Table Of Contents


Character Creation

Creating a character in Dungeon World is simple. Follow the following steps to be up and running in a matter of minutes

1) Pick a Class

A class playbook contains all of the information you will need about how to build and play your character. Choose one of the following:

  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Fighter
  • Paladin
  • Ranger
  • Thief
  • Wizard

2) Choose a Drive

This is what motivates and 'drives' your character. Not only does your drive help differentiate two characters of the same class, but it also helps inform the character's background. In addition, characters acting accoridng to their drive will receive bonus XP at the conclusion of each adventure.

3) Create your Bonds

Bonds are what make you a party of adventurers, not just a random assortment of people. They’re the feelings, thoughts, and shared history that tie you together. When creating a character, select a bond with each of the characters in your party.


Resolving Bonds
At the end of each session you may resolve one bond. Resolution of a bond depends on both you and the player of the character you share the bond with: you suggest that the bond has been resolved and, if they agree, it is. When you resolve a bond, you get to mark XP. A bond is resolved when it no longer describes how you relate to that person. That may be because circumstances have changed. Any time you look at a bond and think “that’s not a big factor in how we relate anymore” the bond is at a good place to resolve.


Creating New Bonds
You write a new bond whenever you resolve an old one. Your new bond may be with the same character, but it doesn’t have to be. When you write a new bond choose another character. Pick something relevant to the last adventure—maybe a place you traveled together or a treasure you discovered. Choose a thought or belief your character holds that ties the two together and an action, something you’re going to do about it.






4) Choose a Background

The characters background helps to provide more information about the character's hisotry and is mostly cosmetic, but it ususally has some impact on the character's Moves.

5) Choose your Gear

This is where you will select your starting gear. More information about the items listed here can be found in the Equipment section of this guide. Note: Players do not start with any spare coins.

6) Assign your Starting Statistics

Every characters starts with the same group of modifiers: +2, +1, +1, +0, +0, -1. These are then assigned to the Abilities of: Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Take a look at the Moves you intend on selecting to get an idea of which ability scores to focus on.

7) Record your base damage and hit points.


8) Record your Starting Moves

Some starting Moves will require you to make selections.

9) Choose a Starting Advanced Move

Basic Moves

Aid/Interfere

When you help or hinder someone, roll+Bond with them.

  • On a hit, they get either advantage or disadvantage to their roll, your choice.
  • On a 7-9, you also expose yourself to any risks, costs, or consequences associated with their move.

Any time you feel like two players should be rolling against each other, the defender should be interfering with the attacker. This doesn’t always mean sabotaging them. It can mean anything from arguing against a parley to just being a shifty person who’s hard to discern. It’s about getting in the way of another players’ success.

Always ask the person aiding or interfering how they are doing it. As long as they can answer that, they trigger the move. Sometimes, as the GM, you’ll have to ask if interference is happening. Your players might not always notice they’re interfering with each other.

Aid is a little more obvious. If a player can explain how they’re helping with a move and it makes sense, let them roll to aid.

No matter how many people aid or interfere with a given roll, the target only gets the advantage or disadvantage once. Even if a whole party of adventurers aid in attacking an ogre, the one who makes the final attack only gets one advantage.

Defend

When you take up a defensive stance or jump in to protect someone or something else, roll+CON.

  • On a 10+, hold 3.
  • On a 7-9, hold 1.

Spend your hold to:

  • Suffer an attack’s damage/effects instead of your ward
  • Halve an attack’s damage/effects
  • Draw all attention from your ward to yourself
  • Strike back at an attacker; deal your damage with disadvantage

When you go on the offense, cease to focus on defense, or the threat passes, lose any hold left on this move.

You can only spend hold when someone makes an attack on you or the thing you’re defending. The choices you can make depend on the attacker and the type of attack. In particular, you can’t deal damage to an attacker who you can’t reach with your weapon.

An attack is any action you can interfere with that has harmful effects. Swords and arrows are attacks, of course, but so are spells, grabs, and charges.


If the attack doesn’t deal damage then halving it means the attacker gets some of what they want but not all of it. It’s up to you and the GM to work out what that means depending on the circumstances. If you’re defending the Gem Eye of Oro-Uht and an orc tries to grab it from its pedestal then half effect might mean that the gem gets knocked to the floor but the orc doesn’t get his hands on it, yet. Or maybe the orc gets a hold of it but so do you—now you’re both fighting over it, tooth and nail. If you and the GM can’t agree on a halved effect you can’t choose that option.

Defending yourself is certainly an option. It amounts to giving up on making attacks and just trying to keep yourself safe.

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 doesn’t come to bear.

  • On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

This may seem like a catch-all. It is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies.

Defy danger also applies when you make another move despite danger not covered by that move. For example, hack and slash assumes that’s you’re trading blows in battle—you don’t need to defy danger because of the monster you’re fighting unless there’s some specific danger that wouldn’t be part of your normal attack. On the other hand, if you’re trying to hack and slash while spikes shoot from hidden traps in the walls, those spikes are a whole different danger.

Danger, here, is anything that requires resilience, concentration, or poise. This move will usually be called for by the GM. She’ll tell you what the danger is as you make the move. Something like “You’ll have to defy danger first. The danger is the steep and icy floor you’re running across. If you can keep your footing, you can make it to the door before the necromancer’s magic gets you.”

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 7-9, ask 1.

Questions:

  • 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?
  • Who’s really in control here?
  • What here is not what it appears to be?

Either way, when you act on the answers for the first time, whatever move you make gains advantage.

To discern realities you must closely observe your target. That usually means interacting with it or watching someone else do the same. You can’t just stick your head in the doorway and discern realities about a room. You’re not merely scanning for clues—you have to look under and around things, tap the walls, and check for weird dust patterns on the bookshelves. That sort of thing.

Discerning realities isn’t just about noticing a detail, it’s about figuring out the bigger picture. The GM always describes what the player characters experience honestly, so during a fight the GM will say that the kobold mage stays at the other end of the hall. Discerning realities could reveal the reason behind that: the kobold’s motions reveal that he’s actually pulling energy from the room behind him, he can’t come any closer.

Unless a move says otherwise players can only ask questions from the list. If a player asks a question not on the list the GM can tell them to try again or answer a question from the list that seems equivalent.

Hack and Slash

When you fight in melee or close quarters, roll+STR.

  • On a 10+, deal your damage and choose one:
    • You evade, prevent, or counter the enemy’s attack
    • You strike hard and fast; deal +1d6 damage, but suffer the enemy’s attack
  • On a 7-9, you deal your damage, but also suffer the enemy’s attack.

The enemy’s counterattack can be any GM move made directly with that creature. A goblin might just attack you back, or they might jam a poisoned needle into your veins. Life’s tough, isn’t it?





Note that an “attack” is some action that a player undertakes that has a chance of causing physical harm to someone else. Attacking a dragon with inch-thick metal scales full of magical energy using a typical sword is like swinging a meat cleaver at a tank: it just isn’t going to cause any harm, so hack and slash doesn’t apply. Note that circumstances can change that: if you’re in a position to stab the dragon on its soft underbelly (good luck with getting there) it could hurt, so it’s an attack.

If the action that triggers the move could reasonably hurt multiple targets roll once and apply damage to each target (they each get their armor).

Some attacks may have additional effects depending on the triggering action, the circumstances, or the weapons involved. An attack could also knock someone down, restrain them, or leave a big bloody splatter.

Level Up

When you have downtime (hours or days) and XP equal to (or greater than) your current level+10, you can reflect on your experiences and hone your skills; do all of the following:

  • Subtract your current level+10 from your XP,
  • Increase your level by 1, and,
  • Choose to take a new advanced move, or increase one of your stats by 1, to a maximum of +2.

When you reach level 6 or higher, you may choose one of the following options when you level up instead, but only once for each option:

  • Increase one of your stats by 1, to a maximum of +3
  • Gain an advanced move from another playbook (not a starting move)
  • Gain a capstone move for your class playbook (see each individual playbook for details)

Parley

When you influence or manipulate an NPC to do something they normally wouldn't do, roll+CHA.

  • On a hit, they reveal the easiest way to convince them to go along.
  • On a 7-9, they reveal something you can do to convince them, though it’ll likely be costly, tricky, or distasteful.

Note that “easiest” does not necessarily mean easy to accomplish, convincing a royal guard to let you by is still a challenging task. Parley is not mind control in that regard. If you have some kind of leverage on them, the GM should take it into consideration when telling you their costs.

Parley covers a lot of ground including old standbys like intimidation and diplomacy. You know you’re using parley when you’re trying to get someone to do something for you by holding a promise or threat over them. Your leverage can be nasty or nice, the tone doesn’t matter.

Merely asking someone politely isn’t parleying. That’s just talking. You say, “Can I have that magic sword?” and Sir Telric says, “Hell no, this is my blade, my father forged it and my mother enchanted it” and that’s that. To parley, you have to have leverage. Leverage is anything that could lure the target of your parley to do something for you. Maybe it’s something they want or something they don’t want you to do. Like a sack of gold. Or punching them in the face. What counts as leverage depends on the people involved and the request being made. Threaten a lone goblin with death and you have leverage. Threaten a goblin backed up by his gang with death and he might think he’s better off in a fight.

On a 7+ they ask you for something related to whatever leverage you have. If your leverage is that you’re standing before them sharpening your knife and insinuating about how much you’d like to shank them with it they might ask you to let them go. If your leverage is your position in court above them they might ask for a favor.

Whatever they ask for, on a 10+, you just have to promise it clearly and unambiguously. On a 7–9, that’s not enough: you also have to give them some assurance, right now, before they do what you want. If you promise that you’ll ensure their safety from the wolves if they do what you want and you roll a 7–9 they won’t do their part until you bring a fresh wolf pelt to prove you can do it, for example. It’s worth noting that you don’t actually have to keep your promise. Whether you’ll follow up or not, well, that’s up to you. Of course breaking promises leads to problems. People don’t take kindly to oath-breakers and aren’t likely to deal with them in the future.





Spout Lore

When you consult your accumulated knowledge about something, roll+INT.

  • On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation.
  • On a 7-9, the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.

You spout lore any time you want to search your memory for knowledge or facts about something. You take a moment to ponder the things you know about the Orcish Tribes or the Tower of Ul’dammar and then reveal that knowledge.

On a miss the GM’s move will often involve the time you take thinking. Maybe you miss that goblin moving around behind you, or the tripwire across the hallway. It’s also a great chance to reveal an unwelcome truth.

Undertake a Perilous Journey

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. Each character with a job to do rolls+WIS:


For the Scout:

  • On a hit, you are not ambushed or taken by surprise on the journey.
  • On a 10+, choose one:
    • You get the drop on a threat, either on the path or at your destination
    • You discover an interesting or useful place or landmark, tell us what you found and add it to the map
  • You notice a sign of a nearby threat; ask the GM what it is, and what it might signify For

For the Trailblazer:

  • On a hit, the journey takes the expected amount of time.
  • On a 10+, choose one:
    • It takes less time than you expected, the GM will tell you how much time you saved (this does not affect ration consumption)
    • You discover an interesting or useful place or landmark, tell us what you found and add it to the map

For the Quartermaster:

  • On a hit, the party consumes the expected number of rations, one per day of the journey.
  • On a 10+, you either manage your provisions well or find food in the wild: tell us how, then the GM will say how many rations you recover; distribute them among the group as you see fit.

Volley

When you take aim and attack an enemy at range, roll+DEX.

  • On a 10+, you have a clear shot, deal your damage.
  • On a 7-9, deal your damage but also choose one:
    • You have to move/hold steady to get the shot, placing you in danger as described by the GM
    • You have to take what you can get; your damage roll gets disadvantage
    • You have to take several shots; spend 1 ammo

Volley covers the entire act of drawing, aiming, and firing a ranged weapon or throwing a thrown weapon. The advantage to using a ranged weapon over melee is that the attacker is less likely to be attacked back. Of course they do have to worry about ammunition and getting a clear shot though.

On a 7–9, read “danger” broadly. It can be bad footing or ending in the path of a sword or maybe just giving up your sweet sniper nest to your enemies. Whatever it is, it’s impending and it’s always something that causes the GM to say “What do you do?” Quite often, the danger will be something that will then require you to dedicate yourself to avoiding it or force you to defy danger.

If you’re throwing something that doesn’t have ammo (maybe you’ve got a move that makes your shield throwable) you can’t choose to mark off ammo. Choose from the other two options instead.

The barbarian

Drive (Choose one)

  • Exile Teach someone the ways of your people and learn about them in exchange.
  • Honor Uphold your personal code of honor despite the cost or inconvenience.
  • Conquest Prove yourself superior to someone in power.

Bonds (One per companion)

  • __ gave me food and shelter when I had nothing.
  • __ got me involved in a questionable adventure and I’m having second thoughts about it now.
  • __ is a brave soul, I have much to learn from them.
  • __ is always getting into trouble—I must protect them from themselves.
  • __ owes me their life, whether they admit it or not.
  • __ was once my enemy, but we’ve since reconciled.
  • I have sworn to protect __.
  • I worry about the ability of __ to survive in the dungeon.

Background (Choose one)

Far Traveler

When you Undertake a Perilous Journey or Defy a Danger caused by the natural environment, you may tell how you have dealt with a similar trouble in your journeys before. If you do, gain advantage on your roll. Additionally, when you Spout Lore about your homeland or its traditions, you cannot get a 6-, treat any such result as a 7-9 instead.

Berserker

When you work yourself into a violent, howling frenzy, you are immune to fear and any other mental effects, and the Ironhide move gives you 2 armor instead of 1, until you take an action requiring subtlety, finesse, thinking or discussion or otherwise come out of your frenzy.

Vandal

When you Discern Realities, on a hit you may also ask "What here is weak or vulnerable?" for free. Additionally, when you prove yourself superior to someone in power, gain advantage on your next move made against their followers, underlings, and hangers-on.















Gear (Choose options)

Your Load is 10+STR.


You start with:

  • dungeon rations (5 uses, 1 weight)
  • a dagger (hand, 1 weight)
  • some token of where you’ve travelled or where you’re from, describe it!

Choose your weapon:

  • Axe (close, 1 weight)
  • Two-handed sword (close, +1 damage, 2 weight)

Choose one:

  • Adventuring gear (5 uses, 1 weight)
  • Shield (+1 armor, 2 weight)
  • Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)

Character Advancement

When you level up, choose to either take a new advanced move, or increase one of your stats by 1, to a maximum of +2.

When you reach level 6 or higher, you may choose one of the following options instead, but not more than once for each option:

  • Increase one of your stats by 1, to a maximum of +3
  • Gain an advanced move from another playbook
  • When you Hack and Slash, on a 12+ deal your damage and choose something physical your target has (a weapon, their position, a limb); they lose it.

Starting Statistics

  • Assign these scores to your stats: +2, +1, +1, +0, +0, -1
  • Damage: D6+2
  • Max HP: 24+CON

Starting Moves

Ironhide

While you are below your Load and not wearing armor, you have 1 armor. Shields do not count as armor for this move.

Herculean Appetites

Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two appetites:

  • Pure destruction
  • Power over others
  • Mortal pleasures
  • Conquest
  • Discovering lost knowledge
  • Riches and property
  • Fame and glory

When you would roll for a move while pursuing one of your appetites, you may re-roll one of the dice, but you must keep the second roll. If you choose to re-roll and any of the dice are a 1, even the die you re-rolled, the GM will also introduce a complication or danger that comes about due to your heedless pursuits.


When you level up, you may cross off one of your appetites if you feel that you have satisfied it or it no longer applies to you; if you do, you may select a new appetite in exchange. You may only do this once.

Musclebound

Any melee weapon you wield gains the forceful and messy tags.

The Upper Hand

When you take your Last Breath, on a 7-9, you may make an offer to Death in return for your life. If Death accepts, he will return you to life. If not, you die.

Advanced Moves

Choose one of the following advanced moves to begin with:

Herald of War

When you blow a mighty note on your brazen horn in the midst of battle, roll+CON.

  • On a 10+, choose two.
  • On a 7-9, choose one.

  • Your allies shake off any fear and gain advantage on their next damage rolls

  • Choose an enemy, they are distracted, shaken, or they lose focus
  • Choose a worthy opponent, they will treat you as the greatest threat on the battlefield
  • Your enemies are stricken with fear, and may rout if pressed hard

If you have not yet slain an enemy either in the current battle or since the last time you used this move, your roll gets disadvantage.

Mark of Might

When you take this move and spend some uninterrupted time reflecting on your past glories, you may mark yourself with a symbol of your power (a long braid tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creature who sees this symbol knows instinctively that you are a force to be reckoned with and treats you appropriately.

For the Blood God

You are initiated in the old ways, the ways of sacrifice. Choose something your gods (or the ancestor spirits, or your totem, etc.) value—gold, blood, bones or the like. When you sacrifice those things as per your rites and rituals, roll+WIS.

  • On a 10+ the GM will grant you a useful insight into your current trouble or a boon to help you.
  • On a 7-9 the sacrifice is not enough and your gods take of your flesh as well, but still grant you some insight or boon.

Unbreaking

When you Make Camp, you may describe a scar you gained in your most recent fight. If you do, heal an extra 1d6 HP or a debility.

Rally to me!

When you Recruit by rallying warriors to your banner, the roll gains advantage, and any followers you recruit gain the Warrior tag for free while you are leading them.

No Chains shall hold me

When you are restrained, physically or mentally, you may mark a debility to break free of your restraints.

Is That All You’ve Got?

When you deliberately take the full brunt of an attack, roll+CON.

  • On a hit, choose one:
    • Your enemy leaves themselves open
    • You learn one of the enemy’s weaknesses, describe it
    • Your lack of reaction infuriates or terrifies your enemy
    • You ignore all effects of the attack, other than damage. (e.g.: you are not moved, set on fire, poisoned, restrained, or anything else the attack would have done to you.)
  • On a 10+, you also reduce the damage taken by half, before any armor is applied.

The Bard

Drive (Choose one)

  • Fellowship Use your art to help those in need.
  • Adventure Spur others to significant and decisive action.
  • Diplomacy Avoid a conflict or defuse a tense situation.

Bonds (One per companion)

  • __ does not understand me or my culture.
  • I will explain myself to them, no matter how long it takes.
  • __ doesn’t think I’m cut out for this life. I’ll show them!
  • __ got me involved in a dubious adventure, and now I’m having second thoughts.
  • __ has been through hardships that would break me. They can stand against the darkness I see looming over the world.
  • __ has seen the lands of my home, more recently than me.
  • __ is a friend of a friend, so if they don’t get me out of this mess, they’re going to be in trouble!
  • __ knows I have a secret map.
  • __ owes me a favour.
  • __ talked me into it.
  • I am in love with __.

Background (Choose one)

Loremaster

When you use Bardic Lore, on a 10+ you may also ask the GM an additional follow-up question about the subject, they will answer truthfully.

Blade-Singer

When you use Vox Arcanus, on a 10+, if your next action is to Hack and Slash, you gain advantage when you make your Hack and Slash roll.

Courtesan

When you Parley with someone, on a 10+, you may ask them one question which they must answer truthfully. This information comes from a slip of the tongue or their body language giving it away; they won't notice that they gave up their information.


















Gear (Choose options)

Your Load is 9+STR.


You start with dungeon rations (5 uses, 1 weight) and a musical instrument of your choice, describe it!


Choose three:

  • Leather armor (1 armor, 1 weight)
  • Dueling rapier (close, precise, 1 weight)
  • Ragged bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and short sword (close, 1 weight)
  • Adventuring gear (5 uses, 1 weight)
  • Poultices and herbs (2 uses, 1 weight)

Character Advancement

When you level up, choose to either take a new advanced move, or increase one of your stats by 1, to a maximum of +2.

When you reach level 6 or higher, you may choose one of the following options instead, but not more than once for each option:

  • Increase one of your stats by 1, to a maximum of +3
  • Gain an advanced move from another playbook
  • When you Parley with someone, on a 12+ the GM will also tell you something you could do to make them your ally.

Starting Statistics

  • Assign these scores to your stats: +2, +1, +1, +0, +0, -1
  • Damage: D6
  • Max HP: 16+CON

Starting Moves

Vox Arcanus

You have the ability to weave magical effects into your performances, be it music, song, dance, oratory, or otherwise. Describe your style of performance, then choose three songs you know:

  • Soothing Hymn: Choose an ally, they heal 1d6+1 HP.
  • Anthem of Courage: Choose an ally, their mind is cleared of fear, despair, or enchantment.
  • Countersong: You drown out the incantations or other sound-based effects of a magic-user you can hear, causing their magic to fail.
  • Battle Ballad: Choose an ally, they gain advantage on the next damage roll they make. o Frightening Dirge: Choose an enemy, they feel fear and react accordingly, as long as you continue to perform this song.
  • Discordant Blast: Choose an enemy, they become briefly stunned and deafened.
  • Fascinating Melody: You hold the attention of a number of creatures equal to your level, they will listen to you as long as you do nothing but perform and nothing else distracts them.
  • Biting Satire: Choose an enemy, they will go after you with extreme prejudice, but they also leave themselves open or make a rash decision as they act, the GM will describe how.

When you weave magic into your performance, choose one of the songs you know and roll+CHA.

  • On a hit, you achieve your selected song’s effect.
  • On a 7-9, the GM chooses one:
    • Your magic reverberates to other targets you didn’t intend to hit, affecting them as well
    • You draw unwanted attention
    • You expose yourself to danger When you reach level 3, 6, or 9, choose an additional song from the list to learn.

Bardic Lore

When you Spout Lore about someone or something you’ve heard tales, songs, or legends about, you roll with CHA instead of INT. The GM may then ask you what tale, song, or legend you heard that information in. Tell them the truth, now.

Advanced Moves

Choose one of the following advanced moves to begin with:

Charming and Open

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:

  • How can I get you to __?
  • What do you most desire?
  • What do you wish I’d do?
  • Whom do you serve?

Web of Contacts

When you declare that you know someone who can help you solve a task, describe that person and roll+CHA.

  • On a 10+, choose two.
  • On a 7-9, choose one:
  • You don't owe them a favor
  • They’re not already in some sort of trouble
  • They don't have a dangerous secret

Swashbuckler

When you dash into a fray or dangerous situation, roll+DEX.

  • On a 10+, hold 3.
  • On a 7-9, hold 1.

You may spend a hold to:

  • Leap around, over, or through an obstacle in your path
  • Create an obstacle or distraction an enemy has to deal with
  • Divert attention from yourself to an ally, or from an ally to yourself

When the danger is passed or resolved, any remaining hold is lost.

Tall Tales

When you spend some time trading gossip in a community, roll+CHA.

  • On a hit, you learn of an interesting opportunity nearby.
  • On a 10+, you can also start a rumor of your own; it will spread like wildfire.

Words of Fire

When you use your words to enflame the passions of a group, roll+CHA.

  • On a 10+, choose two.
  • On a 7-9, choose one:
  • The passion you enflame need not be the foremost in their mind. You may choose it: love, lust, hatred, fear, loyalty, greed, jealousy, savagery, etc.
  • They must act on their passion right now.
  • The effect is great. They feel an overwhelming passion that is plain for all to see.

Wide-Wanderer

When you arrive someplace, ask the GM about any important traditions, rituals, and so on, they’ll tell you what you need to know. When you return to a civilized settlement you’ve visited before, you may answer one of the following questions; if you do, the GM answers the other:

  • Who have you met here before?
  • What did you leave behind here?

Jack of All Trades

Gain a move from another playbook, even a starting move.

The Cleric

Drive (Choose one)

  • Pilgrim Bring the light of your faith to a new place or people and leave them better for it.
  • Evangelist Prove the superiority of your church or god.
  • Shepherd Endanger yourself to help another.

Bonds (One per companion)

  • __ does not understand my faith and devotion. I will help them understand, no matter how long it takes.
  • __ has been through hardships that would break me. They can stand against the darkness I see looming over the world.
  • __ has insulted my devotion. I do not trust them.
  • __ is a good and faithful person. I trust them implicitly.
  • __ showed me true insights into the path I must follow.
  • I am working on getting __ to share my ideals.
  • I have heard of __’s exploits and am suitably impressed.
  • I have shared the secrets of my devotion with __.

Background (Choose one)

Cloistered Monk

When you Spout Lore, you roll with WIS instead of INT.

Militant Order

You ignore the clumsy tag on any armor your wear.

Apostle

Your deity is served by a dedicated, widespread cult of worshipers; describe them and where they are typically found, then describe one advantage and one complication they have. When you go searching for your deity's followers in a place where they would be reasonably found, you'll usually find someone willing to offer you aid in the name of your deity.























Gear (Choose options)

Your Load is 9+STR.


You start with dungeon rations (5 uses, 1 weight) and a symbol of your deity, describe it!


Choose three:

  • Staff (close, two-handed, 1 weight) and poultices and herbs (2 uses, 1 weight)
  • Mace (close, 1 weight) and bandages (3 uses, 0 weight)
  • Adventuring gear (5 uses, 1 weight)
  • Healing potion (0 weight)
  • Leather armor (1 armor, 1 weight)
  • Bag of books (5 uses, 2 weight)

Character Advancement

When you level up, choose to either take a new advanced move, or increase one of your stats by 1, to a maximum of +2.

When you reach level 6 or higher, you may choose one of the following options instead, but not more than once for each option:

  • Increase one of your stats by 1, to a maximum of +3
  • Gain an advanced move from another playbook
  • When you use Invocation, on a 12+ your deity’s magnificence shines through you; you describe how your chosen Blessing manifests.

Starting Statistics

  • Assign these scores to your stats: +2, +1, +1, +0, +0, -1
  • Damage: D6
  • Max HP: 16+CON

Starting Moves

Deity

You serve and worship some deity, who grants you power. Give your deity a name and define your deity's domain by filling in each blank:

  • Controls (the sun, the seas, the skies): ___
  • Represents (love, death, war, wind): ___
  • Worshippers (nobles, dwarves, wizards): ___
  • Enemies (demons, undead, heretics): ___
  • Demands (sacrifices, secrets, victory): ___

When you reach level 6, choose an additional facet for your deity; something else that they control, represent, or another type of worshipper, enemy or demand.

Invocation

When you call out for your deity's aid in a time of need, choose a Blessing:

  • Your invocation manipulates the realm your deity Controls
  • Your invocation commands something your deity Represents
  • Your invocation bolsters your deity's Worshippers
  • Your invocation rebukes or repels your deity's Enemies

…and roll+WIS.

  • On a hit, your deity will intervene on your behalf according to your chosen Blessing, the GM will tell you how.
  • On a 7-9, you will also need to choose a Requirement:
    • Your invocation is obvious and immediate, drawing attention to you
    • The intervention is subtle or takes a while to manifest
    • Your deity Demands something in return. The GM will tell you what
    • The experience overwhelms you; you get disadvantage on all WIS rolls until you take a few minutes to clear your head (you cannot choose this if you are already affected by it)

Divine Ward

When you call upon your deity for protection for yourself or an ally, roll+WIS.

  • On a 10+, grant two of the following effects to the subject of your prayers.
  • On a 7-9, grant one, and choose a Requirement from the Invocation list as well.
  • They are healed for 1d6+1 HP
  • The next damage roll made against them has disadvantage
  • If they are Defying Danger now or in the next few moments, their roll gains advantage
  • An enemy facing them is briefly driven back

Advanced Moves

Choose one of the following advanced moves to begin with:

Chirugy

When you treat a major injury, such a broken limb or a damaged eye, the GM will tell you “sure, no problem, but...” and then one to four of the following:

  • It will take days/weeks/months to heal
  • You’ll need help from _
  • It will need treatment with _
  • It’s going to leave one heck of a distinctive scar
  • The best you can do is a replacement; quirky, unreliable or with less functionality than the original

The GM may connect them all with “and”, or a merciful “or”. Once you’ve accomplished the necessaries, the injury heals. Additionally, when you treat someone else with bandages or poultices and herbs, add your WIS to the amount of HP they recover.

Picker of the Slain

When you go through the corpses after a battle, roll+WIS.

  • On a hit, pick someone who was seemingly dead; they’re alive instead.
  • On 7-9, they’re alive but also permanently disfigured, maimed or disabled; tell them how.

    Orison for Guidance

    When you fulfill your deity's Demands and pray for guidance, you are granted some useful knowledge or a boon; the GM will tell you what. In return, your deity tells you what it would have you do. If you do it, mark XP.

Sacred Space

When you have time and suitable materials to consecrate a space to your deity, describe how you do so, which may include paying a cost described by the GM, and choose a Blessing from the Invocation list. The chosen Blessing will affect the consecrated area and remain in effect until something happens to ruin your consecration.

Warding Prayer

When you use Divine Ward and get a 10+, you may choose to treat that as a 7-9 result. If you do, the effect you choose is applied to all allies within a short distance of your target.

Bear Witness

When you approach an enemy to negotiate in good faith, they will at least hear you out. Even the debased and savage foe will delay violence until you've had your say, though the must be able to understand you. Mindless or unintelligent enemies won’t be affected. Additionally, when you speak the truth with conviction and candor, none can doubt you. They might deny what you say, but in their hearts they recognize the truth.

Anathema

When you Hack and Slash your deity's Enemies, you may roll with WIS instead of STR, and on a hit choose one in addition to dealing your damage:

  • Your attack ignores its armor or other defenses
  • You suppress one of its unnatural powers
  • You force it from its host

The Druid

Drive (Choose one)

  • Renewal Reclaim something for the natural world.
  • Cultivation Help something or someone grow or move on to the next step in the cycle.
  • Preservation Eliminate an unnatural menace.

Bonds (One per companion)

  • __ does not understand my faith and devotion. I will help them understand, no matter how long it takes.
  • __ has been through hardships that would break me. They can stand against the darkness I see looming over the world.
  • __ has insulted my devotion. I do not trust them.
  • __ is a good and faithful person. I trust them implicitly.
  • __ showed me true insights into the path I must follow.
  • I am working on getting __ to share my ideals.
  • I have heard of __’s exploits and am suitably impressed.
  • I have shared the secrets of my devotion with __.

Background (Choose one)

Spiritual Healer

When you spend several hours healing a person’s spirit, you heal them of a debility, or cure them of a poison or disease afflicting them. You can use this ability when you Make Camp, but it takes all of your concentration and leaves you no time to do anything else.

Servant of the Balance

When you deal damage, hold 1 Balance. When you touch someone and channel the spirits of life, you may spend Balance; for each Balance spent, your subject heals 1d6 HP. The maximum amount of Balance you may hold is equal to your CON or 1, whichever is higher.

Shaman

When you Shapeshift, choose a stat; your rolls using that stat while shapeshifted have advantage. The GM will also choose a stat; your rolls using that stat while shapeshifted have disadvantage.


















Gear (Choose options)

Your Load is 7+STR.


You start with dungeon rations (5 uses, 1 weight) and some token of your land, describe it!


Choose three:

  • Hide armor (1 armor, 1 weight)
  • Wooden shield (+1 armor, 2 weight)
  • Poultices and herbs (2 uses, 1 weight)
  • Staff (close, two-handed, 1 weight) and bandages (3 uses, 0 weight)
  • Spear (close, thrown, near, 1 weight)
  • Adventuring gear (5 uses, 1 weight)

Character Advancement

When you level up, choose to either take a new advanced move, or increase one of your stats by 1, to a maximum of +2.

When you reach level 6 or higher, you may choose one of the following options instead, but not more than once for each option:

  • Increase one of your stats by 1, to a maximum of +3
  • Gain an advanced move from another playbook
  • When you use Shapeshifter, on a 12+ instead of holding Instinct you stay in that form as long as you wish, and never have to spend Instinct to maintain it until you change back.

Starting Statistics

  • Assign these scores to your stats: +2, +1, +1, +0, +0, -1
  • Damage: D6
  • Max HP: 16+CON

Starting Moves

Shapeshifter

When you call upon the spirits to change your shape, you transform yourself into an animal from your land, and roll+WIS.

  • On a 10+, hold 3 Instinct.
  • On a 7-9, hold 2 Instinct.
  • On a 6-, hold 1 Instinct anyway, but the GM will also make a move.

Choose a land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land. You and your possessions meld into a perfect copy of the animal's form.

  • The Great Forests
  • The Whispering Plains
  • The Vast Desert
  • The Stinking Mire
  • The Depths of the Earth
  • The Sapphire Islands
  • The Open Sea
  • The Towering Mountains
  • The Frozen North
  • The Blasted Wasteland

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 trigger—a housecat will find it hard to do battle with an ogre. When you make a move while shapeshifted and get a 9 or less, either spend an Instinct or you revert back to your normal form. You may willingly revert back to your normal form at any time, when you do, you lose any remaining Instinct.


Choose 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 leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.

Spirit Tongue

You can speak with and understand natural beasts and spirits of the wild, and you can closely study and Parley with them as if they were people. You can always ask the GM, “What spirits are active here?” and get an honest answer. When you perform a small ritual and make an offering of something they’d like (whisky, incense, blood, etc.), the spirits of a place manifest before you—not always friendly, but at least curious and willing to hear you out.

Studied Essence

When you spend time in meditation with an animal spirit, the spirit may ask you to perform a deed. When you perform this deed, you may add its species to those you can assume using Shapeshift.

Advanced Moves

Choose one of the following advanced moves to begin with:

Communion of Whispers

When you spend time in a place, 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.

Eyes of the Tiger

When you mark an animal (with mud, dirt, or blood), you can see through that animal’s eyes as if they were your own, no matter what distance separates you. Only one animal at a time may be marked in this way.

Weather Weaver

When you are under open skies when the sun rises, you can tell them whatever weather you like, and it comes to pass. Additionally, when you perform an elaborate ritual to affect the weather, describe how you do so, and choose a type of weather: cold, warm, dry, or wet. The weather within a few miles will change to that type for the next week.

Elemental Mastery

When you call on the primal spirits of fire, water, earth or air to perform a task for you, roll+CON.

  • On a 10+, choose two.
  • On a 7-9, choose one.
  • On a 6-, some catastrophe occurs as a result of your calling.
  • The effect you desire comes to pass
  • You avoid paying nature’s price
  • You retain control The larger your task, the greater price you can expect to pay, and the greater the dangers that may arise from losing control.

Trackless Stride

When you move through natural terrain, you leave no trail, and any natural hazards (thorns, mire, rubble) do not hinder you, nor do they cause you to Defy Danger when you move through them. Additionally, when you Undertake a Perilous Journey or Make Camp in the wilderness, you do not need to consume any rations.

Widdershins

When you bind a spirit, extraplanar entity, or perversion of nature with rituals or incantations, roll+WIS.

  • On a hit, you either banish it from this place, force it from its host, or put a restriction on it, your choice.
  • On a 7-9, it will retaliate against you before the binding is complete. You can dispel your bindings whenever you wish, but it will then be free to do as it pleases.

Red of Tooth and Claw

When you take the form of a creature, you have armor equal to your Instinct in place of any other armor you normally have, and choose one of the following to add to your natural attacks: forceful, messy, or 2 piercing.

The Fighter

Drive (Choose one)

  • Guardian Endanger yourself to defend those weaker than you.
  • Warlord Prove yourself in battle against a worthy opponent.
  • Champion Choose honor over personal gain.

Bonds (One per companion)

  • __ gave me food and shelter when I had nothing.
  • __ got me involved in a questionable adventure and I’m having second thoughts about it now.
  • __ is a brave soul, I have much to learn from them.
  • __ is always getting into trouble—I must protect them from themselves.
  • __ owes me their life, whether they admit it or not.
  • __ was once my enemy, but we’ve since reconciled.
  • I have sworn to protect __.
  • I worry about the ability of __ to survive in the dungeon.

Background (Choose one)

Military Veteran

When you Spout Lore about a military unit or combat situation, you may describe a similar situation you have faced before; if you do, you roll with STR instead of INT. The first person acting on your information gains advantage on their next move. Additionally, when an enemy is watching you and there’s a difficult choice to make, the GM will tell you what the enemy expects you to do.

Hardened Survivor

When you would take your Last Breath, you may spend a Focus to instead set your HP to 1 and get back up and keep fighting.

Dedicated Protector

When you Defend, you do not need to spend hold to redirect an attack from the thing you Defend to yourself; you can do it for free.



















Gear (Choose options)

Your Load is 12+STR.


You start with dungeon rations (5 uses, 1 weight) and a basic melee weapon of your choice (close, 1 weight).


Choose your defenses:

  • Chainmail (1 armor, 1 weight) and adventuring gear (5 uses, 1 weight)
  • Scale armor (2 armor, 3 weight)

Choose two:

  • Shield (+1 armor, 2 weight)
  • Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
  • A mighty weapon (reach, +1 damage, two-handed, 2 weight)
  • A dagger (hand, 1 weight) and poultices and herbs (2 uses, 1 weight)
  • Adventuring gear (5 uses, 1 weight)

Character Advancement

When you level up, choose to either take a new advanced move, or increase one of your stats by 1, to a maximum of +2.

When you reach level 6 or higher, you may choose one of the following options instead, but not more than once for each option:

  • Increase one of your stats by 1, to a maximum of +3
  • Gain an advanced move from another playbook
  • When you Hack and Slash, on a 12+ you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.

Starting Statistics

  • Assign these scores to your stats: +2, +1, +1, +0, +0, -1
  • Damage: D6+2
  • Max HP: 20+CON

Starting Moves

Armored

You ignore the clumsy tag on armor you wear.

Fighting Style

You’ve been trained in a variety of combat tricks and techniques. Name your fighting style, and choose three maneuvers that are part of your style:

  • Swordbreaker: You disarm your opponent.
  • Run Through: Your damage roll gets +3 piercing.
  • Parry: The next damage roll made against you has disadvantage.
  • Rallying Cry: Either you or an ally that can both see and hear you heals 1d6 HP and shakes off any fear affecting them.
  • Crushing Blow: If your enemy has armor, reduce their armor by 1, to a minimum of zero.
  • Feint: You create an opening for someone else to exploit; describe it, and the next person to take advantage of it gains advantage on their roll when they do so. (You cannot gain this benefit yourself)
  • Disengage: You disengage from combat with your enemy and safely withdraw a few steps, either before or after both of you would deal damage, your choice.
  • Evil Eye: You draw the enemy’s attention fully to yourself, for as long as you keep eye contact.
  • Sixth Sense: Ask two questions from the Discern Realities list, right now.

When you prepare yourself for battle (through careful strategizing, tranquil meditation, or otherwise), lose any Focus you currently hold and hold 3 Focus. Your maximum Focus is 3.


When you Hack and Slash, on a hit, in addition to your dealing your damage, you may also spend a Focus. If you do, you perform a maneuver that is part of your style in addition to dealing your damage. When you reach level 3, 6, or 9, choose an additional maneuver from the list to add your style.

Advanced Moves

Choose one of the following advanced moves to begin with:

Bend Bars, Lift Gates

When you use pure strength to destroy an inanimate obstacle, roll+STR.

  • On a 10+, choose three.
  • On a 7-9, choose two:
    • It doesn’t take a very long time
    • Nothing of value is damaged
    • It doesn’t make an inordinate amount of noise
    • You can fix the thing again without a lot of effort






Come and Get It

When you single out a foe in combat, roll+CHA.

  • On a 10+, choose two.
  • One a 7-9, choose one.
  • On a 6-, your foe chooses one to use against you!
    • No one else will attack you, except your chosen foe
    • Your damage rolls against them have advantage until you attack someone else
    • If they attack someone else, you may deal your damage to them as they drop their guard
    • You learn something about their true nature as you cross blades; the GM will tell you what

      Battlefield Tactics

      When you survey a battlefield or dangerous environment, ask the GM two of the following questions. The GM will answer truthfully.
  • Where's the best way in, out, or through?
  • Where is the best place to make a defensive stand?
  • Where is the best place to attack from?
  • What here is the biggest threat to me?

Setup Strike

When you Hack and Slash and get a 10+, you may choose to instead treat that as a 7-9 result. If you do, gain 1 Focus, up to your normal maximum of 3.

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.

Through Death’s Eyes

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.
  • On a 6-, you see your own death and consequently have disadvantage on all rolls throughout the battle.

Name NPCs, not player characters. The GM will make your vision come true, if it’s even remotely possible.

War Cry

When you enter battle with a show of force, such a shout, or rallying cry, roll+STR.

  • On a 10+, choose two.
  • On a 7-9, choose one:
    • Your allies are rallied and gain advantage on their next move
    • You gain 1 Focus, up to your normal maximum of 3
    • Your enemies feel fear and act accordingly (avoiding you, hiding, attacking with fear-driven abandon, etc.)

The Paladin

Drive (Choose one)

  • Chivalry Endanger yourself to defend those weaker than you.
  • Judgement Deny mercy to a criminal or unbeliever.
  • Crusade Lead others in righteous battle

Bonds (One per companion)

  • __ gave me food and shelter when I had nothing.
  • __ got me involved in a questionable adventure and I’m having second thoughts about it now.
  • __ is a brave soul, I have much to learn from them.
  • __ is always getting into trouble—I must protect them from themselves.
  • __ owes me their life, whether they admit it or not.
  • __ was once my enemy, but we’ve since reconciled.
  • I have sworn to protect __.
  • I worry about the ability of __ to survive in the dungeon.

Background (Choose one)

Banneret

When you raise your voice, it carries far and cuts through even the din of heavy battle. When you Recruit or Order Followers, your roll gains advantage.

Sacred Order of Knights

While you bear a shield, it can block insubstantial attacks as if they were physical blows, and you can redirect or halve the effects of spells and magical effects by choosing those options when you Defend.

Fanatical Hunter

When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you honestly.
























Gear (Choose options)

Your Load is 12+STR.


You start with dungeon rations (5 uses, 1 weight), scale armor (2 armor, clumsy, 3 weight), and some mark of your faith, describe it!


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 (5 uses, 1 weight)
  • Healing potion (0 weight)

Character Advancement

When you level up, choose to either take a new advanced move, or increase one of your stats by 1, to a maximum of +2.

When you reach level 6 or higher, you may choose one of the following options instead, but not more than once for each option:

  • Increase one of your stats by 1, to a maximum of +3
  • Gain an advanced move from another playbook
  • When you Defend, on a 12+ instead of gaining hold the nearest attacking creature is stymied, giving you a clear advantage. The GM will describe it.

Starting Statistics

  • Assign these scores to your stats: +2, +1, +1, +0, +0, -1
  • Damage: D6+2
  • Max HP: 20+CON

Starting Moves

Armored

You ignore the clumsy tag on armor you wear.

Paladin’s Oath You adhere to a strict moral code that grants you power beyond that wielded by normal folk. Choose up to four tenets of your oath:

  • Never lie or cheat o Always protect the weak
  • Never let a crime go unpunished
  • Always offer enemies mercy
  • Never refuse to help someone in need
  • Never indulge in mortal pleasures
  • Never show cowardice
  • Never let a ____ live (this tenet supersedes any tenet of mercy)

When you spend some time in religious observance, lose any Zeal you hold, then hold an amount of Zeal equal to the number of tenets of your oath. The maximum Zeal you can hold is equal to the number of tenets of your oath. When you act in service to your oath, you may spend a Zeal to:

  • When Defying Danger, turn a result of 6- into a 7-9
  • When you take damage, reduce the damage by half, rounding down in your favor
  • Gain advantage on your damage roll and add the forceful tag to your attack
  • Stand fast, keeping your position, stance, and course despite what befalls you
  • Shake off a poison or disease afflicting you

When you break a tenet of your oath, lose any held Zeal, and that tenet does not count when you gain Zeal again until you atone for your misdeeds; the GM will tell you what you must do.


When you level up, you may cross off one of your tenets if you feel that you have fulfilled it completely or it no longer applies to you; if you do, you may select a new tenet in exchange. You may only do this once.

Conviction

When you would Defy Danger due to pain, fear, or doubt, don’t roll; you automatically succeed as if you rolled a 10+.

Advanced Moves

Choose one of the following advanced moves to begin with:

Lay on Hands

When you touch someone else, skin to skin, and pray for their well-being, choose one of the following:

  • They heal 1d6+1 damage
  • They are cured of one mortal poison or disease Then roll+CHA.
  • On a 10+, they are healed or cured, as you wished it.
  • On a 7-9, they are healed or cured, but the effect is taxing; you either spend 1 Zeal or whatever damage, poison, or disease you healed is transferred to you.


I Am the Law

When you give an NPC an order based on your righteous authority, roll+CHA.

  • On a 10+, the GM chooses one:
    • They do what you say
    • They back away cautiously, then flee.
    • They attack you
  • On a 7-9, the GM chooses one of the above, or:
    • They dissemble, stall, make excuses, defer to another, or argue the point

Inquisition

When you look into someone's eyes and gaze upon their soul, roll+CHA.

  • On a 10+, hold 2.
  • On a 7-9, hold 1.
  • On a 6-, hold 1 anyway, but they also hold 1 on you. While in their presence, spend a hold to ask them one of the following and get an honest answer:
    • Are you lying?
    • Are you hiding something from me? If they answer "yes", your next move against them gains advantage.

Beacon of Hope

When you make a heroic stand against the coming darkness, you immediately gain 1 Zeal, up to your normal maximum, and anyone standing on the front lines with you gains the benefit of your Conviction ability, until the darkness is defeated or you withdraw from the front lines or fall.

Quest

When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do (such as discover the truth about something, or slay a blight on the land). The GM will give you a blessing (such as a voice that transcends language, or an invulnerability to bladed weapons); stay true to your goal, and this blessing remains yours. When you complete your Quest, mark XP.

Smite

When you Hack and Slash a creature of darkness or chaos, on a hit, you may spend a Zeal; if you do, your damage roll gains advantage and also choose one:

  • You banish them if they lack anchor to this world
  • You brand them as an agent of chaos or darkness, describe how you mark them
  • You break their resolve, the GM will describe how

Vow of Protection

When you swear a vow to protect someone, your roll gains advantage when you Defend them, and add the following option to the Defend list:

  • Give your ward an opportunity to escape danger You may only have one such sworn vow active at a time.

The Ranger

Drive (Choose one)

  • Wildling Eschew a convention of the civilized world.
  • Naturalist Help an animal or spirit of the wild.
  • Sentinel Endanger yourself to combat an unnatural threat.

Bonds (One per companion)

  • __ gave me food and shelter when I had nothing.
  • __ got me involved in a questionable adventure and I’m having second thoughts about it now.
  • __ is a brave soul, I have much to learn from them.
  • __ is always getting into trouble—I must protect them from themselves.
  • __ owes me their life, whether they admit it or not.
  • __ was once my enemy, but we’ve since reconciled.
  • I have sworn to protect __.
  • I worry about the ability of __ to survive in the dungeon.

Background (Choose one)

Hunter

When you spend a few moments scanning your surroundings, you can ask the GM "What tracks or signs of passage are here?" When you Discern Realities by studying tracks or signs of passage, gain advantage on the roll, and add "Where did they go?" to the list of questions you may ask.

Wilderness Guide

You can always find your way back to a place you have been to before without Defying Danger from getting lost or any natural rough terrain. When you Undertake a Perilous Journey, you automatically take the 10+ result on whatever job you choose.

Warden of Nature

When you Spout Lore about a monster, you roll with WIS instead of INT. Additionally, choose a favorite type of enemy such as dragons, giants, goblin-kin, or demons: __ Also, add the following to the list of questions for Skirmisher:

  • Am I fighting my favorite type of enemy?

















Gear (Choose options)

Your Load is 10+STR.


You start with dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), a fine bow (near, far, 2 weight), and bundle of arrows (3 ammo, 1 weight).


Choose two:

  • Short sword (close, 1 weight) and bandages (3 uses, 0 weight)
  • Spear (reach, thrown, near, 1 weight) and poultices and herbs (2 uses, 1 weight) o Adventuring gear (5 uses, 1 weight)
  • Bundle of arrows (3 ammo, 1 weight) and antitoxin (0 weight)

Character Advancement

When you level up, choose to either take a new advanced move, or increase one of your stats by 1, to a maximum of +2.

When you reach level 6 or higher, you may choose one of the following options instead, but not more than once for each option:

  • Increase one of your stats by 1, to a maximum of +3
  • Gain an advanced move from another playbook
  • When you Volley, on a 12+ your shot hits a vital point, ignoring armor and debilitating or crippling the target somehow. The GM will describe it.

Starting Statistics

  • Assign these scores to your stats: +2, +1, +1, +0, +0, -1
  • Damage: D6+1
  • Max HP: 18+CON

Starting Moves

Scout Ahead

When you go off on your own to explore a dangerous area, say how you do it and roll+DEX.

  • On a hit, you make it back safely; the GM will describe what you encountered.
  • On a 10+, choose three.
  • On a 7-9, choose one:
    • Ask a question from the Discern Realities list about what you encountered (you may choose this more than once)
    • You were able to sneak something out of there; the GM will tell you what you got
    • You made some preparation or created some advantage to exploit upon your return; work out the details with the GM
    • You got away clean, leaving no trace and rousing no suspicion
  • On a 6-, choose one:
    • You make it back, but with trouble hot on your heels! The GM will tell you what follows you
    • You're missing in action; the details will be revealed later

Skirmisher

When you enter a battle, answer the following questions:

  • Am I neither encumbered, nor wearing armor with the clumsy tag?
  • Have I scouted this threat?
  • Is there ample room to maneuver here?
  • Is the enemy much larger than I am?

For each question you answered "yes" to, hold 1 Readiness. During the battle, you may spend a Readiness to accomplish one of the following, describing how you do it:

  • Draw an enemy's attention to you and lure them into a bad position
  • Close the distance between you and an enemy before they can react
  • Disengage from melee range of an enemy, avoiding any retaliation
  • Evade a hazard on the battlefield without Defying Danger When the battle ends, lose any remaining Readiness you hold.

Advanced Moves

Choose one of the following advanced moves to begin with:

Blot Out the Sun

When you Volley, you can spend 1 ammo before you roll to add the area tag to your attack; roll damage separately for each target.






Camouflage

When you keep still in natural surroundings, enemies never spot you until you do something to reveal yourself (such as attacking or moving quickly). When you move with care and calm, you make no noise and leave no sign of your passage.

Wild Empathy

You can speak with and understand animals, and you can closely study and Parley with them as if they were people, and you may also Recruit animals as if they were followers.

Gambit

When an enemy's actions make you Defy Danger and you get a 10+, you may choose to instead treat that as a 7-9 result. If you do, gain 1 Readiness.

Pathfinder

When you Defy Danger to overcome a natural obstacle or difficult terrain, on a hit, you may also bring one of your companions through with you safely. Whatever you roll, you may sacrifice a piece of your gear to ignore a consequence—whichever piece is most readily at hand or makes the most sense. If this is adventuring gear that is still undefined, say what it is now.

Trick Shot

When you make an improbable bow shot with an unusual effect, describe what you want to happen and roll+DEX.

  • On a 10+, the GM will tell you one thing you have to do to pull off the shot.
  • On a 7-9, up to three things.
    • Spend some time lining up the shot
    • Get into a vulnerable position
    • Spend 1 ammo
    • Sacrifice or endanger something important

If your shot could deal damage as well, you may elect to make this move with disadvantage; if you do, on a hit you also deal your damage in addition to your desired effect.

Trapper

When you set a trap, describe how you set it, which may include paying a cost described by the GM, then choose two effects from the following list:

  • The trap deals your damage to the target
  • The target is ensnared and cannot escape until it breaks the trap; strong monsters can break out of the trap faster
  • The trap sets off a loud alarm; no matter where you are, you'll hear it or be able to sense when it goes off
  • The target's leg is crippled; its ability to run is impaired until the injury is healed
  • The target is moved a short distance When a monster stumbles into your trap, roll+WIS.
  • On a 10+, you get both effects.
  • On a 7-9, you get one, your choice.

The Thief

Drive (Choose one)

  • Treasure Hunter Take a major risk to acquire something valuable.
  • Infiltrator Infiltrate a secure or dangerous location.
  • Daredevil Leap into danger without a plan.

Bonds (One per companion)

  • __ and I have a con running.
  • __ has my back when things go wrong.
  • __ helped me make some important contacts. I owe them.
  • __ is my lover, or was, or would have been, or… it’s complicated.
  • __ knows incriminating details about me.
  • __ left me in a pinch when they were supposed to come through for me.
  • __ still owes me for some stuff they were supposed to fence for me.
  • Me and __ are the only survivors of a dubious adventure.

Background (Choose one)

Burglar

When you Discern Realities or use Danger Sense, you may ask the GM “What here is useful or valuable to me?” for free, even on a miss.

Assassin

Add the following to the list of options for Backstab:

  • You temporarily disable one of their limbs or senses. When you Backstab, on a 10+ you get three choices from the list instead of two.

Street Rat

When you have a moment’s distraction and available cover, you can disappear from view and get into hiding, just like that.





















Gear (Choose options)

Your Load is 9+STR.


You start with dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), and thieves' tools (1 weight).


Choose your armaments:

  • Dagger (hand, 1 weight) and short sword (close, 1 weight)
  • Rapier (close, precise, 1 weight)

Choose two:

  • 3 throwing daggers (thrown, near, 0 weight) and antitoxin
  • Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
  • Adventuring gear (5 uses, 1 weight)
  • Healing potion

Character Advancement

When you level up, choose to either take a new advanced move, or increase one of your stats by 1, to a maximum of +2.

When you reach level 6 or higher, you may choose one of the following options instead, but not more than once for each option:

  • Increase one of your stats by 1, to a maximum of +3
  • Gain an advanced move from another playbook
  • When you Defy Danger, on a 12+ you transcend the danger. The GM will also offer you a better outcome, or a moment of grace.

Starting Statistics

  • Assign these scores to your stats: +2, +1, +1, +0, +0, -1
  • Damage: D6+1
  • Max HP: 16+CON

Starting Moves

Danger Sense

When you take a moment to survey an area, you may ask the GM "Is there an ambush or trap here?" If the answer is "yes", roll+WIS.

  • On a 10+, ask the GM three questions from the list below.
  • On a 7-9, ask one.
    • What will trigger the trap or ambush?
    • What will happen once it's triggered?
    • How could it be disarmed or thwarted?
    • What else should I be on the lookout for?

Backstab

When you attack an unaware foe in melee, either deal your damage or roll+DEX.

  • On a 10+, deal your damage and pick two.
  • On a 7-9, deal your damage and pick one.
  • Your damage roll gains advantage
  • You slip away before they can react or strike back
  • You stun or hamper them for a few moments, anyone taking advantage of this gains advantage
  • You steal a visible, unprotected item off of their person; they won't notice it's gone until you flaunt that you have it
  • You reduce their armor by 1 until they repair it

Tricks of the Trade

When you pick locks or pockets or disable traps, roll+DEX.

  • On a 10+, you do it, no problem.
  • On a 7-9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

Pants on Fire

When a move has another player (including the GM) ask you a question about your character, you can answer however you like, honestly or not.

Advanced Moves

Choose one of the following advanced moves to begin with:

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 7-9, you'll have to settle for something close or it comes with strings attached, your choice.

Shoot First

You're never caught by surprise. When an enemy would get the drop on you, you get to act first instead.








Silvertongue

When you use lies, bluster, or deception to avoid suspicion or get out of trouble, roll+CHA. On 10+, hold 3. On 7-9, hold 1.


Spend a hold to do one of the following, describing how you do it:

  • Move about or maneuver unchallenged
  • Withstand direct scrutiny or questioning
  • Direct suspicion or attention elsewhere
  • Provide cover for an ally Remember that every lie is doomed to be revealed, eventually. When your deception is exposed, lose any hold remaining on this move.

Escape Route

When you're in too deep and need a way out, name your escape route and roll+DEX.

  • On a hit, you're gone.
  • On a 7-9, you leave something behind or take something with you, the GM will tell you what.

Poisoner

When you have you have time to gather materials and a safe place to brew, you can create up to three doses of poison. Describe what effects your poison has, and the GM will give you one or more caveats:

  • It will only work under specific circumstances
  • You'll need ___ to make it
  • The best you can manage is a weaker version
  • It'll take a while to take effect
  • It's dangerous for anyone to handle—including you
  • It'll have obvious or undesirable side effects

Heist

When you take time to make a plan to steal something, name the thing you want to steal and ask the GM two the following questions:

  • Who will notice it's missing?
  • What's its most powerful defense?
  • Who will come after it?
  • Who else wants it? The first time someone acts on each answer, they gain advantage.

Like a Ghost

When you roll for another move that you want to perform in a clandestine manner, you may choose options equal to your DEX or less (but not fewer than none), and then tell the other players:

  • ...how you draw attention elsewhere instead of to you
  • ...how you stay out of sight
  • ...that you remain silent • ...why you leave no trace behind
  • On a 10+, all that you say is true.
  • On a 7-9, the GM chooses one of your statements to be false, the others are true.
  • On a 6-, no guarantees.

The Wizard

Drive (Choose one)

  • Power Use your magic to command the respect of others or enhance your prestige.
  • Knowledge Discover something about a magical mystery.
  • Weird Confront or embrace something strange or other-worldly.

Bonds (One per companion)

  • __ does not trust me, and for good reason.
  • __ has supplied me with forbidden tomes.
  • __ seems suitably impressed by my powers and I just can’t help showing off in front of them.
  • __ will play an important role in the events to come. I have foreseen it!
  • I have used my magic on behalf of __ before.
  • This is not my first adventure with __.

Background (Choose one)

Arcane Student

When you Spout Lore, hit or miss, you may also ask the GM "How or where could I find out more?" after they reply to your original question.

Naturally Gifted

Choose one option from the Cantrip list. You can create that effect whenever you like, without having to Cast a Spell.

Sorcerous Pact

You learned your magic from someone--or something else. Describe them, and the GM will tell you their agenda. When you perform a Ritual which advances their agenda, and they consent to aid you (GM's call), you may ignore one condition the GM tell you for the Ritual.
























Gear (Choose options)

Your Load is 7+STR.


You start with dungeon rations (5 uses, 1 weight), a staff (close, 2-handed, 1 weight) and an arcane treasure through which you draw power; describe it!


Choose two:

  • Enchanted robes (1 armor, 1 weight)
  • Poultices and herbs (2 uses, 1 weight)
  • Bag of books (5 uses, 2 weight)
  • Adventuring gear (5 uses, 1 weight)
  • Dagger (hand, 1 weight) and antitoxin

Character Advancement

When you level up, choose to either take a new advanced move, or increase one of your stats by 1, to a maximum of +2.

When you reach level 6 or higher, you may choose one of the following options instead, but not more than once for each option:

  • Increase one of your stats by 1, to a maximum of +3
  • Gain an advanced move from another playbook
  • When you Spout Lore, on a 12+ the GM will also ask you a question about the subject. Whatever you answer, it is the truth.

Starting Statistics

  • Assign these scores to your stats: +2, +1, +1, +0, +0, -1
  • Damage: D6-1
  • Max HP: 12+CON

Starting Moves

Cast a Spell

You have mastered the workings of magic. You begin with mastery of the Cantrip domain. Choose two more domains that you have mastered, and choose one Bane from the following list as well (or work with the GM to make up your own Bane):

  • While you cannot speak clearly, you do not have both hands free, or you wear or wield something made of metal, you cannot cast a spell.
  • Your magic can never affect anyone or anything warded by cold iron.
  • Your magic is granted to you by a greater power, and they will occasionally make demands of you. Ignore them at your risk.
  • When you Cast a Spell, if either of the dice show a 1, a bit of taint or corruption warps the area around you, the GM will describe how. Rest assured, it will be to your detriment.

When you weave a spell using one of your mastered domains, roll+INT.

  • On a 10+, you get 2 Power to spend on your spell.
  • On a 7-9, you get 1 Power, and choose one of the following as well:
  • Your spell will have some undesirable side effect or limitation
  • You draw unwelcome attention or put yourself in a spot
  • The spell disturbs the fabric of reality as it is cast; you have disadvantage to Cast a Spell until you take some time to rest and refocus yourself Power not spent on your spell is wasted, it cannot be saved for later. Power has no effect on Cantrips, just ignore it.

When you reach level 3, 6, or 9, choose an additional domain from the list to master.

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 effect will be unreliable or limited
  • You and your allies will risk danger from ____ You'll have to disenchant ____ to do it








Advanced Moves

Choose one of the following advanced moves to begin with:

Antiquarian

When you closely examine an interesting object for the first time, roll+INT.

  • On a 10+, ask the GM three of the following questions.
  • On 7-9, ask two.
  • On a 6-, ask two anyway, but the GM will give you a false answer for one of them:
  • What does this do, or what does it signify?
  • What is it made of?
  • Who created this object and how old is it?
  • Who used this object last?
  • What has been done to or with it recently?
  • What's wrong with it and how could it be fixed?
  • Does this have magical properties, and if so, what are they?

o Counterspell When you counter a magical spell as it is being cast, roll+INT. On a hit, the spell is successfully countered. On a 7-9, choose one:

  • The spell is countered, but the unraveled magic causes some undesirable collateral damage or side effects
  • The spell is only partially countered, a weaker version gets through
  • The spell is countered, but you are left vulnerable elsewhere

Spellbreaker

When you unweave an ongoing magical effect, roll+INT.

  • On a 10+, choose two.
  • On a 7-9, choose one.
  • The magic doesn't return after a short time
  • A weaker version of the magic doesn't linger
  • The unwoven magic doesn't lash out and harm anything

Empower

When you Cast a Spell, on a 10+ you may choose from the 7-9 list. If you do, you get 3 Power instead of 2 Power.

Magic Circle

When you have adequate time, arcane materials, and a safe place to work, you can create your own place of power. Describe to the GM what kind of power it is and how you’re binding it to this place, which may include paying a cost described by the GM, and the GM will tell you one problem or limitation that you’ll have to deal with in using it.

Sage Advice

When someone else comes to you for advice and you tell them what you honestly think is best:

  • If they are a PC, when they follow your advice, they gain advantage on their next move.
  • If they are an NPC, roll+CHA.
  • On a 10+, they follow your advice in whatever way they think is most beneficial for them.
  • On a 7-9, they only follow your advice if you back them up and help them do it.

Mystic Tether

While a spell you cast is ongoing on another person, you may aid, interfere, or study them closely, no matter where they are, and you gain advantage when you do so.

Domains

Cantrip

You conjure a minor magical effect. Choose one:

  • An item you touch glows with arcane light, about as bright as a torch, until you dispel it or it leaves your presence
  • The GM will tell you what here is magical
  • You make cosmetic changes to an object you touch: clean it, soil it, cool it, warm it, flavor it, or change its color • You repair a single break or tear in an object you hold
  • You slowly telekinetically lift or move an unattended object that you can see which weighs no more than one pound

Divination

You conjure a vision through space and time. Answer one question yourself, then ask the GM one question for each Power: • Who do I see? • What circumstance are they in? • What do I see happening to them? • What consequences will this have?


The GM’s answers represent the most likely outcome based on the current situation. The GM will try to make your vision come true if possible, but it is not infallible. Until the vision is resolved, you get disadvantage when you cast this spell.

Evocation

You summon a bolt of magical energy, which strikes a target you can see for 1d6+1 damage. Choose one of the following for each Power:

  • The attack is forceful
  • The spell effects a small area around the target, but the effect is halved
  • The damage ignores armor
  • The damage is elemental in nature; fire, ice, or lightning
  • The attack debilitates or restrains your target instead of dealing damage; describe how, and the GM will tell you how effective it is





Illusion

You create an illusion upon someone or something you can touch, changing its appearance or rendering it invisible. This illusion lasts as long as you concentrate on it, or until someone interacts with it to prove it an illusion. Choose one additional effect for each Power.

  • The illusion can move (you must choose this if the target is a person, otherwise the illusion breaks if they move) - The illusion instead covers a small, stationary area around a point that you can see
  • The illusion can include sounds, smells, or flavors
  • Your illusion lasts for a short time after you stop concentrating

While this spell is ongoing, you have disadvantage to Cast a Spell.

Abjuration

Cast this spell to place a ward upon an area, object, or a circle you have drawn. Choose one option for each Power: - No magic, save your own, can cross the ward

  • Choose a type of creature; they cannot cross the ward
  • The first creature to touch, cross, or disturb your ward takes 1d6+1 damage
  • When your ward is touched or crossed, it will set off an alarm; no matter where you are, you'll know about it
  • Anyone inside of the warded area gets +1 armor

The ward lasts until you dismiss it, something disrupts it, or the effect is discharged.

Conjuration

You summon forth a magical creature or construct, which aids you as best it can. Describe what you call forth! Treat it as your character, but with access to only the basic moves. It has a +1 modifier for all stats, HP equal to your level, and uses your damage modifier. The construct also gets your choice of one of these traits for each Power:

  • It has +2 instead of +1 to one stat (this option may be chosen more than once)
  • It’s not reckless
  • Its damage modifier is +1
  • It has some useful adaptation or secondary ability

The construct persists until destroyed or you dismiss it. While this spell is ongoing, you have disadvantage to Cast a Spell.

Enchantment

You wrap a beguiling charm around a target you can see. Choose one effect or an additional target for each Power:

  • They cannot harm you, except in self-defense
  • They must act single-mindedly upon a strong emotion that they already are feeling
  • They fall into a light sleep or stand entranced, until something shakes them out of it
  • They will truthfully answer one question you ask them
  • They will have no memory of what you had them do or that they were ever enchanted, even after the spell ends

The enchantment lasts until they leave your presence, the effect you chose is completed or violated, or until you choose to end it. While this spell is ongoing, you have disadvantage to Cast a Spell.

Necromancy

You bind the energy of life and death that surrounds all creatures. Choose one effect an additional target for each Power:

  • A corpse you touch answers any three questions you ask to the best of the knowledge it had in life or gained in death
  • No undead may come within reach of you until the next time you cast a spell
  • You fill a target you can see with supernatural fear, they choose to flee from you, panic, cower, or fight in desperation, until the next time you cast a spell
  • You inflict a curse upon a target you can see. The next damage roll made against them gets advantage
  • You weaken a target you can see. The next damage roll they make gets disadvantage

Transmutation

You alter yourself or a person you touch. Choose one effect from the list or an additional target for each Power, describing how you grant them the chosen effects.
• You choose a stat; they gain advantage to all rolls made with that stat, and the GM chooses a stat; they get disadvantage to all rolls made with the GM’s chosen stat

  • They gain the ability to breathe under water
  • They gain the ability to see clearly in the dark
  • They gain the ability to levitate, floating gently either up or down as they choose
  • They gain magical protection; choose an element, they gain advantage to Defying Danger caused by that element and any damage they suffer caused by that element is halved

The effects last until you choose to end them. While this spell is ongoing, you have disadvantage to Cast a Spell.

0-Level Characters

All characters using this optional rule start as “0-level” Villager characters, but each will likely “graduate” to a full-fledged Dungeon World class at the end of the Funnel. Unlike characters in the Dungeon World core rules, each Villager is generated entirely at random.

Step 1 - Determine ability scores

Roll 3d6 for each ability, in order: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Step 2 - Determine ability modifiers

Check each ability score against the table below.

Ability score Modifier
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3

Step 3 - Determine Hit Points

Each Villager starts with Hit Points equal to her Constitution divided by 4, rounded up. So, for instance, a Villager with a Constitution of 13 would have 4 HP.

Step 4 - Determine Load

Each Villager’s Load is equal to her STR+4. So, for instance, a Villager with a STR of +1 would have 5 Load.

Step 5 - Take note of base damage die

Each Villager’s base damage die is a d4.

Step 6 - Determine occupation, race, and gear

Instead of a class, each Villager has an occupation. From beggars to pig farmers to tax collectors, Villagers come from all walks of life. A Villager’s occupation is rolled up during character generation, and the result indicates the Villager’s starting gear.

Roll percentile dice (1d100) and compare the result to the following table to determine the Villager’s occupation, race, and starting gear. A Villager is human unless otherwise indicated.






Villager Occupation & Starting Gear
1d100 Occupation Starting Gear
01 Alewife Rolling pin (close, awkward, 1 wt), cask of ale (2 rations, 2 wt)
02 Apiarist Staff (close, reach, 1 wt), 1d4 clay jars of honey (1 wt ea.)
03 Apothecary Sickle (close, messy, 1 wt), mortar & pestle (0 wt)
04 Baker Baking paddle (reach, awkward, 1 wt), sack of flour (2 wt)
05 Bard Knife (hand, 0 wt), instrument [roll 1d4: 1 = voice; 2 = flute (0 wt); 3 = lute (1 wt); 4 = horn (1 wt)]
06 Basketmaker Knife (hand, 0 wt), sturdy basket (1 wt)
07 Beggar 1 begging bowl (0 wt), 1D4 coins
08 Blacksmith Hammer (close, 1 wt), burlap sack (0 wt), 1D4 iron ingots (1 wt ea.)
09 Boatwright Handaxe (close, 1 wt), 2D4 planks of wood (1 wt each)
10 Bowyer Shortbow (near, far, 1 wt), arrows (1 ammo, 1 wt), 1d4 sets of staves & sinews (1 wt ea.)
11 Bricklayer Trowel (close, awkward, 1 wt), hod (1 wt), 2d4 bricks (1 wt each)
12 Burglar Prybar (close, awkward, 1 wt), burlap sack (0 wt)
13 Butcher Cleaver (hand, messy, 1 wt), side of salted beef (4 rations, 2 wt)
14 Carpenter Handaxe (close, 1 wt), hand saw (1 wt)
15 Cartwright Handaxe (close, 1 wt), pushcart
16 Catchpole Club (close, 2 wt), shoulder bag (0 wt), 2D6 coins
17 Chandler Staff (close, 2-handed, 1 wt), 2D4 candles (0 wt)
18 Chapman Staff (close, 2-handed, 1 wt), rucksack (0 wt), trade item [roll 1d4: 1 = worthless baubles (0 wt); 2 = smoked fish (2 rations, 1 wt); 3 = adventuring gear (2 uses, 1 wt); 4 = jewelry (25 coins, 0 wt)]
19 Cheesemaker Staff (close, 2-handed, 1 wt), burlap sack (0 wt), wheel of cheese (4 rations, 2 wt)
20 Cobbler Tack hammer (hand, 0 wt), 1d4 pairs of shoes or boots (1 wt ea.)
21 Constable Shortsword (close, 1 wt), set of iron cuffs w/key (1 wt)
22 Courier Knife (hand, 0 wt), leather satchel (0 wt), important letter (0 wt)
23 Crier Knife (hand, 0 wt), plumed hat (worn, 0 wt)
1d100 Occupation Starting Gear
24-27 Crofter Pitchfork (close, reach, 1 wt), bushel of crops (4 rations, 2 wt, roll 1D4: 1=turnips; 2=potatoes; 3=onions; 4=oats)28 Ditch digger Shovel (close, awkward, 2 wt)
29 Dung carter Shovel (close, awkward, 2 wt), pushcart full of dung
30 Dwarf miner Pick (close, +1 damage, 2 wt), adventuring gear (1d4 uses, 1 wt)
31 Dwarf smith Hammer (close, 1 wt), burlap sack (0 wt), 1d4 iron ingots (1 wt ea.)
32 Dwarf mason Hammer (close, 1 wt), chisel (hand, awkward, 1 wt)
33 Dwarf trapper Knife (hand, 0 wt), burlap sack (0 wt), 1d4 mole traps (1 wt ea.)
34 Elf hunter Shortbow (near, far, 1 wt), arrows (1d4 ammo, 1 wt)
35 Elf troubador Knife (hand, 0 wt), elven lyre (1 wt)
36 Elf wanderer Staff (close, reach, 1 wt), hooded cloak (worn, 0 wt)
37 Elf weaver Knife (hand, 0 wt), bolt of silk (2 wt)
38 Executioner Executioner’s axe (close, 2-handed, messy, +1 damage, 2 wt), black hood (worn, 0 wt)
39 Falconer Knife (hand, 0 wt), leather gauntlet (0 wt), falcon
40 Ferry pilot Club (close, 2 wt), 10’ pole
41-43 Fisherperson Knife (hand, 0 wt), fishing net (reach, thrown)
44 Fletcher Shortbow (near, far, 1 wt), arrows (1d4 ammo, 1 wt)
45 Footpad Sap (hand, stun damage, 0 wt), burlap sack (0 wt)
46 Forager Sickle (hand, messy, 1 wt), burlap sack (0 wt), mushrooms (1d4 rations, 1 wt)
47 Forester Shortbow (near, far, 1 wt), arrows (1d4 ammo, 1 wt)
48-50 Goatherd Crook (reach, awkward, 1 wt), 1d4 goats
51 Gravedigger Shovel (close, awkward, 2 wt)
52 Halfling brewer Staff (close, 2-handed, 1 wt), cask of beer (2 rations, 2 wt)
53 Halfling cook Cleaver (hand, +1 damage, 1 wt), meat pies (1d4 rations, 1 wt)
54 Halfling crofter Pitchfork (close, reach, 1 wt), bushel of crop [2 wt, roll 1D4: 1 = turnips (4 rations); 2 = potatoes (4 rations); 3 =onions (4 rations), 4 =pipeweed]
55 Halfling gardener Spade (hand, awkward, 0 wt), wheelbarrow
56 Healer Staff (close, 2-handed, 1 wt), shoulder bag (0 wt), bandages (1d4 uses, slow, 0 wt)
1d100 Occupation Starting Gear
57 Hedge wizard Staff (close, 2-handed, 1 wt), belt pouch (0 wt), 1 cantrip [roll 1D6: 1-2 = Light; 3-4 = detect magic; 5-6 = Prestidigitation]
58 Herald Shortsword (close, 1 wt), trumpet (1 wt)
59 Herbalist Staff (close, 2-handed, 1 wt), pouch (0 wt), poultices & herbs (1d4 uses, slow, 0 wt)
60-62 Hunter Shortbow (near, far, 1 wt), arrows (1d4 ammo, 1 wt)
63 Innkeeper Club (close, 2 wt), provisions (2d4 rations, 2 wt)
64 Lantern maker Hammer (close, 1 wt), lantern (0 wt), flask of oil (0 wt), flint & steel (0 wt)
65 Laundress Canvas sack (0 wt), cake of soap (0 wt)
66 Miller Club (close, 2 wt), sack of flour (2 wt)
67 Miner Pick (close, +1 damage, 2 wt), lantern (0 wt), flask of oil (0 wt), flint & steel (0 wt)
68 Monk Staff (close, 2-handed, 1 wt), holy symbol (0 wt)
69 Netmaker Knife (hand, 0 wt), fishing net (reach, thrown), 50’ of rope (2 wt)
70 Noble Longsword (close, +1 damage, 1 wt), signet ring (10 coins, 0 wt)
71 Oxherd Whip (reach, 1 wt), ox
72 Peddler Knife (hand, 0 wt), rucksack (worn, 0 wt), trade item [roll 1D4: 1 = pots & pans (2 wt); 2 = 2d4 knives (hand, 0 wt), 3 = adventuring gear (1d4 uses, 2 wt), 4 = 1d4 healing potions (heal 1d8, 0 wt)]
73 Pilgrim Staff (close, 2-handed, 1 wt), holy symbol (0 wt)
74 Potter Club (close, 2 wt), burlap sack (0 wt), 5 lbs. of clay (2 wt)
75 Prostitute Knife (hand, 0 wt), flask of perfume (0 wt)
76 Rat catcher Club (close, 2 wt), burlap sack (0 wt), 2d4 dead rats (1 wt)
77 Ropemaker Club (close, 2 wt), 100’ of rope (2 wt)
78 Scout Knife (hand, 0 wt), cloak (worn, 0 wt)
79 Scribe 2d4 pieces of parchment (0 wt), quill & bottle of ink (0 wt)
80-82 Shepherd Crook (reach, awkward, 1 wt), 1d4 sheep
83 Soothsayer Nothing
84-86 Swineherd Crook (reach, awkward, 1 wt), 1d4 swine
87 Tanner Knife (hand, 0 wt), 2d4 animal hides (2 wt)
1d100 Occupation Starting Gear
88 Thatcher Handaxe (close, 1 wt), 1d4 sheaves of straw (1 wt ea.)
89 Tinker Tinker’s tools (0 wt)
90-92 Trapper Knife (hand, 0 wt), traps [roll 1D4: 1 = 2d4 rat traps (0 wt); 2 = 1d4 rabbit traps (2 wt); 3 = 1 snare trap (1 wt); 4 = 1 bear trap (2 wt)
93 Undertaker Holy symbol (0 wt), coffin (4 wt)
94-96 Watchman Spear (reach, thrown, near, 1 wt), helmet (worn, 0 wt), lantern (0 wt), flask of oil (0 wt), flint & steel (0 wt), horn (0 wt)
97 Weaver 1d4 bolts of fabric (1 wt ea.)
98-100 Woodsman Handaxe (close, 1 wt), 2d4 sticks of firewood (1 wt ea.)

Starting Move

Know Your Stuff

When you Spout Lore or Discern Realities about something related to your occupation, tell the GM why you deserve it and take advantage on that roll if the GM agrees.

In addition, when you have the resources (time, materials, etc.) to do something you know how to do, you do it.

Racial Moves

Dwarf - Smell Gold

When you are a dwarf and sniff the air for treasure, the GM must tell you if there is gold nearby

Elf - Tread Lightly

When you are an elf and move with care and grace, you have perfect balance and a feather-light step..

Halfling - Make Friends

When you are a halfling and Parley with a civilized person who is not hostile to you, you need no leverage.

Human - Hearty

When you make camp in a dungeon or city, you don’t need to consume a ration.

Step 7 - Determine gender

Choose your Villager’s gender, or roll 1d6: 1-3 = male, 4-6 = female.

Step 8 - Determine bond

Roll 1 bond using the table below. Fill in the bond with the name of any 1 other Villager in play.

1d20 Bond
1 _ has much to teach me about... [choose or roll 1d6] 1 = love; 2 = anger; 3 = food; 4 = coin; 5 = raising children; 6 = survival
2 _ insulted me by... [choose or roll 1d4] 1 = spitting on me; 2 = calling me names; 3 = insulting my mother; 4 = ignoring me
3 _ misunderstands me when I say that... [choose or roll 1d4] 1 = I hate them; 2 = I like them; 3 = they stink; 4 = they are the best among us
4 _ owes me... [choose or roll 1d6] 1 = their life; 2 = a favor; 3 = a kiss; 4 = a drink; 5: = 1d4 coins; 6 = a child
5 I am bound to _ because... [choose or roll 1d4] 1 = they are kin; 2 = I owe them my life; 3 = I have no other friends; 4 = I am their property
6 I blame _ for... [choose or roll 1d4] 1 = losing that thing; 2 = getting me in trouble; 3 = my loss of faith; 4 = someone’s death
7 I lied to _ about... [choose or roll 1d4] 1 = my feelings; 2 = where I hid that thing; 3 = my faith; 4 = my family
8 I saved _ from... [choose or roll 1d4] 1 = drowning; 2 = drink; 3 = a life of crime; 4 = bodily harm
9 I respect _ for... [choose or roll 1d4] 1 = listening to me; 2 = telling it like it is; 3 = their sacrifice; 4 = their discipline
10 I stole that thing from _ because I needed to... [choose or roll 1d4] 1 = satisfy an urge; 2 = feed my family; 3 = sell it for profit; 4 = practice
11 _ and I seek knowledge about... [choose or roll 1d4] 1 = the wider world; 2 = beasts and monsters; 3 = the ways of the wild; 4 = arcane forces
12 I trust _ because... [choose or roll 1d4] 1 = we have sworn an oath; 2 = they are kin; 3 = they are wise; 4 = I have no choice
13 I will convince _ of the value of... [choose or roll 1d6] 1 = my faith; 2 = honor; 3 = power; 4 = coin; 5 = friendship; 6 = knowledge
14 I will protect _ from... [choose or roll 1d4] 1 = the truth; 2 = dark magic; 3 = themself; 4 = the others
15 I have much to teach _ about... [choose or roll 1d6] 1 = the gods; 2 = good; 3 = love; 4 = teamwork; 5 = the wild; 6 = the social order
16 _ must forget about... [choose or roll 1d4] 1 = their lost loved one; 2 = their mistakes; 3 = my mistakes; 4 = our past together
17 _ is destined for greatness, because... [choose or roll 1d4] 1 = the gods have told me so; 2 = they have that special glow; 3 = I say so 4 = the rest of us are chumps
18 I will learn _’s secret about... [choose or roll 1d4] 1 = what they stole; 2 = where they’re really from; 3 = [another Villager]; 4 = me
19 I do not trust _ because... [choose or roll 1d4] 1 = they smell; 2 = they think they’re better; 3 = they’re stupid; 4 = they’re just plain evil
20 I will soothe _’s concerns about... [choose or roll 1d4] 1 = [another Villager]; 2 = their missing loved one; 3 = coin; 4 = our fate

Modified Moves

The following basic moves have been modified for use by Villagers. After a Villager graduates to a full-fledged class, these moves work as normal.

Last Breath

When you are a Villager and dying, you catch a glimpse of what lies beyond the Black Gates of Death’s Kingdom. Then, you die.

End of Session

When you are a Villager and reach the end of a session, decide whether your bond has been resolved (completely explored, no longer relevant, proven true or false). Ask the player of the character with whom you have the bond if they agree. If they do, mark XP and write a new bond with whomever you wish.

Level Up

When you are a Villager and survive an adventure, if you have at least 5 XP and a few hours or days of downtime, you can reflect on how your experience has irrevocably altered the way you see the world, and leave your old life behind.

Perform the following steps:

  • 1) Subtract 5 from your XP.
  • 2) Choose a new class playbook that makes sense, given your experience (see below).
  • 3) Transfer the information from your Villager playbook to your new class playbook. Do not choose ability scores or gear as indicated by your new playbook; carry that stuff over from your Villager playbook.
  • 4) Retain your Villager moves (Know Your Stuff and any race move)
  • 5) Recalculate Hit Points and Load as indicated by your new class playbook
  • 6) Choose a Drive from the options on your new playbook, based on your experience
  • 7) Increase one of your ability modifiers by 1

Equipment

General Equipment Tags

These are general tags that can apply to just about any piece of gear. You’ll see them on armor, weapons or general adventuring tools.

  • Applied: It’s only useful when carefully applied to a person or to something they eat or drink.
  • Awkward: It’s unwieldy and tough to use.
  • +Bonus: It modifies your effectiveness in a specified situation. It might be “+1 forward to spout lore” or “-1 ongoing to hack and slash.”
  • n coins: How much it costs to buy, normally. If the cost includes “-Charisma” a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price.
  • Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions.
  • Ration: It’s edible, more or less.
  • Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all.
  • Slow: It takes minutes or more to use.
  • Touch: It’s used by touching it to the target’s skin.
  • Two-handed: It takes two hands to use it effectively.
  • n weight: Count the listed amount against your Load. Something with no listed weight isn’t designed to be carried. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter or heavier.
  • Worn: To use it, you have to be wearing it.
  • n Uses: It can only be used n times.



























Weapons

Weapons don’t kill monsters, people do. That’s why weapons in Dungeon World don’t have a listed damage. A weapon is useful primarily for its tags which describe what the weapon is useful for. A dagger is not useful because it does more or less damage than some other blade. It’s useful because it’s small and easy to strike with at close distance. A dagger in the hands of the wizard is not nearly so dangerous as one in the hands of a skilled fighter. Weapon Tags Weapons may have tags that are primarily there to help you describe them (like Rusty or Glowing) but these tags have a specific, mechanical effect.

  • n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.
  • Forceful: It can knock someone back a pace, maybe even off their feet.
  • +n Damage: It is particularly harmful to your enemies. When you deal damage, you add n to it. Ignores Armor: Don’t subtract armor from the damage taken.
  • Messy: It does damage in a particularly destructive way, ripping people and things apart.
  • n Piercing: It goes right through armor. When you deal damage with n piercing, you subtract n from the enemy’s armor for that attack.
  • Precise: It rewards careful strikes. You use DEX to hack and slash with this weapon, not STR.
  • Reload: After you attack with it, it takes more than a moment to reset for another attack.
  • Stun: When you attack with it, it does stun damage instead of normal damage.
  • Thrown: Throw it at someone to hurt them. If you volley with this weapon, you can’t choose to mark off ammo on a 7–9; once you throw it, it’s gone until you can recover it.

Weapons have tags to indicate the range at which they are useful. Dungeon World doesn’t inflict penalties or grant bonuses for “optimal range” or the like, but if your weapon says Hand and an enemy is ten yards away, a player would have a hard time justifying using that weapon against him.

  • Hand: It’s useful for attacking something within your reach, no further.
  • Close: It’s useful for attacking something at arm’s reach plus a foot or two.
  • Reach: It’s useful for attacking something that’s several feet away— maybe as far as ten.
  • Near: It’s useful for attacking if you can see the whites of their eyes.
  • Far: It’s useful for attacking something in shouting distance.

The stats below are for typical items. There are, of course, variations. A dull long sword might be -1 damage instead while a masterwork dagger could be +1 damage. Consider the following to be stats for typical weapons of their type—a specific weapon could have different tags to represent its features.

Weapon List
Weapon Cost Weight Tags
Ragged Bow 15 coins 2 near
Fine Bow 60 coins 2 near, far
Hunter’s Bow 100 coins 1 near, far
Crossbow 35 coins 3 near, +1 damage, reload
Bundle of Arrows 1 coin 1 3 ammo
Elven Arrows 20 coins 1 4 ammo
Club, Shillelagh 1 coin 2 close
Staff 1 coin 1 close, two-handed
Dagger, Shiv, Knife 2 coins 1 hand
Throwing Dagger 1 coin 0 thrown, near
Short Sword, Axe, Warhammer, Mace 8 coins 1 close
Spear 5 coins 1 reach, thrown, near
Long Sword, Battle Axe, Flail 15 coins 2 close, +1 damage
Halberd 9 coins 2 reach, +1 damage, two-handed
Rapier 25 coins 1 close, precise
Dueling Rapier 50 coins 2 close, 1 piercing, precise

Armor

Armor is heavy, difficult to wear and is damned uncomfortable. Some classes are better trained to ignore these drawbacks, but anyone can strap on a suit of armor and enjoy the benefits it grants. Armor, like weapons, have tags. Some are purely descriptive but the ones below have some mechanical effect on the player wearing them.

  • n Armor: It protects you from harm and absorbs damage. When you take damage, subtract your armor from the total. If you have more than one item with n Armor, only the highest value counts.
  • +n Armor: It protects you and stacks with other armor. Add its value to your total armor.
  • Clumsy: It’s tough to move around with. Disadvantage ongoing while using it.



Armor List
Armor Cost Weight Tags
Leather, Chainmail 10 coins 1 weight 1 armor, worn
Scale Mail 50 coins 3 2 armor, worn, clumsy
Plate 350 coins 4 3 armor, worn, clumsy
Shield 15 coins 2 +1 armor

Dungeon Gear

Adventuring Gear

5 uses, 20 coins, 1 weight


Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you rummage through your adventuring gear for some useful mundane item, you find what you need and mark off a use.

Bandages

3 uses, slow, 5 coins, 0 weight


When you have a few minutes to bandage someone else’s wounds, heal them of 4 damage and expend a use.

Poultices and Herbs

2 uses, slow, 10 coins, 1 weight


When you carefully treat someone’s wounds with poultices and herbs, heal them of 7 damage and expend a use.

Healing Potion

50 coins, 0 weight


When you drink an entire healing potion, heal yourself of 10 damage or remove one debility, your choice.

Keg of Dwarven Stout

10 coins, 4 weight


When you open a keg of dwarven stout and let everyone drink freely, take +1 to your Carouse roll. If you drink a whole keg yourself, you are very, very drunk.

Bag of Books

5 uses, 10 coins, 2 weight


When your bag of books contains just the right book for the subject you’re spouting lore on, consult the book, mark off a use, and take +1 to your roll.

Antitoxin

10 coins, 0 weight


When you drink antitoxin, you’re cured of one poison affecting you.

Dungeon Rations

Ration, 5 uses, 3 coins, 1 weight


Not tasty, but not bad either.

Personal Feast

Ration, 5 uses, 3 coins, 1 weight


Ostentatious to say the least.

Dwarven Hardtack

Requires Dwarf, ration, 7 uses, 3 coins, 1 weight


Dwarves say it tastes like home. Everyone else says it tastes like home, if home is a hog farm, and on fire.

Elven Bread

Ration, 7 uses, 10 coins, 1 weight


Only the greatest of elf-friends are treated to this rare delicacy.

Halfling Pipeleaf

6 uses, 5 coins, 0 weight


When you share halfling pipeleaf with someone, expend two uses and take advantage to parley with them.

Poisons

Oil of Tagit

Dangerous, applied, 15 coins, 0 weight


The target falls into a light sleep.

Bloodweed

Dangerous, touch, 12 coins, 0 weight


Until cured, whenever the afflicted rolls damage, they have disadvantage on all damage rolls.

Goldenroot

Dangerous, applied, 20 coins, 0 weight


The target treats the next creature they see as a trusted ally, until proved otherwise.

Serpent’s Tears

Dangerous, touch, 10 coins, 0 weight


Anyone dealing damage against the target has advantage.













Services

Service Cost
A week’s stay at a peasant inn 14-Charisma coins
A week’s stay at a civilized inn 30-Charisma coins
A week’s stay at the fanciest inn in town 43-Charisma coins
A week’s unskilled mundane labor 10 coins
A month’s pay for enlistment in an army 30 coins
A custom item from a blacksmith Base Item + 50 coins
A night’s “companionship” 20-Charisma coins
An evening of song and dance 18-Charisma coins
Escort for a day along a bandit-infested road 20 coins
Escort for a day along a monster-infested road 54 coins
A run-of-the-mill killing 5 coins
An assassination 120 coins
Healing from a chirurgeon 5 coins
A month’s prayers for the departed 1 coin
Repairs to a mundane item 25% of the item’s cost

Meals

Meal Cost
A hearty meal for one 1 coin
A poor meal for a family 1 coin
A feast 15 coins per person

Transportation

Transportation Cost
Cart and Donkey, sworn to carry your burdens 50 coins, load 20
Horse 75 coins, load 10
Warhorse 400 coins, load 12
Wagon 150 coins, load 40
Barge 50 coins, load 15
River boat 150 coins, load 20
Merchant ship 5,000 coins, load 200
War ship 20,000 coins, load 100
Passage on a safe route 1 coin
Passage on a tough route 10 coins
Passage on a dangerous route 100 coins

Harm and Healing

Cuts, bruises, and mortal wounds are common dangers for adventurers to face in Dungeon World. In the course of play, characters will take damage, heal, and maybe even die. A character’s health is measured by their hit points (HP). Damage subtracts from HP. In the right conditions, or with medical or magical help, damage is healed and HP is restored.

HP

A character’s HP is a measure of their stamina, endurance, and health. More HP means the character can fight longer and endure more trauma before facing Death’s cold stare.

Your class tells your maximum HP. Your Constitution modifier comes into play as well, so more Constitution modifer means more HP. If your Constitution modifer permanently changes during play, you adjust your HP to reflect your new Constitution modifer.

Damage

When a character takes damage they subtract the damage dealt from their current HP. Armor mitigates damage; if a character has armor they subtract its value from the damage dealt. This might mean a blow is turned away completely—that’s fine, it’s what armor is for! Damage can never take a character below 0 HP.

Damage is determined by the attacker. Player characters deal damage according to their class, the weapon used, and the move they’ve made. If a move just says “deal damage” the character rolls their class’s damage dice plus any bonuses or penalties from moves, weapons, or effects. If a move specifies an amount of damage, use that in place of the class’s damage roll.

Monsters roll damage as listed in their description. Use this damage any time the monster takes direct action to hurt someone, even if they use a method other than their normal attack.

Other sources of damage—like being struck by a chunk of a collapsing tower, or falling into a pit—are left to the GM based on these options: •  It threatens bruises and scrapes at worst: d4 damage •  It’s likely to spill some blood, but nothing horrendous: d6 damage •  It might break some bones: d8 damage •  It could kill a common person: d10 damage

Add the ignores armor tag if the source of the damage is particularly large or if the damage comes from magic or poison.

Temporary or circumstantial armor works the same way as armor that you wear: 1 armor for partial cover, 2 armor for major cover.

Damage is dealt based on the fiction. Moves that deal damage, like hack and slash, are just a special case of this: the move establishes that damage is being dealt in the fiction. Damage can be assigned even when no move is made, if it follows from the fiction.

HP loss is often only part of the effect. If the harm is generalized, like falling into a pit, losing the HP is probably all there is to it. When the harm is specific, like an orc pulling your arm from its socket, HP should be part of the effect but not the entirety of it. The bigger issue is dealing with the newly busted arm: how do you swing a sword or cast a spell? Likewise having your head chopped off is not HP damage, it’s just you being dead.


Damage From Multiple Creatures
It’s a brave monster that goes into battle alone. Most creatures fight with someone at their side, and maybe another at their back, and possibly an archer covering the rear, and so on. This can lead to multiple monsters dealing their damage at once. If multiple creatures attack at once roll the highest damage among them and add +1 damage for each monster beyond the first.

A goblin orkaster (d10+1 damage ignores armor) and three goblins (d6 damage) all throw their respective weapons—a magical acid orb for the orkaster, spears for the rest—at Lux as she assaults their barricade. I roll the highest damage, d10+1 ignores armor, and add +3 damage for the three other goblins. Adding it all up I tell Lux she takes 9 damage ignoring armor as the acid leaks into the scratches left by the spears.

Stun Damage

Stun damage is non-lethal damage. A PC who takes stun damage is defying danger to do anything at all, the danger being “you’re stunned.” This lasts as long as makes sense in the fiction—you’re stunned until you can get a chance to clear your head or fix whatever stunned you. A GM character that takes stun damage doesn’t count it against their HP but will act accordingly, staggering around for a few seconds, fumbling blindly, etc.

Healing

There are two sources of healing in Dungeon World: medical aid and the passage of time.

Medical aid, both magical and mundane, heals damage according to the move or item used. Some moves may fully replenish HP while others heal just enough to keep someone standing through a fight.

Whenever a character spends some time resting without doing anything to aggravate their wounds they heal. The amount of healing is described in the applicable moves: Make Camp for a night in a dangerous area, Recover for stays in civilization.

No matter the source of the healing a character’s HP can never increase above their maximum.

Death

Death stalks the edges of every battle. A character who is reduced to 0 HP immediately takes his Last Breath. Death comes for commoner and king alike—no modifier is added to the Last Breath roll.

No one knows what lies beyond the Black Gates of Death, but it is said that many secrets of the mortal plane are laid bare in the land of Death’s dominion. When you die, you might just see them.

Death offers bargains to some, from the simple to the costly. Death is capricious and may ask a favor in the future or exact a toll. He may demand a sacrifice or ask for something strange and seemingly innocent. Death’s whim cannot be predicted.

Depending on the outcome of the Last Breath the character may become stable. A stable character stays at 0 HP but is alive and unconscious. If they receive healing they regain consciousness and may return to battle or seek safety. If a stable character takes damage again they draw their Last Breath once more and return to face Death.

Debilities

Losing HP is a general thing, it’s getting tired, bruised, cut, and so on. Some wounds are deeper though. These are debilities.

  • Weak (STR): You can’t exert much force. Maybe it’s just fatigue and injury, or maybe your strength was drained by magic.
  • Shaky (DEX): You’re unsteady on your feet and you’ve got a shake in your hands.
  • Sick (CON): Something just isn’t right inside. Maybe you’ve got a disease or a wasting illness. Maybe you just drank too much ale last night and it’s coming back to haunt you.
  • Stunned (INT): That last knock to the head shook something loose. Brain not work so good.
  • Confused (WIS): Ears ringing. Vision blurred. You’re more than a little out of it.
  • Scarred (CHA): It may not be permanent, but for now you don’t look so good.

Not every attack inflicts a debility—they’re most often associated with magic, poison, or stranger things like a vampire sucking your blood. Each debility is tied to an ability and gives you disadvantage to any roll made with the debilitated stat.

You can only have each debility once. If you’re already Sick and something makes you Sick you just ignore it.

Debilities are harder to heal than HP. Some magic can do it, sure, but your best bet is getting somewhere safe and spending a few days in a soft, warm bed. Of course, debilities are both descriptive and prescriptive: if something happens that would remove a debility, that debility is gone.

Debilities don’t replace descriptions and using the established fiction. When someone loses an arm that doesn’t mean they’re Weak, it means they have one less arm. Don’t let debilities limit you. A specific disease can have whatever effects you can dream up. Sick is just a convenient shorthand for some anonymous fever picked up from a filthy rat.