10+ youve cheated death
youre in a bad spot but youre still alive. On a 79 Death will offer you a bargain.
Take it and stabilize or refuse and pass beyond the Black Gates into whatever
fate awaits you. On a miss, your fate is sealed. Youre marked as Deaths own and
youll cross the threshold soon. The GM will tell you when.
Encumbrance
When you make a move while carrying weight up to or equal to Load, youre
fine. When you make a move while carrying weight equal to load+1 or load+2,
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.
Make Camp
Take Watch
When you youre on watch and something approaches the camp roll+Wis. On
a 10+ youre able to wake the camp and prepare a response, the camp takes +1
forward. On a 79 you react just a moment too late; the camp is awake but hasnt
had time to prepare. You have weapons and armor but little else. On a miss
whatever lurks outside the campfires light has the drop on you.
When you travel through hostile territory, choose one member of the party to
act as trailblazer, one to scout ahead, and one to be quartermaster (the same
character cannot have two jobs). If you dont have enough party members or
choose not to assign a job, treat that job as if it had rolled a 6. Each character
with a job to do rolls+Wis. On a 10+ the quartermaster reduces the number of
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
scout will spot any trouble quick enough to let you get the drop on it. On a 79
each roles performs their job as expected: the normal number of rations are
consumed, the journey takes about as long as expected, no one gets the drop on
you but you dont get the drop on them either.
Level Up
When you have downtime (hours or days) and XP equal to (or greater than) your
current level + 7, subtract your current level +7 from your XP, increase your level
by 1, and choose a new advanced move from your class. If you are the wizard,
you also get to add a new spell to your spellbook.
Choose one of your stats and increase it by 1 (this may change your modifier).
Changing your Constitution increases your maximum and current HP. Ability
scores cant go higher than 18.
End of Session
When you reach the end of a session, choose one your bonds that you feel is
resolved (completely explored, no longer relevant, or otherwise). Ask the player
of the character you have the bond with if they agree. If they do, mark XP and
write a new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you fulfilled that
alignment at least once this session, mark XP. Then answer these three questions
as a group:
Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each yes answer everyone marks XP.
Carouse
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 79 choose 1. On a miss, you
still choose one, but things get really out of hand.
You befriend a useful NPC
You hear rumors of an opportunity
You gain useful information
You are not entangled, ensorcelled, or tricked
Supply
When you go to buy something with gold on hand, if its something readily
available in the settlement youre in, you can buy it at market price. If its something
special, beyond whats usually available here, or non-mundane, roll+Cha. On a
10+ you find what youre looking for at a fair price. On a 79 youll have to pay
more or settle for something similar.
Recover
When you do nothing but rest in comfort and safety after a day of rest you recover
all your HP. After three days of rest you remove one debility of your choice. If
youre under the care of a healer (magical or otherwise) you heal a debility for
every two days of rest instead.
Recruit
When you put out word that youre looking to hire help, roll. If you make it
known
that your pay is generous, take +1
what youre setting out to do, take +1
that theyll get a share of whatever you find, take +1
If you have a useful reputation around these parts take an additional +1. On a 10+
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 youll have to settle for someone
close or turn them away. On a miss someone influential and ill-suited declares
theyd like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy,
for example), bring them and take the consequences or turn them away. If you
turn away applicants you take -1 forward to Recruit.
Outstanding Warrants
When you return to a civilized place in which youve caused trouble before,
roll+Cha. On a hit, word has spread of your deeds and everyone recognizes you.
On a 79, 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
Basic Moves
When you attack an enemy in melee, roll+Str. On a 10+ you deal your damage
to the enemy and avoid their attack. At your option, you may choose to do +1d6
damage but expose yourself to the enemys attack. On a 79, you deal your damage
to the enemy and the enemy makes an attack against you.
Volley
When you take aim and shoot at an enemy at range, roll+Dex. On a 10+ you have
a clear shotdeal your damage. On a 79, choose one (whichever you choose
you deal your damage):
You have to move to get the shot placing you in danger of the GMs choice
You have to take what you can get: -1d6 damage
You have to take several shots, reducing your ammo by one.
Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal
with it and roll. If you do it
by powering through, +Str
by getting out of the way or acting fast, +Dex
by enduring, +Con
with quick thinking, +Int
through mental fortitude, +Wis
using charm and social grace, +Cha
On a 10+, you do what you set out to, the threat doesnt come to bear. On a 79,
you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard
bargain, or ugly choice.
Defend
When you stand in defense of a person, item, or location under attack, roll+Con.
On a 10+, hold 3. On a 79, 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 attacks 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
Spout Lore
Discern Realities
When you closely study a situation or person, roll+Wis. On a 10+ ask the GM
3 questions from the list below. On a 79 ask 1. Take +1 forward when acting
on the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
Parley
When you you have leverage on a GM character and manipulate them, roll+Cha.
Leverage is something they need or want. On a hit they ask you for something
and do it if you make them a promise first. On a 79, they need some concrete
assurance of your promise, right now.
Aid or Interfere
When you help or hinder someone you have a Bond with, roll+Bond with them.
On a 10+ they take +1 or -2, your choice. On a 79 you also expose yourself to
danger, retribution, or cost.
Last Breath
When youre dying you catch a glimpse of what lies beyond the Black Gates of
Deaths Kingdom (the GM will describe it). Then roll (just roll, +nothingyeah,
Death doesnt care how tough or cool you are). On a 10+ youve cheated death
youre in a bad spot but youre still alive. On a 79 Death will offer you a bargain.
Take it and stabilize or refuse and pass beyond the Black Gates into whatever
fate awaits you. On a miss, your fate is sealed. Youre marked as Deaths own and
youll cross the threshold soon. The GM will tell you when.
Encumbrance
When you make a move while carrying weight up to or equal to Load, youre
fine. When you make a move while carrying weight equal to load+1 or load+2,
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.
Make Camp
Take Watch
When you youre on watch and something approaches the camp roll+Wis. On
a 10+ youre able to wake the camp and prepare a response, the camp takes +1
forward. On a 79 you react just a moment too late; the camp is awake but hasnt
had time to prepare. You have weapons and armor but little else. On a miss
whatever lurks outside the campfires light has the drop on you.
When you travel through hostile territory, choose one member of the party to
act as trailblazer, one to scout ahead, and one to be quartermaster (the same
character cannot have two jobs). If you dont have enough party members or
choose not to assign a job, treat that job as if it had rolled a 6. Each character
with a job to do rolls+Wis. On a 10+ the quartermaster reduces the number of
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
scout will spot any trouble quick enough to let you get the drop on it. On a 79
each roles performs their job as expected: the normal number of rations are
consumed, the journey takes about as long as expected, no one gets the drop on
you but you dont get the drop on them either.
Level Up
When you have downtime (hours or days) and XP equal to (or greater than) your
current level + 7, subtract your current level +7 from your XP, increase your level
by 1, and choose a new advanced move from your class. If you are the wizard,
you also get to add a new spell to your spellbook.
Choose one of your stats and increase it by 1 (this may change your modifier).
Changing your Constitution increases your maximum and current HP. Ability
scores cant go higher than 18.
End of Session
When you reach the end of a session, choose one your bonds that you feel is
resolved (completely explored, no longer relevant, or otherwise). Ask the player
of the character you have the bond with if they agree. If they do, mark XP and
write a new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you fulfilled that
alignment at least once this session, mark XP. Then answer these three questions
as a group:
Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each yes answer everyone marks XP.
Carouse
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 79 choose 1. On a miss, you
still choose one, but things get really out of hand.
You befriend a useful NPC
You hear rumors of an opportunity
You gain useful information
You are not entangled, ensorcelled, or tricked
Supply
When you go to buy something with gold on hand, if its something readily
available in the settlement youre in, you can buy it at market price. If its something
special, beyond whats usually available here, or non-mundane, roll+Cha. On a
10+ you find what youre looking for at a fair price. On a 79 youll have to pay
more or settle for something similar.
Recover
When you do nothing but rest in comfort and safety after a day of rest you recover
all your HP. After three days of rest you remove one debility of your choice. If
youre under the care of a healer (magical or otherwise) you heal a debility for
every two days of rest instead.
Recruit
When you put out word that youre looking to hire help, roll. If you make it
known
that your pay is generous, take +1
what youre setting out to do, take +1
that theyll get a share of whatever you find, take +1
If you have a useful reputation around these parts take an additional +1. On a 10+
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 youll have to settle for someone
close or turn them away. On a miss someone influential and ill-suited declares
theyd like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy,
for example), bring them and take the consequences or turn them away. If you
turn away applicants you take -1 forward to Recruit.
Outstanding Warrants
When you return to a civilized place in which youve caused trouble before,
roll+Cha. On a hit, word has spread of your deeds and everyone recognizes you.
On a 79, 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
Strength
WEAK
Dexterity
-1
STR
SHAKY
Constitution
SICK
-1
-1
DEX
CON
d6
Armor
Damage
Alignment
Good
Intelligence
STUNNED
-1
INT
Wisdom
CONFUSED -1
WIS
HP
Current
MAX
Charisma
SCARRED
-1
CHA
Your Max HP is
6+Constitution
Starting Moves
You start with these moves:
Neutral
Chaotic
Race
Elf
When you enter an important location (your call) you can ask the
GM for one fact from the history of that location.
Human
Bonds
Fill in the name of one of your companions in at least one:
This is not my first adventure with _______________.
I sang stories of _______________ long before I ever met them
in person.
_______________ is often the butt of my jokes.
I am writing a ballad about the adventures of _______________.
_______________ trusted me with a secret.
_______________ does not trust me, and for good reason.
Arcane Art
When you weave a performance into a basic spell, choose an ally and an effect:
Heal 1d8 damage
+1d4 forward to damage
Their mind is shaken clear of one enchantment
The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works,
but you draw unwanted attention or your magic reverberates to other targets affecting them
as well, GMs choice.
Bardic Lore
When you speak frankly with someone, you can ask their player a question from the list
below. They must answer it truthfully, then they may ask you a question from the list (which
you must answer truthfully).
Whom do you serve?
What do you wish I would do?
How can I get you to ______?
What are you really feeling right now?
What do you most desire?
When you return to a civilized settlement youve visited before, tell the GM when you were
last here. Theyll tell you how its changed since then.
The Bard
Level
XP
Gear
Your Load is 9+Str. You have dungeon rations (5 uses, 1 weight). Choose one instrument:
Your fathers mandolin, repaired
A fine lute, a gift from a noble
The pipes with which you courted your first love
A stolen horn
A fiddle, never before played
A songbook in a forgotten tongue
Advanced Moves
When you gain a level from 2-5, choose from these moves.
Healing Song
When you heal with arcane art, you heal +1d8 damage.
Vicious Cacophony
When you grant bonus damage with arcane art, you grant an extra +1d4 damage.
It Goes To Eleven
When you unleash a crazed performance (a righteous lute solo, mighty brass
blast, confusing interpretive dance) choose a target who can hear you and
roll+Cha. On a 10+ the target flails in confusion dealing its damage to a random
creature nearby. On a 79 it still damages a random creature nearby, but then
takes +1d4 damage ongoing as the music invigorates it.
Metal Hurlant
When you shout with great force or play a shattering note choose a target and
roll+Con. On a 10+ the target takes 1d10 damage and is deafened for a few
minutes. On a 79 you still damage your target, but its out of control: the GM
will choose an additional target nearby.
Eldritch Tones
Your arcane art is strong, allowing you to choose two effects instead of one.
Duelists Parry
Bamboozle
When you parley with someone, on a 7+ you also take +1 forward with them.
Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing
the move.
Multiclass Initiate
Get one move from another class. Treat your level as one lower for choosing
the move.
When you gain a level from 6-10, choose from these moves or the level 2-5
moves.
Healing Chorus
Vicious Blast
Unforgettable Face
When you meet someone youve met before (your call) after some time apart
you take +1 forward against them.
Reputation
When you first meet someone whos heard songs about you, roll+Cha. On
a 10+, tell the GM two things theyve heard about you. On a 7-9, tell the GM
one thing theyve heard, and the GM tells you one thing.
Eldritch Chord
When you hear an enemy cast a spell the GM will tell you the name of the spell
and its effects. Take +1 forward when acting on the answers.
Devious
When you use charming and open you may also ask How are you vulnerable
to me? Your subject may not ask this question of you.
Duelists Block
Con
Replaces: Bamboozle
When you parley with someone, on a 7+ you also take +1 forward with them
and get to ask their player one question which they must answer truthfully.
Multiclass Master
Get one move from another class. Treat your level as one lower for choosing
the move.
Name
Look
Dwarf: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, Siggrun, Freya
Human: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore, Piotr, Dahlia, Carmine
Strength
WEAK
Dexterity
-1
SHAKY
STR
Constitution
-1
SICK
DEX
CON
d6
Armor
Damage
Alignment
Good
Lawful
Evil
Race
Dwarf
You are one with stone. When you commune you are also granted
a special version of Words of the Unspeaking as a rote which only
works on stone.
Human
Your faith is diverse. Choose one wizard spell. You can cast and be
granted that spell as if it was a cleric spell.
Bonds
Fill in the name of one of your companions in at least one:
_______________ has insulted my deity; I do not trust them.
_______________ is a good and faithful person; I trust them
implicitly.
_______________ is in constant danger, I will keep them safe.
I am working on converting _______________ to my faith.
Turn Undead
Turn Undead
-1
When you hold your holy symbol aloft call on your deity for
protection, roll+Wis. On a 7+, so long as you continue to pray
and brandish your holy symbol, no undead may come within reach
of you. On a 10+, intelligent undead are momentarily dazed and
mindless undead flee. Aggression breaks the effects and they are
able to act as normal. Intelligent undead may still find ways to
harry you from afar. Theyre clever like that.
Intelligence
STUNNED
INT
-1
Wisdom
CONFUSED -1
WIS
HP
Current
MAX
Charisma
SCARRED
-1
CHA
Your Max HP is
6+Constitution
Starting Moves
Deity
You serve and worship some deity or power which grants you spells. Give your god a name
(maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deitys domain:
Healing and Restoration
Bloody Conquest
Civilization
Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some
useful knowledge or boon related to your deitys domain. The GM will tell you what.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
Lose any spells already granted to you.
Are granted new spells of your choice whose total levels dont exceed your own level+1,
and none of which is a higher level than your own level.
Prepare all of your rotes, which never count against your limit.
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the spell is
successfully cast and your deity does not revoke the spell, so you may cast it again. On a 79,
the spell is cast, but choose one:
You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
Your casting distances you from your deitytake -1 ongoing to cast a spell until the next
time you commune.
After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you
commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll
to cast a spell.
The Cleric
Level
XP
Gear
Your Load is 10+Str. You carry dungeon rations (5 uses, 1 weight) and
some symbol of the divine, describe it (weight 0). Choose your defenses:
Chainmail (1 armor, 1 weight)
Shield (+1 armor, 2 weight)
Choose your armament:
Warhammer (close, 1 weight)
Mace (close, 1 weight)
Staff (close, Two-handed, 1 weight) and bandages (0 weight)
Choose one:
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Healing potion (1 weight)
Advanced Moves
When you gain a level from 25, choose from these moves.
Chosen One
Choose one spell. You are granted that spell as if it was one level lower.
Invigorate
Apotheosis
The next time youspend time in prayer as appropriate to your god after taking
this move, choose a feature associated with your deity (rending claws, wings of
sapphire feathers, an all-seeing third eye, etc.). When you emerge from prayer,
you permanently gain that physical feature.
Reaper
When someone takes their last breath in your presence, they take +1 to the roll.
When you take time after a conflict to dedicate your victory to your deity and
deal with the dead, take +1 forward.
Serenity
Providence
When you cast a spell you ignore the first -1 penalty from ongoing spells.
First Aid
Cure Light Wounds is a rote for you, and therefore doesnt count against your
limit of granted spells.
Divine Intervention
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
with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst
of light) and negate the damage.
Penitent
When you take damage and embrace the pain, you may take +1d4 damage
(ignoring armor). If you do, take +1 forward to cast a spell.
Empower
When you cast a spell, on a 10+ you have the option of choosing from the 79
list. If you do, you may choose one of these effects as well:
The spells effects are doubled
The spells targets are doubled
When you sacrifice something of value to your deity and pray for guidance, your
deity tells you what it would have you do. If you do it, mark experience.
Divine Protection
Devoted Healer
When you heal someone else of damage, add your level to the amount of damage
healed.
When you gain a level from 610, choose from these moves or the level 25
moves.
Anointed
Replaces: Serenity
You ignore the -1 penalty from two spells you maintain.
Divine Invincibility
Martyr
Replaces: Penitent
When you take damage and embrace the pain, you may take +1d4 damage
(ignoring armor). If you do, take +1 forward to cast a spell and add your level to
any damage done or healed by the spell.
Divine Armor
Greater Empower
Replaces: Empower
When you cast a spell, on a 1011 you have the option of choosing from the 79
list. If you do, you may choose one of these effects as well. On a 12+ you get to
choose one of these effects for free.
The spells effects are doubled
The spells targets are doubled
Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing
the move.
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.
Light Rote
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.
You have complete control of the color of the flame. The spell lasts as long as it
is in your presence.
Bless
Level 1
Ongoing
Your deity smiles upon a combatant of your choice. They take +1 ongoing so
long as battle continues and they stand and fight. While this spell is ongoing you
take -1 to cast a spell.
Cure Light Wounds
Level 1
At your touch wounds scab and bones cease to ache. Heal an ally you touch of
1d8 damage.
Detect Alignment
Level 1
When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic.
One of your senses is briefly able to detect that alignment. The GM will tell you
what here is of that alignment.
Sanctify Rote
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
purified of any mundane spoilage.
Guidance Rote
The symbol of your deity appears before you and gestures towards the direction or
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.
Magic Weapon
Level 1
Ongoing
The weapon you hold while casting does +1d4 damage until you dismiss this
spell. While this spell is ongoing you take -1 to cast a spell.
Sanctuary
Level 1
As you cast this spell, you walk the perimeter of an area, consecrating it to your
deity. As long as you stay within that area you are alerted whenever someone
acts with malice within the sanctuary (including entering with harmful intent).
Anyone who receives healing within a sanctuary heals +1d4 HP.
Speak With Dead
Level 1
Death
A corpse converses with you briefly. It will answer any three questions you pose to
it to the best of the knowledge it had in life and the knowledge it gained in death.
Cause Fear
Level 1
Ongoing
Choose a target you can see and a nearby object. The target is afraid of the
object so long as you maintain the spell. Their reaction is up to them: flee, panic,
beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot
target entities with less than animal intelligence (magical constructs, undead
automatons, and the like).
Animate Dead
Level 3
Ongoing
You invoke a hungry spirit to possess a recently-dead body and serve you. This
creates a zombie that follows your orders to the best of its limited abilities. Treat the
zombie as a character, but with access to only the basic moves. It has a +1 modifier
for all stats and 1 HP. The zombie also gets your choice of 1d4 of these traits:
Its talented. Give one stat a +2 modifier.
Its durable. It has +2 HP for each level you have.
It has a functioning brain and can complete complex tasks.
It does not appear obviously dead, at least for a day or two.
The zombie lasts until it is destroyed by taking damage in excess of its HP, or
until you end the spell. While this spell is ongoing you take -1 to cast a spell.
Resurrection
Level 3
Tell the GM you would like to resurrect a corpse whose soul has not yet fully
departed this world. Resurrection is always possible, but the GM will give you
one or more (possibly all) of these conditions to fulfill:
Its going to take days/weeks/months
You must get help from ____
It will require a lot of money
You must sacrifice ____ to do it
The GM may, depending on the circumstances, allow you to resurrect the
corpse now, with the understanding that the conditions must be met before its
permanent, or require you to meet the conditions before the corpse is resurrected.
Hold Person
Level 3
Choose a person you can see. Until you cast a spell or leave their presence they
cannot act except to speak. This effect ends immediately if the target takes damage
from any source.
Darkness
Level 3
Ongoing
Choose an area you can see: its filled with supernatural darkness and shadow.
While this spell is ongoing you take -1 to cast a spell.
Cleric Spells
Revelation
Level 5
Your deity answers your prayers with a moment of perfect understanding. The
GM will shed light on the current situation. When acting on the information,
you take +1 forward.
Cure Critical Wounds
Heal an ally you touch of 3d8 damage.
Level 5
Divination
Level 5
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.
Contagion
Level 5
Ongoing
Choose a creature you can see. Until you end this spell, the target suffers from
a disease of your choice. While this spell is ongoing you take -1 to cast a spell.
Word of Recall
Level 7
Choose a word. The first time after casting this spell that you speak the chosen
word, you and any allies touching you when you cast the spell are immediately
returned to the exact spot where you cast the spell. You can only maintain a
single location; casting Word of Recall again before speaking the word replaces
the earlier spell.
Sever
Level 7
Ongoing
Choose an appendage on the target such as an arm, tentacle, or wing. The
appendage is magically severed from their body, causing no damage but
considerable pain. Missing an appendage may, for example, keep a winged
creature from flying, or a bull from goring you on its horns. While this spell is
ongoing you take -1 to cast a spell.
Heal
Level 7
Touch an ally and you may heal their damage a number of points up to your
maximum HP.
Mark of Death
Level 7
Choose a creature whose true name you know. This spell creates permanent runes
on a target surface that will kill that creature, should they read them.
Harm
Level 7
Touch an enemy and strike them with divine wrathdeal 2d8 damage to them
and 1d6 damage to yourself. This damage ignores armor.
Control Weather
Level 7
Pray for rainor sun, wind, or snow. Within a day or so, your god will answer.
The weather will change according to your will and last a handful of days.
Storm of Vengeance
Level 9
Your deity brings the unnatural weather of your choice to pass. Rain of blood or
acid, clouds of souls, wind that can carry away buildings, or any other weather
you can imagine: ask and it shall come.
Consume Unlife
Level 9
The mindless undead creature you touch is destroyed and you steal its death
energy to heal yourself or the next ally you touch. The amount of damage healed
is equal to the HP that the creature had remaining before you destroyed it.
Repair
Level 9
Choose one event in the targets past. All effects of that event, including damage,
poison, disease, and magical effects, are ended and repaired. HP and diseases are
healed, poisons are neutralized, magical effects are ended.
Plague
Level 9
Ongoing
Name a city, town, encampment, or other place where people live. As long as this
spell is active that place is beset by a plague appropriate to your deitys domains
(locusts, death of the first born, etc.) While this spell is ongoing you take -1 to
cast a spell.
Divine Presence
Level 9
Ongoing
Every creature must ask your leave to enter your presence, and you must give
permission aloud for them to enter. Any creature without your leave takes an
extra 1d10 damage whenever they take damage in your presence. While this spell
is ongoing you take -1 to cast a spell.
Name
Look
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength
WEAK
Dexterity
SHAKY
-1
STR
Constitution
-1
SICK
-1
DEX
CON
d6
Armor
Damage
Alignment
Chaotic
Intelligence
STUNNED
-1
INT
Wisdom
CONFUSED -1
WIS
HP
Current
MAX
Charisma
SCARRED
-1
CHA
Your Max HP is
6+Constitution
Starting Moves
Born of the Soil
Your people have bound up their fate with the animals of farm and
field. You may always take the shape of any domesticated animal,
in addition to your normal options.
You learned your magic in a place whose spirits are strong and ancient and theyve marked
you as one of their own. No matter where you go, they live within you and allow you to take
their shape. Choose one of the following. It is the Land to which you are attuned - when using
Shapeshifter you may, for free, take the shape of any animal who might live in your Land.
The Great Forests
The Whispering Plains
The Vast Desert
The River Delta
The Sapphire Islands
The Open Sea
The Towering Mountains
The Arctic Circle
The Blasted Wasteland
Chose a Tell a physical attribute that marks you as Born of the Soil - that reflects the spirit of
your Land. It may be an animal feature like antlers or leopards spots or something more general,
hair like leaves or eyes of glittering crystal. Your Tell remains no matter what shape you take.
Halfling
Studied Essence
Good
Neutral
Race
Elf
The sap of the elder trees flows within you. In additions to any other
attunements, the Great Forest is always considered your Land.
Human
You sing the healing songs of spring and brook. When you Make
Camp, you and your allies heal +1d6.
Bonds
When you spend time in contemplation of an animal spirit, you may add its shape to those
you can assume using Shapeshifter.
By Nature Sustained
You dont need to eat or drink. If a move tells you to mark off a ration just ignore it.
Spirit Tongue
The grunts, barks, chirps and calls of the creatures of the wild are as language to you. You can
understand any animal native to your Land or akin to one whose essence you have studied.
Shapeshifter
When you call upon the spirits to change your shape, roll+Wis. On a 10+ hold 3, on a 7-9 hold
2, on a 6- hold 1 in addition to whatever the GM says.
You may take on the physical form of any animal whose essence you have studied or who lives
in your Land: you and your possessions meld into a perfect copy of the animals form. You have
any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of
air. You still use your normal stats but some moves may be harder to triggera housecat will
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 youre out of hold, you return
to natural form. At any time, you may spend all your hold and revert to your natural form.
The Druid
Level
XP
Gear
Your Load is 5+Str. You carry some token of your Land,
describe it. Choose your defenses:
Hide armor (1 armor, 1 weight)
Wooden shield (+1 armor, 1 weight)
Choose your armament:
Shillelagh (Close, 2 weight)
Staff (Close, 2-handed, 1 weight)
Spear (Close, Thrown, Near, 1 weight)
Choose one:
Adventuring Gear (1 weight)
Poultices and herbs (2 uses, 1 weight)
Halfling pipeleaf (1 weight)
3 Antitoxin (0 weight)
Advanced Moves
When you gain a level from 2-5 choose from these moves:
Hunters Brother
Communion of Whispers
When you spend time in a place, making note of its resident spirits and calling
on the spirits of the land, roll+Wis. You will be granted a vision of significance
to you, your allies and the spirits around you. On a 10+ the vision will be clear
and helpful to you. On a 7-9 the vision is unclear, its meaning murky. On a
miss, the vision is upsetting, frightening or traumatizing. The GM will describe
it. Take -1 Forward.
Barkskin
When you mark an animal (with mud, dirt, or blood) you can see through that
animals eyes as if they were your own, not matter what distance separates you.
Only one animal at a time may be marked in this way.
Shed
When you take damage while in a spirit shape you may choose to revert to your
natural form to negate the damage.
Thing-Talker
You see the spirits in the sand, the sea and the stone. You may now apply your
Spirit Tongue, Shapeshifter and Studied Essence moves to inanimate, natural
objects as well as animals.
Formcrafter
When you use Shapeshifter choose a stat: you take +1 ongoing to rolls using that
stat while in your shape. Then choose another stat: you take -1 ongoing to rolls
using that stat while in your shape.
Elemental Mastery
When you call on the primal spirits of fire, water, earth or air to perform a task
for you roll+Wis. On a 10+ choose two. On a 7-9 choose one. On a miss, some
catastrophe occurs as a result of your calling.
The effect you desire comes to pass
You are unharmed
You retain control
Balance
When you deal damage you may choose to deal -1d4 damage. If you do, gain
one balance. Spend balance whenever you like to heal someone you touch of
1d4 damage.
Animal Moves
Here are some common animal moves:
Pack Hunters
Summon the pack
Drag them to the ground
Flying Creatures
Escape to the air
Pull an enemy aloft
Hardy beasts
Trample them
Break through
Poisonous
Inflict your poison on them
Drive them back
When you gain a level from 6-10 choose from these moves or the level 25
moves:
Dopplegangers Dance
You are able to use your Studied Essence move on specific individuals, including
men, elves or the like. Suppressing your Tell is possible, but if you do, take -1
ongoing until you return to your own form.
When you take this move, the next opportunity that you have safety and time to
spend in an appropriate location, you may attune yourself to a new Land. This
effect occurs only once and the GM will tell you how long it will take and what
cost you must pay. From there on, you are considered to be Born of this Soil in
both Lands and all the moves related to it act accordingly.
World-Talker
You see the patterns that make up the fabric of the world. You may now apply
your Spirit Tongue, Shapeshifter and Studied Essence moves to pure elements
fire, water, air and earth.
Stalkers Sister
Formshaper
Requires: Formcrafter
You may increase your armor by 1 or deal an additional +1d4 damage while in
your animal form. Choose which when you Shapeshift.
Chimera
When you use your Shapeshifter ability, you may create a merged form of up
to three different shapes. You may be a bear with the wings of an eagle and the
head of a ram, for example. Each feature will grant you a different move to make.
Your Chimera form follows the same rules as Shapeshifter otherwise.
Sky-bender
When you are under open skies when the sun rises the GM will ask you what the
weather will be that day. Tell them whatever you like, it comes to pass.
Name
Look
WEAK
Dexterity
-1
STR
SHAKY
Constitution
-1
SICK
-1
DEX
CON
d10
Armor
Damage
Alignment
Good
Neutral
Evil
Race
Dwarf
When you share a drink with someone, you may parley with them
using CON instead of CHA.
Elf
Halfling
When you defy danger and use your small size to your advantage,
take +1.
Human
Once per battle you may reroll a single damage roll (yours or
someone elses).
Bonds
Fill in the name of one of your companions in at least one:
_______________ owes me their life, whether they admit it or not.
I have sworn to protect _______________.
I worry about the ability of _______________ to survive in the
dungeon.
_______________ is soft, but I will make them hard like me.
Intelligence
STUNNED
-1
Wisdom
CONFUSED -1
INT
WIS
HP
Current
MAX
Charisma
SCARRED
-1
CHA
Your Max HP is
10+Constitution
Starting Moves
Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+Str. On a 10+, choose
3. On a 7-9 choose 2.
It doesnt take a very long time
Nothing of value is damaged
It doesnt make an inordinate amount of noise
You can fix the thing again without a lot of effort
Armored
Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best
friend. It is your life. You master it as you master your life. Your weapon, without you, is useless.
Without your weapon, you are useless. You must wield your weapon true.
Choose a base description, all are 2 weight:
Sword
Spear
Axe
Flail
Hammer
Fists
Choose the range that best fits your weapon:
Hand
Close
Reach
Choose two enhancements:
Hooks and spikes. +1 damage, but +1 weight.
Sharp. +2 piercing.
Perfectly weighted. Add precise.
Serrated edges. +1 damage.
Glows in the presence of one type of creature, your choice.
Huge. Add messy and forceful.
Versatile. Choose an additional range.
Well-crafted. -1 weight.
Choose a look:
Ancient
Unblemished
Ornate
The Fighter
Blood-stained
Sinister
Level
XP
Gear
Your Load is 12+Str. You carry your signature weapon and dungeon
rations (5 uses, 1 weight). Choose your defenses:
Chainmail (1 armor, 1 weight) and adventuring gear (1 weight)
Scale armor (2 armor, 3 weight)
Choose two:
2 Healing potions (2 weight)
Shield (+1 armor, 2 weight)
Antitoxin, dungeon rations (1 weight), and poultices and herbs (1
weight)
22 coins
Advanced Moves
When you gain a level from 2-5, choose from these moves.
Merciless
Heirloom
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
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.
Armor Mastery
When you make your armor take the brunt of damage dealt to you, the damage
is negated but you must reduce the armor value of your armor or shield (your
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.
When you gain a level from 6-10, choose from these moves or the level 2-5
moves.
Bloodthirsty
Replaces: Merciless
When you deal damage, deal +1d8 damage.
Armored Perfection
Evil Eye
Interrogator
Taste of Blood
Improved Weapon
Seeing Red
When you parley using threats of impending violence as leverage, you may use
STR instead of CHA.
Scent of Blood
When you hack and slash an enemy, your next attack against that same foe deals
+1d4 damage.
Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing
the move.
Iron Hide
You gain +1 armor.
Blacksmith
When you have access to a forge you can graft the magical powers of a weapon
onto your signature weapon. This process destroys the magical weapon. Your
signature weapon gains the magical powers of the destroyed weapon.
Multiclass Initiate
Steel Hide
Replaces: Iron Hide
You gain +2 armor.
When you go into battle, roll+WIS. On a 10+, name someone who will live
and someone who will die. On a 7-9, name someone who will live or someone
who will die. Name NPCs, not player characters. The GM will make your vision
come true, if its even remotely possible. On a 6- you see your own death and
consequently take a -1 throughout the battle.
When you look over an enemys weaponry, ask the GM how much damage they do.
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
Kind Eyes, Fiery Eyes, or Glowing Eyes
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)
Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, Octavia, Regulus, Valeria, Sanguinus,
Titanius
Strength
WEAK
Dexterity
-1
STR
SHAKY
Constitution
-1
SICK
-1
DEX
CON
d10
Armor
Damage
Alignment
Lawful
Good
Race
You are human, so you get this move.
Human
When you pray for guidance, even for a moment, and ask, What
here is evil? the GM will tell you, honestly.
Bonds
Fill in the name of one of your companions in at least one:
_______________s misguided behavior endangers their very soul!
_______________ has stood by me in battle and can be trusted
completely.
I respect the beliefs of _______________ but hope they will
someday see the true way.
_______________ is a brave soul, I have much to learn from them.
Intelligence
STUNNED
-1
Wisdom
CONFUSED -1
INT
WIS
HP
Current
MAX
Charisma
SCARRED
-1
CHA
Your Max HP is
10+Constitution
Starting Moves
Lay on Hands (Cha)
When you touch someone, skin to skin, and pray for their well-being , roll+CHA. On a 10+
you heal 1d8 damage or remove one disease. On a 79, they are healed, but the damage or
disease is transferred to you.
Armored
I Am the Law
When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they
choose one:
Do what you say
Back away cautiously, then flee
Attack you
On a 10+, you also take +1 forward against them. On a miss, they do as they please and
you take -1 forward against them.
Quest
When you dedicate yourself to a mission through prayer and ritual cleansing, state what you
set out to do:
Slay _______, a great blight on the land
Defend _______ from the iniquities that beset them
Discover the truth of _______
Then choose up to two boons:
An unwavering sense of direction to _______.
Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.)
A mark of divine authority
Senses that pierce lies
A voice that transcends language
A freedom from hunger, thirst, and sleep
The GM will then tell you what vow or vows is required of you to maintain your blessing:
Honor (forbidden: cowardly tactics and tricks)
Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
Piety (required: observance of daily holy services)
Valor (forbidden: suffering an evil creature to live)
Truth (forbidden: lies)
Hospitality (required: comfort to those in need, no matter who they are)
The Paladin
Level
XP
Gear
Your Load is 12+Str. You start with dungeon rations (5 uses, 1 weight),
scale armor (2 armor, 3 weight), and some mark of faith, describe it (0
weight). Choose your weapon:
Halberd (Reach, +1 damage, two-handed, 2 weight)
Long sword (Close, +1 damage, 1 weight) and shield (+1 armor, 2
weight)
Choose one:
Adventuring gear (1 weight)
Dungeon rations (1 weight) and healing potion
Advanced Moves
When you gain a level from 25, choose from these moves.
Divine Favor
When you gain a level from 610, choose from these moves or the level 25
moves.
Dedicate yourself to a deity (name a new one or choose one thats already been
established). You gain the commune and cast a spell cleric moves. When you
select this move, treat yourself as a cleric of level 1 for using spells. Every time
you gain a level thereafter, increase your effective cleric level by 1.
Evidence of Faith
Bloody Aegis
Holy Smite
When you take damage you can grit your teeth and accept the blow. If you do
you take no damage but instead suffer a debility of your choice. If you already
have all six debilities you cant use this move.
Smite
Exterminatus
When you speak aloud your promise to defeat an enemy, you deal +2d4 damage
against that enemy and -4 damage against anyone else. This effect lasts until the
enemy is defeated. If you fail to defeat the enemy or give up the fight, you can
admit your failure, but the effect continues until you find a way to redeem yourself.
Charge!
When you lead the charge into combat, those you lead take +1 forward.
Staunch Defender
Setup Strike
When you hack and slash, choose an ally. Their next attack against your target
does +1d4 damage.
Holy Protection
Voice of Authority
Take +1 to order hirelings.
Hospitaller
Ever Onward
Replaces: Charge!
When you lead the charge into combat, those you lead take +1 forward and +2
armor forward.
Impervious Defender
Tandem Strike
Divine Protection
Replaces: Holy Protection
You get +2 armor while on a quest.
Divine Authority
Perfect Hospitaller
Replaces: Hospitaller
When you heal an ally, you heal +2d8 damage.
Indomitable
When you suffer a debility (even through Bloody Aegis) take +1 forward against
whatever caused it.
Perfect Knight
Name
Look
Strength
WEAK
Dexterity
-1
SHAKY
STR
Constitution
-1
DEX
Damage
d8
SICK
CON
STUNNED
-1
INT
Armor
Alignment
Chaotic
Good
Neutral
Race
Elf
Human
Bonds
Fill in the name of one of your companions in at least one:
I have guided _______________ before and they owe me for it.
_______________ is a friend of nature, so I will be their friend
as well.
_______________ has no respect for nature, so I have no respect
for them.
_______________ does not understand life in the wild, so I will
teach them.
Command
Command
-1
Intelligence
Wisdom
CONFUSED -1
WIS
HP
Current
MAX
Charisma
SCARRED
-1
CHA
Your Max HP is
8+Constitution
Starting Moves
When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 7+, you
follow the creatures trail until theres a significant change in its direction or mode of travel.
On a 10+, you also choose 1:
Gain a useful bit of information about your quarry, the GM will tell you what
Determine what caused the trail to end
Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your
damage or name your target and roll+DEX.
Head 10+: As 79, plus your damage 7-9: They do nothing but stand and drool for a
few moments.
Arms 10+: As 7-9, plus your damage 7-9: They drop anything theyre holding.
Legs 10+: As 7-9, plus your damage 7-9: Theyre hobbled and slow moving.
Animal Companion
You have a supernatural connection with a loyal animal. You cant talk to it per se but it always
acts as you wish it to. Name your animal companion and choose a species:
Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule
Choose a base:
Ferocity +2, Cunning +1, 1 Armor, Instinct +1
Ferocity +2, Cunning +2, 0 Armor, Instinct +1
Ferocity +1, Cunning +2, 1 Armor, Instinct +1
Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Choose as many strengths as its ferocity:
Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating,
keen senses, stealthy
Your animal companion is trained to fight humanoids. Choose as many additional trainings
as its cunning:
Hunt, search, scout, guard, fight monsters, perform, labor, travel
Choose as many weaknesses as its instinct:
Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame
The Ranger
Level
XP
Gear
Your Load is 11+Str. You start with dungeon rations (5 uses, 1 weight),
leather armor (1 armor, 1 weight), and a bundle of arrows (3 ammo, 1
weight). Choose your armament:
Hunters bow (near, far, 1 weight) and short sword (close, 1 weight)
Hunters bow (near, far, 1 weight) and spear (reach, 1 weight)
Choose one:
Adventuring gear (1 weight) and dungeon rations (1 weight)
Adventuring gear (1 weight) and bundle of arrows (3 ammo, 1 weight)
Advanced Moves
Half-Elven
Somewhere in your lineage lies mixed blood and it begins to show its presence.
You gain the elf starting move if you took the human one at character creation
or vice versa.
When you gain a level from 2-5, choose from these moves.
Wild Empathy
Familiar Prey
When you spout lore about a monster you use WIS instead of INT.
Vipers Strike
When you strike an enemy with two weapons at once, add an extra 1d4 damage
for your off-hand strike.
Camouflage
When you keep still in natural surroundings, enemies never spot you until you
make a movement.
When you allow your animal companion 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 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
targets.
Well-Trained
Dedicate yourself to a deity (name a new one or choose one thats already been
established). You gain the commune and cast a spell cleric moves. When you
select this move, treat yourself as a cleric of level 1 for using spells. Every time
you gain a level thereafter, increase your effective cleric level by 1.
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.
When you gain a level from 6-10, choose from these moves or the level 2-5
moves.
Wild Speech
Hunters Prey
Vipers Fangs
Smaugs Belly
When you know your targets weakest point your arrows have 2 piercing.
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.
A Safer Place
Observant
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.
Special Trick
Choose a move from another class. So long as you are working with your animal
companion you have access to that move.
Unnatural Ally
Name
Look
Halfling: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug
Human: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley
Strength
WEAK
Dexterity
-1
STR
SHAKY
Constitution
SICK
-1
DEX
Damage
d8
-1
CON
Intelligence
STUNNED
-1
INT
Armor
Alignment
Chaotic
Neutral
Evil
Race
Halfling
Human
Bonds
Fill in the name of one of your companions in at least one:
I stole something from _______________.
_______________ has my back when things go wrong.
_______________ knows incriminating details about me.
_______________ and I have a con running.
Wisdom
CONFUSED -1
WIS
HP
Current
MAX
Charisma
SCARRED
-1
CHA
Your Max HP is
6+Constitution
Starting Moves
Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX. On a 10+, hold 3. On a
79, hold 1. Spend your hold as you walk through the area to ask these questions:
Is there a trap here and if so, what activates it?
What does the trap do when activated?
What else is hidden here?
When you pick locks or pockets or disable traps, roll+DEX. On a 10+, you do it, no problem.
On a 79, you still do it, but the GM will offer you two options between suspicion, danger,
or cost.
Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to
deal your damage or roll+DEX. On a 10+ choose two. On a 79 choose one.
You dont get into melee with them
You deal your damage+1d6
You create an advantage, +1 forward to you or an ally acting on it
Reduce their armor by 1 until they repair it
Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.
Poisoner
Youve mastered the care and use of a poison. Choose a poison from the list below; that poison
is no longer dangerous for you to use. You also start with three uses of the poison you choose.
Whenever you have time to gather materials and a safe place to brew you can make three uses
of the poison you choose for free. Note that some poisons are applied, meaning you have to
carefully apply it to the target or something they eat or drink. Touch poisons just need to touch
the target, they can even be used on the blade of a weapon.
Oil of Tagit (applied): The target falls into a light sleep
Bloodweed (touch): The target deals -1d4 damage ongoing until cured
Goldenroot (applied): The target treats the next creature they see as a trusted ally, until
proved otherwise
Serpents Tears (touch): Anyone dealing damage to the target rolls twice and takes the
better result.
The Thief
Level
XP
Gear
Your Load is 9+Str. You start with one dungeon rations (5 uses, 1 weight),
leather armor (1 armor, 1 weight), 3 uses of your chosen poison, and 10
coins. Choose your arms:
Dagger (Hand, 1 weight) and short sword (Close, 1 weight)
Rapier (close, precise, 1 weight)
Choose a ranged weapon:
3 throwing daggers (Thrown, Near, 0 weight)
Ragged Bow (Near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
Choose one:
Adventuring gear (1 weight)
Healing potion
Advanced Moves
When you gain a level from 25, choose from these moves.
Alchemist
When you make a show of flashing around your most valuable possession, choose
someone present. They will do anything they can to obtain your item or one like it.
Replaces: Brewer
When you have you have time to gather materials and a safe place to brew you can
create three doses of any poison youve used before. Alternately you can describe
the effects of a poison youd like to create. The GM will tell you can create it, but
with one or more caveats:
It will only work under specific circumstances
The best you can manage is a weaker version
Itll take a while to take effect
Itll have obvious side effects
Shoot First
Serious Underdog
Cheap Shot
When using a precise or hand weapon, your backstab deals an extra +1d6 damage.
Cautious
When you use trap expert you always get +1 hold, even on a 6-.
Youre never caught by surprise. When an enemy would get the drop on you,
you get to act first instead.
Poison Master
After youve used a poison once its no longer dangerous for you to use.
Envenom
You can apply even complex poisons with a pinprick. When you apply a poison
thats not dangerous for you to use to your weapon its touch instead of applied.
Brewer
When you have you have time to gather materials and a safe place to brew you
can create three doses of any one poison youve used before.
Underdog
Connections
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 79, youll
have to settle for something close or it comes with strings attached, your call.
When you gain a level from 610, choose from these moves or the level 25
moves.
Dirty Fighter
Extremely Cautious
Replaces: Cautious
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.
Replaces: Underdog
You have +1 armor. When youre outnumbered, you have +2 armor instead.
Evasion
When you defy danger on a 12+, you transcend the danger. You not only do
what you set out to, but the GM will offer you a better outcome, true beauty, or
a moment of grace.
You can throw any melee weapon, using it to volley. A thrown melee weapon is
gone, you can never choose to reduce ammo on a 79.
Escape Route
When youre in too deep and need a way out, name your escape route and
roll+DEX. On a 10+ youre gone. On a 79 you can stay or go, but if you go
it costs you: leave something behind or take something with you, the GM will
tell you what.
Disguise
When you have time and materials you can create a disguise that will fool anyone
into thinking youre another creature of about the same size and shape. Your
actions can give you away but your appearance wont.
Heist
When you take time to make a plan to steal something, name the thing you want
to steal and ask the GM these questions. When acting on the answers you and
your allies take +1 forward.
Who will notice its missing?
Whats its most powerful defense?
Who will come after it?
Who else wants it?
Name
Look
Strength
WEAK
Dexterity
-1
SHAKY
STR
DEX
Damage
d4
Constitution
-1
SICK
-1
Intelligence
STUNNED
CON
INT
Armor
Alignment
Good
Neutral
Evil
-1
Wisdom
CONFUSED -1
WIS
HP
Current
MAX
Charisma
SCARRED
-1
CHA
Your Max HP is
4+Constitution
Starting Moves
Spellbook
You have mastered several spells and inscribed them in your spellbook. You start out with three
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.
Prepare Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook,
you:
Lose any spells you already have prepared
Prepare new spells of your choice from your spellbook whose total levels dont exceed your
own level+1.
Prepare your cantrips which never count against your limit.
Human
Race
Elf
Choose one cleric spell. You can cast it as if it was a wizard spell.
Bonds
Fill in the name of one of your companions in at least one:
_______________ will play an important role in the events to
come. I have foreseen it!
_______________ is keeping an important secret from me.
_______________ is woefully misinformed about the world; I
will teach them all that I can.
When you release a spell youve prepared, roll+Int. On a 10+, the spell is successfully cast
and you do not forget the spellyou may cast it again later. On a 7-9, the spell is cast, but
choose one:
You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
The spell disturbs the fabric of reality as it is casttake -1 ongoing to cast a spell until the
next time you Prepare Spells.
After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll
to cast a spell.
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 youre trying
to achieve. Ritual effects are always possible, but the GM will give you one to four of the
following conditions:
Its going to take days/weeks/months
First you must ____
Youll 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 ____
Youll have to disenchant ____ to do it
The Wizard
Level
XP
Gear
Your Load is 7+Str. You start with your spellbook (1 weight) and dungeon
rations (5 uses, 1 weight). Choose your defenses:
Leather armor (1 armor, 1 weight)
Bag of books (5 uses, 2 weight) and 3 healing potions
Choose your weapon:
Dagger (Hand, 1 weight)
Staff (Close, two-handed, 1 weight)
Choose one:
Healing potion
Three antitoxin
Advanced Moves
When you gain a level from 2-5, choose from these moves. You also add a new
spell to your spellbook at each level.
Prodigy
Choose a spell. You prepare that spell as if it were one level lower.
Empowered Magic
When you cast a spell, on a 10+ you have the option of choosing from the 7-9
list. If you do, you may choose one of these as well:
The spells effects are maximized
The spells targets are doubled
Enchanters Soul
When you spout lore about something no one else has any clue about, take +1.
Requires: Enchanter
When you have time and safety with a magic item in a place of power you can
empower that item so that the next time you use it its effects are amplified, the
GM will tell you exactly how.
Know-It-All
Highly Logical
Fount of Knowledge
When another players character comes to you for advice and you tell them what
you think is best, they get +1 forward when following your advice and you mark
experience if they do.
Expanded Spellbook
Add a new spell from the spell list of any class to your spellbook.
Enchanter
When you have time and safety with a magic item you may ask the GM what it
does, the GM will answer you truthfully.
Logical
When you use strict deduction to analyze your surroundings, you can discern
realities with INT instead of WIS.
Arcane Ward
As long as you have at least one prepared spell of first level or higher, you have
+2 armor.
Counterspell
When you attempt to counter an arcane spell that will otherwise affect you, stake
one of your prepared spells on the defense and roll+Int. On a 10+, the spell is
countered and has no effect on you. On a 7-9, the spell is countered and you
forget the spell you staked. Your counterspell protects only you; if the countered
spell has other targets they get its effects.
Quick Study
Replaces: Logical
When you use strict deduction to analyze your surroundings, you can discern
realities with Int instead of Wis. On a 12+ you get to ask the GM any three
questions, not limited by the list.
Arcane Armor
Protective Counter
Requires: Counterspell
When an ally within sight of you is affected by an arcane spell, you can counter
it as if it affected you. If the spell affects multiple allies you must counter for
each ally separately.
Ethereal Tether
When you have time with a willing or helpless subject you can craft an ethereal
tether with them. You perceive what they perceive and can discern realities about
someone tethered to you or their surroundings no matter the distance. Someone
willingly tethered to you can communicate with you over the tether as if you
were in the room with them.
When you use magic to control a persons actions they have no memory of what
you had them do and bear you no ill will.
When you see the effects of an arcane spell, ask the GM the name of the spell
and its effects. You take +1 when acting on the answers.
Spell Augmentation
When you gain a level from 6-10, choose from these moves or the level 2-5
moves.
Self-Powered
Master
Requires: Prodigy
Choose one spell in addition to the one you picked for prodigy. You prepare that
spell as if it were one level lower.
When you deal damage to a creature you can shunt a spells energy into themend
one of your ongoing spells and add the spells level to the damage dealt.
When you have time, arcane materials, and a safe space, you can create your
own place of power. Describe to the GM what kind of power it is and how youre
binding it to this place, the GM will tell you one kind of creature that will have
an interest in your workings.
Cantrips
You prepare all of your cantrips every time you prepare spells without having
to select them or count them toward your allotment of spells.
Light Cantrip
An item you touch glows with arcane light, about as bright as a torch. It gives off
no heat or sound and requires no fuel, but it is otherwise like a mundane torch.
You have complete control of the color of the flame. The spell lasts as long as it
is in your presence.
Dispel Magic
Level 3
Choose a spell or magic effect in your presence: this spell rips it apart. Lesser spells
are ended, powerful magic is just reduced or dampened so long as you are nearby.
Visions Through Time
Level 3
Divination
Cast this spell and gaze into a reflective surface to see into the depths of time.
The GM will reveal the details of a grim portent to youa bleak event that will
come to pass without your intervention. Theyll tell you something useful about
how you can interfere with the grim portents dark outcomes. Rare is the portent
that claims Youll live happily ever after. Sorry.
Fireball
Level 3
Evocation
You evoke a mighty ball of flame that envelops your target and everyone nearby,
inflicting 2d6 damage which ignores armor.
Charm Person
Level 1
Enchantment
The person (not beast or monster) you touch while casting this spell counts you
as a friend until they take damage or you prove otherwise.
Invisibility
Level 1
Illusion Ongoing
Touch an ally: nobody can see them. Theyre invisible! The spell persists until
the target attacks or you dismiss the effect. While the spell is ongoing you cant
cast a spell.
Magic Missile
Level 1
Evocation
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
Alarm
Level 1
Walk a wide circle as you cast this spell. Until you prepare spells again your magic
will alert you if a creature crosses that circle. Even if you are asleep, the spell will
shake you from your slumber.
Mimic
Level 3
Ongoing
You take the form of someone you touch while casting this spell. Your physical
characteristics match theirs exactly but your behavior may not. This change
persists until you take damage or choose to return to your own form. While this
spell is ongoing you lose access to all your wizard moves.
Mirror Image
Level 3
Illusion
You create an illusory image of yourself. When you are attacked, roll a d6. On
a 4, 5, or 6 the attack hits the illusion instead, the image then dissipates and the
spell ends.
Sleep
Level 3
Enchantment
1d4 enemies you can see of the GMs choice fall asleep. Only creatures capable of
sleeping are affected. They awake as normal: loud noises, jolts, pain.
Wizard Spells
Dominate
Level 7 Enchantment Ongoing
Your touch pushes your mind into someone elses. You gain 1d4 hold. Spend one
hold to make the target take one of these actions:
Speak a few words of your choice
Give you something they hold
Make a concerted attack on a target of your choice
Truthfully answer one question
If you run out of hold the spell ends. If the target takes damage you lose 1 hold.
While the spell is ongoing you cannot cast a spell.
True Seeing
Level 7 Divination Ongoing
You see all things as they truly are. This effect persists until you tell a lie or dismiss
the spell. While this spell is ongoing you take -1 to cast a spell.
Summon Monster
Level 5 Summoning Ongoing
A monster appears and aids you as best it can. Treat it as your character, but
with access to only the basic moves. It has +1 modifier for all stats and 1 HP. The
monster also gets your choice of 1d6 of these traits:
It has +2 instead of +1 to one stat
Its not reckless
It does 1d8 damage
Its bond to your plane is strong: +2 HP for each level you have
It has some useful adaptation
The GM will tell you the type of monster you get based on the traits you select.
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.
Contingency
Level 7
Evocation
Choose a 5th level or lower spell you know. Describe a trigger condition using a
number of words equal to your level. The chosen spell is held until you choose to
unleash it or the trigger condition is met, whichever happens first. You dont have
to roll for the held spell, it just takes effect. You may only have a single contingent
spell held at a time; if you cast Contingency while you have a held spell, the new
held spell replaces the old one.
Cloudkill
Level 7
Summoning
A cloud of fog drifts into this realm from beyond the Black Gates of Death, filling
the immediate area. Whenever a creature in the area takes damage it takes an
additional, separate 1d6 damage which ignores armor. This spell persists so long
as you can see the affected area, or until you dismiss it.
Shadow Walk
Level 7
Illusion
The shadows you target with this spell become a portal for you and your allies.
Name a location, describing it with a number of words up to your level. Stepping
through the portal deposits you and any allies present when you cast the spell
at the location you described. The portal may only be used once by each ally.
Soul Gem
Level 9
You trap the soul of a dying creature within a gem. The trapped creature is aware
of its imprisonment but can still be manipulated through spells, parley, and other
effects. All moves against the trapped creature are at +1. You can free the soul at
any time but it can never be recaptured once freed.
Shelter
Level 9
Evocation
You create a structure out of pure magical power. It can be as large as a castle or
as small as a hut, but is impervious to all non-magical damage. The structure
endures until you leave it or you end the spell.
Perfect Summons
Level 9
Summoning
You teleport a creature to your presence. Name a creature or give a short
description of a type of creature. If you named a creature, that creature appears
before you. If you described a type of creature, a creature of that type appears
before you.
The GM
Principles
Moves
Dungeon Moves
Monsters
What is it known to do?
Note it along with the creatures damage. Common answers include: a type of weapon,
claws, a specific spell. Then answer these questions about it:
Its armaments are vicious and obvious: +2 damage
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
just tear metal apart
Armor doesnt help with the damage it deals (due to magic, size, etc.): ignores Armor
It usually attacks at range (with arrows, spells, or other projectiles): near or far or
both (your call)
It isnt dangerous because of the wounds it inflicts, but for other reasons: devious,
reduce its damage die size by one, write a move about why its dangerous
It organizes into larger groups that it can call on for support: organized, write a move
about calling on others for help
Its as smart as a human or thereabouts: intelligent
It actively defends itself with a shield or similar: cautious, +1 armor
It collects trinkets that humans would consider valuable (gold, gems, secrets): hoarder
Its from beyond this world: planar, write a move about using its otherworldly
knowledge and power
Its kept alive by something beyond simple biology: +4 HP
It was made by someone: construct, give it a special quality or two about its
construction or purpose
Its appearance is disturbing, terrible, or horrible: terrifying, write a special quality
about why its so horrendous
It doesnt have organs or discernible anatomy: amorphous, +1 armor, +3 HP
It (or its species) is ancientolder than man, elves, and dwarves: increase its damage
die size by one
It abhors violence: roll damage twice and take the worst result
Campaign Front
Cast
Stakes
Danger:
Danger:
Type:
Type:
Impending Doom:
Impending Doom:
Grim Portents:
Grim Portents:
Danger:
Danger:
Type:
Type:
Impending Doom:
Impending Doom:
Grim Portents:
Grim Portents:
Front:
Cast
Stakes
Danger:
Danger:
Type:
Type:
Impending Doom:
Impending Doom:
Grim Portents:
Grim Portents:
Danger:
Danger:
Type:
Type:
Impending Doom:
Impending Doom:
Grim Portents:
Grim Portents:
Front:
Cast
Stakes
Danger:
Danger:
Type:
Type:
Impending Doom:
Impending Doom:
Grim Portents:
Grim Portents:
Danger:
Danger:
Type:
Type:
Impending Doom:
Impending Doom:
Grim Portents:
Grim Portents: