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PLAYBOOKS Version 2.

Designed by Stefan Grambart


Dungeon World by Sage LaTorra and Adam Koebel

02 Basic & Special Moves


06 Barbarian
08 Bard
10 Cleric
14 Druid
16 Fighter
18 Immolator
20 Paladin
22 Ranger
24 Thief
26 Wizard
30 GM Sheet
31 Fronts
Hack & Slash Defy Danger Discern Realities
When you attack an enemy in melee, When you act despite an imminent threat When you closely study a situation or
roll+Str. On a 10+ you deal your damage to or suffer a calamity, say how you deal with person, roll+Wis. On a 10+ ask the GM
the enemy and avoid their attack. At your it and roll. If you do it... three questions from the list below. On a
option, you may choose to do +1d6 damage 79 ask only one. Take +1 forward when
by powering through, +Str
BASIC MOVES

but expose yourself to the enemys attack. acting on the answers.


by getting out of the way or acting
On a 79, you deal your damage to the
fast, +Dex What happened here recently?
enemy and the enemy makes an attack
by enduring, +Con What is about to happen?
against you.
with quick thinking, +Int What should I be on the lookout for?
through mental fortitude, +Wis What here is useful or valuable to me?
sing charm and social grace, +Cha Whos really in control here?
Volley What here is not what it appears to be?
On a 10+, you do what you set out to, the
When you take aim and shoot at an enemy
threat doesnt come to bear. On a 79, you
at range, roll+Dex. On a 10+ you have a
stumble, hesitate, or flinch: the GM will
clear shotdeal your damage. On a 79,
offer you a worse outcome, hard bargain, Spout Lore
choose one (whichever you choose you deal
or ugly choice. When you consult your accumulated
your damage):
knowledge about something, roll+Int. On
You have to move to get the shot placing a 10+ the GM will tell you something
you in danger of the GMs choice
Defend interesting and useful about the subject
You have to take what you can get: -1d6 relevant to your situation. On a 79 the GM
damage When you stand in defense of a person,
will only tell you something interest-
You have to take several shots, reducing item, or location under attack, roll+Con.
ingits on you to make it useful. The GM
your ammo by one. On a 10+, hold 3. On a 79, hold 1. So long
might ask you How do you know this?
as you stand in defense, when you or the
Tell them the truth, now.
thing you defend is attacked you may
spend hold, 1 for 1, to choose an option:
Parley
Halve the attacks effect or damage
When you have leverage on a GM
Open up the attacker to an ally giving
Aid or Interfere
character and manipulate them, roll+Cha. When you help or hinder someone you
that ally +1 forward against the attacker
Leverage is something they need or want. have a Bond with, roll+Bond with them.
Deal damage to the attacker equal to
On a hit they ask you for something and do On a 10+ they take +1 or -2, your choice.
your level
it if you make them a promise first. On a On a 79 you also expose yourself to
79, they need some concrete assurance of danger, retribution, or cost.
your promise, right now.
SPECIAL MOVES
Last Breath Undertake A Perilous End Of Session
When youre dying you catch a glimpse of Journey When you reach the end of a session,
what lies beyond the Black Gates of Deaths When you travel through hostile territory, choose one your bonds that you feel is
Kingdom (the GM will describe it). Then choose one member of the party to act as resolved (completely explored, no longer
roll (just roll, +nothingyeah, Death trailblazer, one to scout ahead, and one to relevant, or otherwise). Ask the player of
doesnt care how tough or cool you are). On be quartermaster (the same character the character you have the bond with if
a 10+ youve cheated death youre in a cannot have two jobs). If you dont have they agree. If they do, mark XP and write a
bad spot but youre still alive. On a 79 enough party members or choose not to new bond with whomever you wish.
Death will offer you a bargain. Take it and assign a job, treat that job as if it had
Once bonds have been updated look at your
stabilize or refuse and pass beyond the rolled a 6. Each character with a job to do
alignment. If you fulfilled that alignment at
Black Gates into whatever fate awaits you. rolls+Wis. On a 10+ the quartermaster
least once this session, mark XP. Then
On a miss, your fate is sealed. Youre reduces the number of rations required by
answer these three questions as a group:
marked as Deaths own and youll cross the one. On a 10+ the trailblazer reduces the
threshold soon. The GM will tell you when. amount of time it takes to reach your Did we learn something new and
destination (the GM will say by how much). important about the world?
On a 10+ the scout will spot any trouble Did we overcome a notable monster or
Encumbrance quick enough to let you get the drop on it. enemy?
On a 79 each roles performs their job as Did we loot a memorable treasure?
When you make a move while carrying
expected: the normal number of rations are For each yes answer everyone marks XP.
weight up to or equal to Load, youre fine.
consumed, the journey takes about as long
When you make a move while carrying
as expected, no one gets the drop on you
weight equal to load+1 or load+2, you take
but you dont get the drop on them either.
-1. When you make a move while carrying Level Up
weight greater than load+2, you have a When you have downtime (hours or days)
choice: drop at least 1 weight and roll at -1, and XP equal to (or greater than) your
or automatically fail. Supply current level+7, subtract your current level
When you go to buy something with +7 from your XP, increase your level by 1,
money on hand, if its something readily and choose a new advanced move from
Make Camp available in the settlement youre in, you your class. If you are the wizard, you also
can buy it at market price. If its something get to add a new spell to your spellbook.
When you settle in to rest consume a
special, beyond whats usually available Choose one of your stats and increase it
ration; If youre somewhere dangerous
here, or non-mundane, roll+Cha. On a 10+ by 1 (this may change your modifier).
decide the watch order as well. If you have
you find what youre looking for at a fair
enough XP you may Level Up. When you Note that changing your Constitution
price. On a 79 youll have to pay more or
wake from at least a few uninterrupted increases your maximum and current HP.
settle for something similar.
hours of sleep heal damage equal to half Ability scores cant go higher than 18.
your max HP.

Carouse
When you return triumphant and throw a
Take Watch
big party, spend 100 coin and roll + extra
When youre on watch and something 100s of coin spent. On a 10+ choose 3. On a
approaches the camp, roll+Wis. On a 10+ 79 choose 1. On a miss, you still choose
youre able to wake the camp and prepare a one, but things get really out of hand.
response, the camp takes +1 forward. On a
79 you react just a moment too late; the You befriend a useful NPC
camp is awake but hasnt had time to You hear rumors of an opportunity
prepare. You have weapons and armor but You gain useful information
little else. On a miss whatever lurks outside You are not entangled, ensorcelled, or
the campfires light has the drop on you. tricked
Hack & Slash Defy Danger Discern Realities
When you attack an enemy in melee, When you act despite an imminent threat When you closely study a situation or
roll+Str. On a 10+ you deal your damage to or suffer a calamity, say how you deal with person, roll+Wis. On a 10+ ask the GM
the enemy and avoid their attack. At your it and roll. If you do it... three questions from the list below. On a
option, you may choose to do +1d6 damage 79 ask only one. Take +1 forward when
by powering through, +Str
BASIC MOVES

but expose yourself to the enemys attack. acting on the answers.


by getting out of the way or acting
On a 79, you deal your damage to the
fast, +Dex What happened here recently?
enemy and the enemy makes an attack
by enduring, +Con What is about to happen?
against you.
with quick thinking, +Int What should I be on the lookout for?
through mental fortitude, +Wis What here is useful or valuable to me?
sing charm and social grace, +Cha Whos really in control here?
Volley What here is not what it appears to be?
On a 10+, you do what you set out to, the
When you take aim and shoot at an enemy
threat doesnt come to bear. On a 79, you
at range, roll+Dex. On a 10+ you have a
stumble, hesitate, or flinch: the GM will
clear shotdeal your damage. On a 79,
offer you a worse outcome, hard bargain, Spout Lore
choose one (whichever you choose you deal
or ugly choice. When you consult your accumulated
your damage):
knowledge about something, roll+Int. On
You have to move to get the shot placing a 10+ the GM will tell you something
you in danger of the GMs choice
Defend interesting and useful about the subject
You have to take what you can get: -1d6 relevant to your situation. On a 79 the GM
damage When you stand in defense of a person,
will only tell you something interest-
You have to take several shots, reducing item, or location under attack, roll+Con.
ingits on you to make it useful. The GM
your ammo by one. On a 10+, hold 3. On a 79, hold 1. So long
might ask you How do you know this?
as you stand in defense, when you or the
Tell them the truth, now.
thing you defend is attacked you may
spend hold, 1 for 1, to choose an option:
Parley
Halve the attacks effect or damage
When you have leverage on a GM
Open up the attacker to an ally giving
Aid or Interfere
character and manipulate them, roll+Cha. When you help or hinder someone you
that ally +1 forward against the attacker
Leverage is something they need or want. have a Bond with, roll+Bond with them.
Deal damage to the attacker equal to
On a hit they ask you for something and do On a 10+ they take +1 or -2, your choice.
your level
it if you make them a promise first. On a On a 79 you also expose yourself to
79, they need some concrete assurance of danger, retribution, or cost.
your promise, right now.
SPECIAL MOVES
Last Breath Undertake A Perilous End Of Session
When youre dying you catch a glimpse of Journey When you reach the end of a session,
what lies beyond the Black Gates of Deaths When you travel through hostile territory, choose one your bonds that you feel is
Kingdom (the GM will describe it). Then choose one member of the party to act as resolved (completely explored, no longer
roll (just roll, +nothingyeah, Death trailblazer, one to scout ahead, and one to relevant, or otherwise). Ask the player of
doesnt care how tough or cool you are). On be quartermaster (the same character the character you have the bond with if
a 10+ youve cheated death youre in a cannot have two jobs). If you dont have they agree. If they do, mark XP and write a
bad spot but youre still alive. On a 79 enough party members or choose not to new bond with whomever you wish.
Death will offer you a bargain. Take it and assign a job, treat that job as if it had
Once bonds have been updated look at your
stabilize or refuse and pass beyond the rolled a 6. Each character with a job to do
alignment. If you fulfilled that alignment at
Black Gates into whatever fate awaits you. rolls+Wis. On a 10+ the quartermaster
least once this session, mark XP. Then
On a miss, your fate is sealed. Youre reduces the number of rations required by
answer these three questions as a group:
marked as Deaths own and youll cross the one. On a 10+ the trailblazer reduces the
threshold soon. The GM will tell you when. amount of time it takes to reach your Did we learn something new and
destination (the GM will say by how much). important about the world?
On a 10+ the scout will spot any trouble Did we overcome a notable monster or
Encumbrance quick enough to let you get the drop on it. enemy?
On a 79 each roles performs their job as Did we loot a memorable treasure?
When you make a move while carrying
expected: the normal number of rations are For each yes answer everyone marks XP.
weight up to or equal to Load, youre fine.
consumed, the journey takes about as long
When you make a move while carrying
as expected, no one gets the drop on you
weight equal to load+1 or load+2, you take
but you dont get the drop on them either.
-1. When you make a move while carrying Level Up
weight greater than load+2, you have a When you have downtime (hours or days)
choice: drop at least 1 weight and roll at -1, and XP equal to (or greater than) your
or automatically fail. Supply current level+7, subtract your current level
When you go to buy something with +7 from your XP, increase your level by 1,
money on hand, if its something readily and choose a new advanced move from
Make Camp available in the settlement youre in, you your class. If you are the wizard, you also
can buy it at market price. If its something get to add a new spell to your spellbook.
When you settle in to rest consume a
special, beyond whats usually available Choose one of your stats and increase it
ration; If youre somewhere dangerous
here, or non-mundane, roll+Cha. On a 10+ by 1 (this may change your modifier).
decide the watch order as well. If you have
you find what youre looking for at a fair
enough XP you may Level Up. When you Note that changing your Constitution
price. On a 79 youll have to pay more or
wake from at least a few uninterrupted increases your maximum and current HP.
settle for something similar.
hours of sleep heal damage equal to half Ability scores cant go higher than 18.
your max HP.

Carouse
When you return triumphant and throw a
Take Watch
big party, spend 100 coin and roll + extra
When youre on watch and something 100s of coin spent. On a 10+ choose 3. On a
approaches the camp, roll+Wis. On a 10+ 79 choose 1. On a miss, you still choose
youre able to wake the camp and prepare a one, but things get really out of hand.
response, the camp takes +1 forward. On a
79 you react just a moment too late; the You befriend a useful NPC
camp is awake but hasnt had time to You hear rumors of an opportunity
prepare. You have weapons and armor but You gain useful information
little else. On a miss whatever lurks outside You are not entangled, ensorcelled, or
the campfires light has the drop on you. tricked
NAME LEVEL XP
NAMES: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir, Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
TITLES: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher, Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE BARBARIAN
Chaotic
BODY: Mighty thews, long shanks, scrawny, Eschew a convention of the civilized world.
supple HIT POINTS
Neutral
EYES: Tormented, haunted, wild, shrouded Max (8+Constitution) Current Teach someone the ways of your people.
DECORATION: Tattoos, bejeweled, unmarred

CLOTHES: Scraps, silks, scavengers outfit, DAMAGE


weather-inappropriate

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)
BONDS
Strength Dexterity Constitution Fill in at least one with the name of a companion,
or write your own.
Weak -1 Shaky -1 Sick -1
STR DEX CON is puny and foolish, but
amusing to me.
s ways are strange and
confusing.
is always getting into
trouble - I must protect them from themselves.
Intelligence Wisdom Charisma
shares my hunger for
Stunned -1 Confused -1 Scarred -1 glory; the earth will tremble at our passing!
INT WIS CHA

STARTING MOVES
Choose one of these to start with:
Herculean Appetites
Full Plate And Packing Steel Others may content themselves with just a RACE
You ignore the clumsy tag on armor taste of wine, or dominion over a servant or
you wear. two, but you want more. Choose two
appetites. While pursuing one of your Outsider
Unencumbered, Unharmed appetites if you would roll for a move, You may be elf, dwarf, halfling, or human,
instead of rolling 2d6 you roll 1d6+1d8. If but you and your people are not from
So long as you are below your Load and
the d6 is the higher die of the pair, the GM around here. At the beginning of each
neither wear armor nor carry a shield,
will also introduce a complication or session, the GM will ask you something
take +1 armor.
danger that comes about due to your about your homeland, why you left, or
heedless pursuits. what you left behind. If you answer them,
You also start with all of these:
mark XP.
Pure destruction
The Upper Hand Power over others
You take +1 ongoing to last breath rolls.
Mortal pleasures
When you take your last breath, on a 79
you make an offer to Death in return for Conquest
your life. If Death accepts he will return Riches and property
you to life. If not, you die.
Fame and glory

What Are You Waiting For?


When you cry out a challenge to your Musclebound
enemies, roll+Con. On a 10+ they treat While you wield a weapon it gains the
you as the most obvious threat to be dealt forceful and messy tags.
with and ignore your companions, take +2
damage ongoing against them. On a 79
only a few (the weakest or most foolhardy
among them) fall prey to your taunting.
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

Still Hungry Khan Of Khans


STARTING GEAR Choose an additional appetite. Your hirelings always accept the gratuitous

THE BARBARIAN
Max Load (8+STR) Current fulfillment of one of your appetites as
Appetite For Destruction payment.
Dungeon Rations (5 uses, 1 weight)
Take a move from the Fighter, Bard, or
Dagger (hand, 1 weight) Thief class list. You may not take multiclass Samson
Some Token of where youve travelled or moves from those classes. You may take a debility to immediately
where youre from. break free of any physical or mental
My Love For You Is Like A restraint.
Choose your weapon: Truck
Axe (close, 1 weight) When you perform a feat of strength, Smash!
Two-handed Sword (close, +1 damage, name someone present whom you have When you Hank & Slash, on a 12+ deal
2 weight) impressed and take +1 forward to parley your damage and choose something
with them. physical your target has (a weapon, their
Choose one: position, a limb): they lose it.
Adventuring Gear (5 uses, 1 weight) and What Is Best In Life
Dungeon Rations (5 uses, ration, 1 weight) At the end of a session, if during this Indestructible Hunger
Chainmail (1 armor, worn, 1 weight) session you have crushed your enemies, When you take damage you can choose to
seen them driven before you, or have heard take -1 ongoing until you sate one of your
the lamentations of their kinfolk mark XP. appetites instead of taking the damage. If
you already have this penalty you cannot
Wide-Wanderer choose this option.
Youve travelled the wide world over. When
you arrive someplace ask the GM about Eye For Weakness
any important traditions, rituals, and so on, When you Discern Realities add "What
theyll tell you what you need to know. here is weak or vulnerable?" to the list of
questions you can ask.
Usurper
When you prove yourself superior to a On The Move
person in power, take +1 forward with When you defy a danger caused by
their followers, underlings, and hangers on. movement (maybe falling off a narrow
bridge or rushing past an armed guard)
take +1.

When you gain a level from 6-10, you may choose from these moves.

A Good Day To Die More! Always More!


As long as you have less than your CON in When you satisfy an appetite to the
current HP (or 1, whichever is higher) take extreme (destroying something unique and
+1 ongoing. significant, gaining enormous fame, riches,
power, etc.) you may choose to resolve it.
Kill Em All Cross it off the list and mark XP. While you
Requires: Appetite for Destruction may pursue that appetite again, you no
Take another move fromt he Fighter, Bard, longer feel the burning desire you once did.
or Thief class list. You may not take In its place, choose a new appetite from the
multiclass moves from those classes. list or write your own.

War Cry The One Who Knocks


When you enter the battle with a show of When you Defy Danger, on a 12+ you turn
force, roll +CHA. On a 10+ both, on a 7-9 the danger back on itself, the GM will
one or the other. describe how.

Your allies are rallied and take +1 Healthy Distrust


forward.
Whenever the unclean magic wielded by
Your enemies feel fear and act
mortal men causes you to Defy Danger,
accordingly (avoiding you, hiding,
treat any result of 6- as a 79.
attacking with fear-driven abandon)

Mark Of Might For The Blood God


You are initiated in the old ways, the ways
When you take this move and spend some
of sacrifice. Choose something your gods
uninterrupted time reflecting on your
(or the ancestor spirits, or your totem, etc)
past glories, you may mark yourself with a
valuegold, blood, bones or the like. When
symbol of your power (a long braid tied
you sacrifice those things as per your
with bells, ritual scars or tattoos, etc.) Any
rites and rituals, roll+WIS. On a 10+ the
intelligent mortal creature who sees this
GM will grant you insight into your current
symbol knows instinctively that you are a
trouble or a boon to help you. On a 7-9
force to be reckoned with and treats you
the sacrifice is not enough and your gods
appropriately.
take of your flesh as well, but still grant
you some insight or boon. On a miss, you
earn the ire of the fickle spirits.
NAME LEVEL XP
ELF: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir
HUMAN: Baldric, Leena, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte, Lily, Ramonde, Cassandra

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE BARD
Good
BODY: Fit, well-fed, thin Perform your art to aid someone else.

EYES: Knowing, fiery , joyous


HIT POINTS
Neutral
Max (6+Constitution) Current Avoid a conflict or defuse a tense situation.
HAIR: Fancy, wild, stylish cap

CLOTHES: Finery, traveling, poor Chaotic


DAMAGE Spur others to significant and unplanned
decisive action.

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)

Strength Dexterity Constitution


BONDS
Weak -1 Shaky -1 Sick -1
STR DEX CON Fill in at least one with the name of a companion,
or write your own.

This is not my first adventure with .

I sang stories of long before


I ever met them in person.
Intelligence Wisdom Charisma
is often the butt of my jokes.
Stunned -1 Confused -1 Scarred -1
I am writing a ballad about the adventures
INT WIS CHA of .

trusted me with a secret.

does not trust me, and for


good reason.

STARTING MOVES

Arcane Art Bardic Lore


When you weave a performance into a Choose an area of expertise:
basic spell, choose an ally and an effect:
Spells and Magicks
Heal 1d8 damage
The Dead and Undead
+1d4 forward to damage RACE
Their mind is shaken clear of one Grand Histories of the Known World
enchantment A Bestiary of Creatures Unusual
The next time someone successfully Elf
assists the target with aid, they get +2 The Planar Spheres When you enter an important location
instead of +1 (your call) you can ask the GM for one fact
Legends of Heroes Past
from the history of that location.
Then roll+CHA. On a 10+, the ally gets the Gods and Their Servants
selected effect. On a 7-9, your spell still
When you first encounter an important
Human
works, but you draw unwanted attention or When you first enter a civilized
your magic reverberates to other targets creature, location, or item (your call)
settlement someone who respects the
affecting them as well, GMs choice. covered by your bardic lore you can ask the
custom of hospitality to minstrels will take
GM any one question about it; the GM will
you in as their guest.
answer truthfully. The GM may then ask
Charming & Open you what tale, song, or legend you heard
When you speak frankly with someone, that information in.
you can ask their player a question from
the list below. They must answer it A Port In The Storm
truthfully, then they may ask you a
When you return to a civilized settlement
question from the list (which you must
youve visited before, tell the GM when
answer truthfully).
you were last here. Theyll tell you how its
Whom do you serve? changed since then.
What do you wish I would do?
How can I get you to _____?
What are you really feeling right now?
What do you most desire?
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

Healing Song Eldritch Tones


STARTING GEAR When you heal with Arcane Art, you heal Your Arcane Art is strong, allowing you to

THE BARD
Max Load (9+STR) Current +1d8 damage. choose two effects instead of one.

Dungeon Rations (5 uses, 1 weight) Vicious Cacophony Duelists Parry


Choose one, all are weight 0 for you: When you grant bonus damage with When you Hank & Slash, you take +1 armor
Your fathers Mandolin, repaired Arcane Art, you grant an extra +1d4 forward.
damage.
A fine Lute, a gift from a noble Bamboozle
The Pipes with which you courted your It Goes To Eleven When you parley with someone, on a 7+
first love. When you unleash a crazed performance you also take +1 forward with them.
A stolen Horn (a righteous lute solo or mighy brass blast,
maybe) choose a target who can hear you Multiclass Dabbler
A Fiddle, never before played and roll+CHA. On a 10+ the target attacks Get one move from another class. Treat
A Songbook in a forgotten tongue their nearest ally in range. On a 7-9 they your level as one lower for choosing the
attack their nearest ally, but you also draw move.
Choose your clothing: their attention and ire.
Leather Armor (1 armor, worn, 1 weight) Multiclass Initiate
Ostentatious Clothes (worn, 0 weight)
Metal Hurlant Get one move from another class. Treat
When you shout with great force or play a your level as one lower for choosing the
Choose your armament: shattering note choose a target and move.
Dueling Rapier (close, precise, 2 weight) roll+CON. On a 10+ the target takes 1d10
damage and is deafened for a few minutes.
Worn Bow (near, 2 weight)
On a 7-9 you still damage your target, but
Bundle of Arrows (3 ammo, 1 weight)
its out of control: the GM will choose an
Short Sword (close, 1 weight)
additional target nearby.
Choose one:
Adventuring Gear (5 uses, 1 weight) A Little Help From My
Friends
Bandages (3 uses, slow, 0 weight)
When you successfully aid someone you
Halfling Pipeleaf (6 uses, 0 weight) take +1 forward as well.
3 coins

When you gain a level from 6-10, you may choose from these moves.

Healing Chorus An Ear For Magic


Replaces: Healing Song When you hear an enemy cast a spell the
When you heal with Arcane Art, you heal GM will tell you the name of the spell and
+2d8 damage. its effects. Take +1 forward when acting on
the answers.
Vicious Blast
Replaces: Vicious Cacophony Devious
When you grant bonus damage with When you use Charming & Open you may
Arcane Art, you grant an extra +2d4 also ask How are you vulnerable to me?
damage. Your subject may not ask this question of
you.
Unforgettable Face
When you meet someone youve met Duelists Block
before (your call) after some time apart Replaces: Duelists Parry
you take +1 forward against them. When you Hack & Slash, you take +2 armor
forward.
Reputation
When you first meet someone whos Con
heard songs about you, roll+CHA. On a Replaces: Bamboozle
10+, tell the GM two things theyve heard When you parley with someone, on a 7+
about you. On a 7-9, tell the GM one thing you also take +1 forward with them and get
theyve heard, and the GM tells you one to ask their player one question which they
thing. must answer truthfully.

Eldritch Chord Multiclass Master


Replaces: Eldritch Tones Get a move from another class. Treat your
When you use Arcane Art, you choose two level as one lower for choosing the move.
effects. You also get to choose one of those
effects to double.
NAME LEVEL XP
DWARF: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, Siggrun, Freya
HUMAN: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore, Piotr, Dahlia, Carmine

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE CLERIC
Good
BODY: Thin, knobby, flabby Endanger yourself to heal another.

EYES: Kind, sharp, sad


HIT POINTS
Lawful
Max (6+Constitution) Current Endanger yourself following the precepts of
HAIR: Strange, tonsure, bald
your church or god.
CLOTHES: Flowing robes, habit, common
DAMAGE Evil
Harm another to prove the superiority of
your church or god.
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)

Strength Dexterity Constitution


Weak -1 Shaky -1 Sick -1 BONDS
STR DEX CON
Fill in at least one with the name of a companion,
or write your own.

has insulted my deity; I do not


trust them.
Intelligence Wisdom Charisma is a good and faithful person; I
trust them implicitly.
Stunned -1 Confused -1 Scarred -1
is in constant danger, I will
INT WIS CHA keep them safe.

I am working on converting
to my faith.

STARTING MOVES

Deity Cast A Spell (WIS)


You serve and worship some deity or power When you unleash a spell granted by your RACE
which grants you spells. Give your god a deity, roll+WIS. On a 10+ the the spell is
name and choose your deitys domain: successfully cast and your deity does not
revoke the spell, so you may cast it again. Dwarf
Healing and Restoration You are one with stone. When you
On a 7-9 the spell is cast, but choose one:
Bloody Conquest commune you are also granted a special
You draw unwelcome attention or put version of Words of the Unspeaking as a
Civilization yourself in a spot. The GM will tell you rote which only works on stone.
Knowledge and Hidden Things how.
Your casting distances you from your Human
The Downtrodden and Forgotten deity; take -1 ongoing to cast a spell Your faith is diverse. Choose one wizard
What Lies Beneath until the next time you commune. spell. You can cast and be granted that
After it is cast, the spell is revoked by spell as if it was a cleric spell.
Choose one precept of your religion: your deity. You cannot cast the spell
again until you commune and have it
It preaches the sanctity of suffering,
granted to you.
add Petition: Suffering
Note that maintaining spells with ongoing
Its clutish and insular,
effects will sometimes cause a penalty to
add Petition: Gaining Secrets
your roll to cast a spell.
It Observes important sacrificial rites,
add Petition: Offering
It believes in trial by combat, Commune
add Petition: Personal Victory When you spend uninterrupted time (an
hour or so) in quiet contemplation with
Turn Undead
your deity, you: When you hold your holy symbol aloft
and call on your deity for protection,
Divine Guidance Lose any spells already granted to you roll+Wis. On a 7+, so long as you continue
When you petition your deity according to Are granted new spells of your choice to pray and brandish your holy symbol, no
the precept of your religion, you are whose total levels dont exceed your undead may come within reach of you. On
granted some useful knowledge or boon own level +1, and none of which is a a 10+, you also momentarily daze
related to your deitys domain. The GM will higher level than your own level intelligent undead and cause mindless
tell you what. Prepare all of your rotes, which never undead to flee. Aggression breaks the
count against your limit effects and they are able to act as normal.
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

Chosen One Divine Intervention


STARTING GEAR Choose one spell. You are granted that When you Commune you get 1 hold and

THE CLERIC
Max Load (10+STR) Current spell as if it was one level lower. lose any hold you already had. Spend that
hold when you or an ally takes damage to
Some Symbol of the Devine (1 weight), Invigorate call on your deity, they intervene with an
describe it. appropriate manifestation (a sudden gust
When you heal someone they take +2
Dungeon Rations (5 uses, ration, 1 weight) forward to their damage. of wind, a lucky slip, a burst of light) and
negate the damage.
Choose your defenses:
The Scales Of Life And Death
Chainmail (1 armor, worn, 1 weight) Penitent
When someone takes their last breath in
Shield (+1 armor, 2 weight) your presence, they take +1 to the roll. When you take damage and embrace the
pain, you may take +1d4 damage (ignoring
Choose your armament: armor). If you do, take +1 forward to cast a
Serenity spell.
Warhammer (close, 1 weight)
When you cast a spell you ignore the first
Mace (close, 1 weight) -1 penalty from ongoing spells.
Orison For Guidance
Staff (close, two-handed, 1 weight) and When you sacrifice something of value to
Bandages (3 uses, slow, 0 weight) First Aid your deity and pray for guidance, your
Cure Light Wounds is a rote for you, and deity tells you what it would have you do. If
Choose one:
therefore doesnt count against your limit you do it, mark experience.
Adventuring Gear (5 uses, 1 weight) and of granted spells.
Dungeon Rations (5 uses, ration, 1 weight)
Divine Protection
Healing Potion (0 weight) Empower When you wear no armor or shield you get
When you cast a spell, on a 10+ you have 2 armor.
the option of choosing from the 79 list. If
you do, you may choose one of these
Devoted Healer
effects as well:
When you heal someone else of damage,
The spells effects are doubled add your level to the amount of damage
The spells targets are doubled healed.

When you gain a level from 6-10, you may choose from these moves.

Anointed Martyr
Requires: Chosen One Replaces: Penitent
Choose one spell in addition to the one you When you take damage and embrace the
picked for Chosen One. You are granted pain, you may take +1d4 damage (ignoring
that spell as if it was one level lower. armor). If you do, take +1 forward to cast a
spell and add your level to any damage
Apotheosis done or healed by the spell.
The first time you spend time in prayer as
appropriate to your god after taking this Divine Armor
move, choose a feature associated with Replaces: Divine Protection
your deity (rending claws, wings of When you wear no armor or shield you get
sapphire feathers, an all-seeing third eye, 3 armor.
etc.). When you emerge from prayer, you
permanently gain that physical feature. Greater Empower
Replaces: Empower
Reaper When you cast a spell, on a 10-11 you have
When you take time after a conflict to the option of choosing from the 79 list. If
dedicate your victory to your deity and deal you do, you may choose one of these
with the dead, take +1 forward. effects as well. On a 12+ you get to choose
one of these effects for free.
Providence The spells effects are doubled
Replaces: Serenity The spells targets are doubled
Cure Moderate Wounds is a rote for you,
and therefore doesnt count against your Greater First Aid
limit of granted spells. Requires: First Aid
Cure Moderate Wounds is a rote for you,
Divine Invincibility and therefore doesnt count against your
Replaces: Divine Intervention limit of granted spells.
When you Commune you gain 2 hold and
lose any hold you already had. Spend that Multiclass Dabbler
hold when you or an ally takes damage to
Get one move from another class. Treat
call on your deity, who intervenes with an
your level as one lower for choosing the
appropriate manifestation (a sudden gust
move.
of wind, a lucky slip, a burst of light) and
negates the damage.
ROTES
Every time you Commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells.

Light Sanctify Guidance


Rote Rote Rote
CLERIC SPELLS
An item you touch glows with divine light, Food or water you hold in your hands while The symbol of your deity appears before
about as bright as a torch. It gives off no you cast this spell is consecrated by your you and gestures towards the direction or
heat or sound and requires no fuel, but it is deity. In addition to now being holy or course of action your deity would have you
otherwise like a mundane torch. You have unholy, the affected substance is purified take then disappears. The message is
complete control of the color of the flame. of any mundane spoilage. through gesture only; your communication
The spell lasts as long as it is in your through this spell is severely limited.
presence.

FIRST LEVEL SPELLS

Bless Cause Fear Sanctuary


1st Level (ongoing) 1st Level (ongoing) 1st Level
Your deity smiles upon a combatant of your Choose a target you can see and a nearby As you cast this spell, you walk the
choice. They take +1 ongoing so long as object. The target is afraid of the object so perimeter of an area, consecrating it to
battle continues and they stand and fight. long as you maintain the spell. Their your deity. As long as you stay within that
While this spell is ongoing you take -1 to reaction is up to them: flee, panic, beg, area you are alerted whenever someone
cast a spell. fight. While this spell is ongoing you take acts with malice within the sanctuary
-1 to cast a spell. You cannot target entities (including entering with harmful intent).
Cure Light Wounds with less than animal intelligence (magical Anyone who receives healing within a
1st Level constructs, undead, automatons, and the sanctuary heals +1d4 HP.
At your touch wounds scab and bones like).
cease to ache. Heal an ally you touch of 1d8 Speak With Dead
damage. Magic Weapon 1st Level
1st Level (ongoing) A corpse converses with you briefly. It will
Detect Alignment The weapon you hold while casting does answer any three questions you pose to it
1st Level +1d4 damage until you dismiss this spell. to the best of the knowledge it had in life
When you cast this spell choose an While this spell is ongoing you take -1 to and the knowledge it gained in death.
alignment: Good, Evil, Lawful, or Chaotic. cast a spell.
One of your senses is briefly able to detect
that alignment. The GM will tell you what
here is of that alignment.

THIRD LEVEL SPELLS

Animate Dead Resurrection Cure Moderate Wounds


3rd Level (ongoing) 3rd Level 3rd Level
You invoke a hungry spirit to possess a Tell the GM you would like to resurrect a You staunch bleeding and set bones
recently-dead body and serve you. This corpse whose soul has not yet fully through magic. Heal an ally you touch of
creates a zombie that follows your orders departed this world. Resurrection is always 2d8 damage.
to the best of its limited abilities. Treat the possible, but the GM will give you one or
zombie as a character, but with access to more (possibly all) of these conditions to Darkness
only the basic moves. It has a +1 modifier fulfill: 3rd Level (ongoing)
for all stats and 1 HP. The zombie also gets Choose an area you can see: its filled with
Its talented. Give one stat a +2 modifier.
your choice of 1d4 of these traits: supernatural darkness and shadow. While
Its going to take days/weeks/months
Its talented. Give one stat a +2 modifier. You must get help from ____ this spell is ongoing you take -1 to cast a
Its durable. It has +2 HP for each level It will require a lot of money spell.
you have. You must sacrifice ____ to do it
It has a functioning brain and can
The GM may, depending on the circum-
Hold Person
complete complex tasks. It does not 3rd Level
stances, allow you to resurrect the corpse
appear obviously dead, at least for a day Choose a person you can see. Until you cast
now, with the understanding that the
or two. a spell or leave their presence they cannot
conditions must be met before its
The zombie lasts until it is destroyed by permanent, or require you to meet the act except to speak. This effect ends
taking damage in excess of its HP, or until conditions before the corpse is resurrected. immediately if the target takes damage
you end the spell. While this spell is from any source.
ongoing you take -1 to cast a spell.
FIFTH LEVEL SPELLS

Revelation True Seeing Trap Soul


5th Level 5th Level (ongoing) 5th Level
Your deity answers your prayers with a Your vision is opened to the true nature of You trap the soul of a dying creature within

CLERIC SPELLS
moment of perfect understanding. The GM everything you lay your eyes on. You pierce a gem. The trapped creature is aware of its
will shed light on the current situation. illusions and see things that have been imprisonment but can still be manipulated
When acting on the information, you take hidden. The GM will describe the area through spells, parley, and other effects.
+1 forward. before you ignoring any illusions and All moves against the trapped creature are
falsehoods, magical or otherwise. While at +1. You can free the soul at any time but
Cure Critical Wounds this spell is ongoing you take -1 to cast a it can never be recaptured once freed.
5th Level spell.
Heal an ally you touch of 3d8 damage. Words Of The Unspeaking
Contagion 5th Level
Divination 5th Level (ongoing) With a touch you speak to the spirits
5th Level Choose a creature you can see. Until you within things. The non-living object you
Name a person, place, or thing you want to end this spell, the target suffers from a touch answers three questions you pose, as
learn about. Your deity grants you visions disease of your choice. While this spell is best it can.
of the target, as clear as if you were there. ongoing you take -1 to cast a spell.

SEVENTH LEVEL SPELLS

Word Of Recall Harm Mark Of Death


7th Level 7th Level 7th Level
Choose a word. The first time after casting Touch an enemy and strike them with Choose a creature whose true name you
this spell that you speak the chosen word, divine wrathdeal 2d8 damage to them know. This spell creates permanent runes
you and any allies touching you when you and 1d6 damage to yourself. This damage on a target surface that will kill that
cast the spell are immediately returned to ignores armor. creature, should they read them.
the exact spot where you cast the spell.
You can only maintain a single location; Sever Control Weather
casting Word of Recall again before 7th Level (ongoing) 7th Level
speaking the word replaces the earlier Choose an appendage on the target such as Pray for rainor sun, wind, or snow. Within
spell. an arm, tentacle, or wing. The appendage is a day or so, your god will answer. The
magically severed from their body, causing weather will change according to your will
Heal no damage but considerable pain. Missing and last a handful of days.
7th Level an appendage may, for example, keep a
Touch an ally and you may heal their winged creature from flying, or a bull from
damage a number of points up to your goring you on its horns. While this spell is
maximum HP. ongoing you take -1 to cast a spell.

NINTH LEVEL SPELLS

Storm Of Vengeance Consume Unlife Divine Presence


9th Level 9th Level 9th Level (ongoing)
Your deity brings the unnatural weather of The mindless undead creature you touch is Every creature must ask your leave to enter
your choice to pass. Rain of blood or acid, destroyed and you steal its death energy to your presence, and you must give
clouds of souls, wind that can carry away heal yourself or the next ally you touch. permission aloud for them to enter. Any
buildings, or any other weather you can The amount of damage healed is equal to creature without your leave takes an extra
imagine: ask and it shall come. the HP that the creature had remaining 1d10 damage whenever they take damage
before you destroyed it. in your presence. While this spell is
Repair ongoing you take -1 to cast a spell.
9th Level Plague
Choose one event in the targets past. All 9th Level (ongoing)
effects of that event, including damage, Name a city, town, encampment, or other
poison, disease, and magical effects, are place where people live. As long as this
ended and repaired. HP and diseases are spell is active that place is beset by a
healed, poisons are neutralized, magical plague appropriate to your deitys domains
effects are ended. (locusts, death of the first born, etc.) While
this spell is ongoing you take -1 to cast a
spell.
NAME LEVEL XP
ELF: Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan, Taeros, Aegor HALFLING: Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck, Anne, Serah
HUMAN: Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin, Sibel, Nils, Wei

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE DRUID
Chaotic
HAIR: Messy, braided, furry hood Destroy a symbol of civilization.

EYES: Wise, wild, haunting


HIT POINTS
Good
Max (6+Constitution) Current Help something or someone grow.
CLOTHES: Ceremonial garb, practical leathers,
weathered hides
Neutral
DAMAGE Eliminate an unnatural menace.

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)

Strength Dexterity Constitution


BONDS
Weak -1 Shaky -1 Sick -1
STR DEX CON Fill in at least one with the name of a companion,
or write your own.

smells more like prey than


a hunter.

The spirits spoke to me of a great danger that


follows .
Intelligence Wisdom Charisma
I have showed a secret rite of
Stunned -1 Confused -1 Scarred -1 the land.
INT WIS CHA has tasted my blood and I
theirs. We are bound by it.

STARTING MOVES

Born Of The Soil By Nature Sustained RACE


You learned your magic in a place whose You dont need to eat or drink. If a move
spirits are strong and ancient and theyve tells you to mark off a ration just ignore it. Elf
marked you as one of their own. No matter The sap of the elder trees flows within you.
where you go, they live within you and
allow you to take their shape. Choose one
Unencumbered, Unharmed In addition to any other attunements, the
Great Forest is always considered your
of the following. It is the land to which you The grunts, barks, chirps, and calls of the
land.
are attunedwhen shapeshifting you may creatures of the wild are as language to
take the shape of any animal who might you. You can understand any animal native
to your land or akin to one whose essence
Human
live in your Land. As your people learned to bind animals to
you have studied.
The Great Forests field and farm, so too are you bound to
them. You may always take the shape of
The Whispering Plains Shapeshifter any domesticated animal, in addition to
The Vast Desert When you call upon the spirits to change your normal options.
your shape, roll+Wis. On a 10+ hold 3.
The Stinking Mire Halfling
On a 79 hold 2. On a miss hold 1 in
The River Delta addition to whatever the GM says. You sing the healing songs of spring and
brook. When you make camp, you and your
The Depths of the Earth You may take on the physical form of any
allies heal +1d6.
species whose essence you have studied or
The Sapphire Islands
who lives in your land: you and your
The Open Sea possessions meld into a perfect copy of the
species form. You have any innate abilities
The Towering Mountains
and weaknesses of the form: claws, wings,
The Frozen North gills, breathing water instead of air. You
The Blasted Wasteland still use your normal stats but some moves
may be harder to triggera housecat will
Chose a tella physical attribute that find it hard to do battle with an ogre. The
marks you as born of the soilthat reflects GM will also tell you one or more moves
the spirit of your land. It may be an animal associated with your new form. Spend 1
hold to make that move. Once youre out
feature like antlers or leopards spots or Studied Essence
something more general: hair like leaves or of hold, you return to your natural form. At
any time, you may spend all your hold and When you spend time in contemplation of
eyes of glittering crystal. Your tell remains
revert to your natural form. an animal spirit, you may add its species to
no matter what shape you take.
those you can assume using shapeshifting.
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

Hunters Brother Thing-talker


STARTING GEAR Choose one move from the ranger class list. You see the spirits in the sand, the sea and

THE DRUID
Max Load (6+STR) Current the stone. You may now apply your spirit
Red Of Tooth And Claw tongue, shapeshifting and studied essence
Some Token of your land. Describe it: to inanimate natural objects (plants and
When you are in an appropriate animal
form (something dangerous) increase your rocks) or creatures made thereof, as well as
damage to d8. animals. Thing-talker forms can be exact
Choose your defenses: copies or can be mobile vaguely
Hide Armor (1 armor, worn, 1 weight) humanoid-shaped entities.
Communion Of Whispers
Wooden Shield (+1 armor, 1 weight) When you spend time in a place, making
Formcrafter
Choose your armament: note of its resident spirits and calling on
the spirits of the land, roll+Wis. You will be When you shapeshift choose a stat: you
Shillelagh (close, 2 weight) granted a vision of significance to you, take +1 ongoing to rolls using that stat
your allies, and the spirits around you. On while shifted. The GM will choose a stat,
Staff (close, two-handed, 1 weight)
a 10+ the vision will be clear and helpful to too: you take -1 ongoing to rolls using that
Spear (close, thrown, near, 1 weight) you. On a 79 the vision is unclear, its stat while shifted.
Choose one: meaning murky. On a miss, the vision is
upsetting, frightening, or traumatizing. The Elemental Mastery
Adventuring Gear (5 uses, 1 weight)
GM will describe it. Take -1 forward. When you call on the primal spirits of fire,
Poultices & Herbs (2 uses, slow, 1 weight) water, earth or air to perform a task for
Halfling Pipeleaf (6 uses, 0 weight) Barkskin you roll+Wis. On a 10+ choose two. On a
So long as your feet touch the ground you 79 choose one. On a miss, some
have +1 armor. catastrophe occurs as a result of your
calling.
Eyes Of The Tiger The effect you desire comes to pass
When you mark an animal (with mud, dirt, You avoid paying natures price
or blood) you can see through that animals You retain control
eyes as if they were your own, no matter
what distance separates you. Only one Balance
animal at a time may be marked in this When you deal damage, take 1 balance.
way. When you touch someone and channel the
spirits of life you may spend balance. For
Shed each balance spent, heal 1d4 HP.
When you take damage while
shapeshifted you may choose to revert to
your natural form to negate the damage.

When you gain a level from 6-10, you may also choose from these moves.

Embracing No Form World-talker


When you shapeshift, roll 1d4 and add that Requires: Thing-talker
total to your hold. You see the patterns that make up the
COMMON ANIMAL MOVES fabric of the world. You may now apply
Dopplegangers Dance your spirit tongue, shapeshifter and
Pack Hunters You are able to study the essence of studied essence moves to pure
Summon the pack specific individuals to take their exact elementsfire, water, air and earth.

Drag them to the ground form, including men, elves, or the like.
Suppressing your tell is possible, but if you Formshaper
Flying Creatures do, take -1 ongoing until you return to your Requires: Formcrafter
Escape to the air own form. You may increase your armor by 1 or deal
Pull an enemy aloft an additional +1d4 damage while in an
Blood And Thunder animal form. Choose which when you
Hardy Beasts Replaces: Red Of Tooth And Claw shapeshift.
Trample them When you are in an appropriate animal
Break through form (something dangerous) increase your Healthy Distrust
damage to d10. Whenever the unclean magic wielded by
Poisonous mortal men causes you to Defy Danger,
Inflict your poison on them The Druid Sleep treat any result of 6- as a 79.
Drive them back When you take this move, the next
opportunity that you have safety and time Chimera
to spend in an appropriate location, you When you shapeshift, you may create a
may attune yourself to a new land. This merged form of up to three different
effect occurs only once and the GM will tell shapes. You may be a bear with the wings
you how long it will take and what cost you of an eagle and the head of a ram, for
must pay. From then on, you are considered example. Each feature will grant you a
to be born of the soil in both lands. different move to make. Your chimera form
follows the same rules as shapeshifter
Weather Weaver otherwise.
When you are under open skies when the
sun rises the GM will ask you what the Stalkers Sister
weather will be that day. Tell them Choose one move from the ranger class list.
whatever you like, it comes to pass.
NAME LEVEL XP
DWARF: Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq HALFLING: Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca
ELF: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian HUMAN: Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE FIGHTER
Good
BODY: Built, lithe, ravaged Defend those weaker than you.

EYES: Hard, dead, eager


HIT POINTS
Neutral
Max (10+Constitution) Current Defeat a worthy opponent.
HAIR: Wild, shorn, battered helm

SKIN: Calloused, tanned, scarred Evil


DAMAGE Kill a defenseless or surrendered enemy.

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)

Strength Dexterity Constitution


BONDS
Weak -1 Shaky -1 Sick -1
Fill in at least one with the name of a companion,
STR DEX CON or write your own.

owes me their life, whether


they admit it or not.

I have sworn to protect .

Intelligence Wisdom Charisma I worry about the ability of to


survive in the dungeon.
Stunned -1 Confused -1 Scarred -1
INT WIS CHA is soft, but I will make them
hard like me.

STARTING MOVES

Signature Weapon Choose two enhancements:


RACE
This is your weapon. There are many like it, Hooks and spikes. +1 damage, but +1
but this one is yours. Your weapon is your weight.
best friend. It is your life. You master it as Sharp. +2 piercing. Dwarf
you master your life. Your weapon, without When you share a drink with someone,
you, is useless. Without your weapon, you Perfectly weighted. Add precise. you may parley with them using CON
are useless. You must wield your weapon Serrated edges. +1 damage. instead of CHA.
true.
Glows in the presence of one type of Elf
Choose a base description, all are 2 weight: creature, your choice. Choose one weaponyou can always treat
Sword Spear Huge. Add messy and forceful. weapons of that type as if they had the
precise tag.
Axe Flail Versatile. Choose an additional range.
Hammer Fists Well-crafted. -1 weight. Halfling
When you Defy Danger and use your small
Choose a range that best fits your weapon: Choose a look: size to your advantage, take +1.
Hand Close Ancient Blood-stained
Reach Unblemished Sinister Human
Once per battle you may reroll a single
Ornate damage roll (yours or someone elses).

Bend Bars, Lift Gates Armored


When you use pure strength to destroy an You ignore the clumsy tag on any armor
inanimate obstacle, roll+STR. On a 10+, you wear.
choose 3. On a 7-9 choose 2.
It doesnt take a very long time
Nothing of value is damaged
It doesnt make an inordinate amount
of noise
You can fix the thing again without a lot
of effort
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

Merciless Armor Mastery


STARTING GEAR When you deal damage, deal +1d4 damage. When you make your armor take the

THE FIGHTER
Max Load (12+STR) Current brunt of damage dealt to you, the damage
Heirloom is negated but you must reduce the armor
You carry your Signature Weapon. value of your armor or shield (your choice)
When you consult the spirits that reside
Dungeon Rations (5 uses, ration, 1 weight) within your signature weapon, they will by 1. The value is reduced each time you
give you an insight relating to the current make this choice. If the reduction leaves
Choose your defenses: the item with 0 armor it is destroyed.
situation, and might ask you some
Chainmail (1 armor, worn, 1 weight) and questions in return, roll+CHA. On a 10+,
Adventuring Gear (5 uses, 1 weight) the GM will give you good detail. On a 7-9, Seeing Red
Scale Armor (2 armor, worn, clumsy, the GM will give you an impression. When you Discern Realities during
3 weight) combat, you take +1.

Choose two:
Improved Weapon
Choose one extra enhancement for your Interrogator
2 Healing Potions (0 weight) signature weapon. When you parley using threats of violence
Shield (+1 armor, 2 weight) as leverage, you may use STR instead of

Antitoxin (0 weight), Dungeon Rations


Blacksmith CHA.

(5 uses, ration, 1 weight), and Poultices & When you have access to a forge you can
Herbs (2 uses, slow, 1 weight) graft the magical powers of a weapon onto Scent Of Blood
your signature weapon. This process When you Hack & Slash an enemy, your
22 coins destroys the magical weapon. Your next attack against that same foe deals
signature weapon gains the magical powers +1d4 damage.
of the destroyed weapon.
Multiclass Dabbler
Iron Hide Get one move from another class. Treat
You gain +1 armor. your level as one lower for choosing the
move.

When you gain a level from 6-10, you may choose from these moves.

Bloodthirsty Armored Perfection


Replaces: Merciless Replaces: Armor Mastery
When you deal damage, deal +1d8 damage. When you choose to let your armor take
the brunt of damage dealt to you, the
Through Deaths Eyes damage is negated and you take +1 forward
When you go into battle, roll+WIS. On a against the attacker, but you must reduce
10+, name someone who will live and the armor value of your armor or shield
someone who will die. On a 7-9, name (your choice) by 1. The value is reduced
someone who will live or someone who will each time you make this choice. If the
die. Name NPCs, not player characters. The reduction leaves the item with 0 armor it is
GM will make your vision come true, if its destroyed.
even remotely possible. On a 6- you see
your own death and consequently take -1 Evil Eye
ongoing throughout the battle. Requires: Seeing Red
When you enter combat, roll+CHA. On a
Eye For Weaponry 10+, hold 2. On a 7-9, hold 1. Spend your
When you look over an enemys hold to make eye contact with an NPC
weaponry, ask the GM how much damage present, who freezes or flinches and cant
they do. act until you break it off. On a 6-, your
enemies immediately identify you as their
biggest threat.
Superior Warrior
When you Hack & Slash, on a 12+ you deal
Taste Of Blood
your damage, avoid their attack, and
Replaces: Scent Of Blood
impress, dismay, or frighten your enemy.
When you Hack & Slash an enemy, your
next attack against that same foe deals
Steel Hide +1d8 damage.
Replaces: Iron Hide
You gain +2 armor.
Multiclass Initiate
Get a move from another class. Treat your
level as one lower for choosing the move.
NAME LEVEL XP
HUMAN: Solomon, Timothy, Kalil, Omen, Yohn, Hiko, Agasha, Elizabeth, Harald, Fatia, Khalwa, Adur, Ignis, Yajna, Umlilo
SALAMANDER: Sulfurheart, Flamewalker, Emberlash, Cinderclaw, Charfiend, Bittertallow, Barrowblaze, Singescale, Candlewick, Coalfang

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE IMMOLATOR
Evil
BODY: Strange brands, ritual scars, perfect skin Sacrifice an unwilling victim to the flames.

EYES: Smouldering, warm, searing


HIT POINTS
Chaotic
Max (4+Constitution) Current Spread a dangerous new idea.
VOICE: Crackling, whispering, roaring

DEMEANOUR: Imperious bearing, manic attitude, Neutral


barely-hidden rage DAMAGE Exchange a sacrifice, freely given, for a
service rendered.

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)

Strength Dexterity Constitution


BONDS
Weak -1 Shaky -1 Sick -1
STR DEX CON Fill in at least one with the name of a companion,
or write your own.

has felt the hellish touch


of fire, now they know my strength.

I will teach the true


Intelligence Wisdom Charisma meaning of sacrifice.
I cast something into the fire for
Stunned -1 Confused -1 Scarred -1
INT WIS CHA and still owe them their due.

STARTING MOVES

Burning Brand Give Me Fuel, Give Me Fire


When you conjure a weapon of pure When you gaze intensely into someones
RACE
flame, roll+CON. On a 10+ choose two of eyes, you may ask their player what fuels
the following tags, on a 7-9 choose one. the flames of your desire? theyll answer Human
You may treat your INT as your STR or with the truth, even if the character does When you Make Camp next to a large, open
DEX in regards to making attacks with this not know or would otherwise keep this flame, regain all of your HP.
weapon. The weapon always begins with hidden.
the fiery, touch, dangerous, and 3 uses tags.
Each attack with the weapon consumes
Salamander
one use. Zuko Style Non-magical heat and fire cannot harm
you.
When you bend a flame to your will,
hand
roll+WIS. On a 10+ it does as you command,
thrown, near
taking the shape and movement you desire
+1 damage
for as long as it has fuel on which to burn.
remove the dangerous tag
On a 7-9 the effect is short-lived, lasting
only a moment.
Fighting Fire with Fire
When you take damage, and that damage is Hand Crafted
odd (after armor) the flames within you You may use your hands in place of tools
come to your aid. Roll 1d4 and either add and fire to craft metal objects. Mundane
that many uses to your burning brand (if weapons, armor and metal jewellery can all
active), take that result forward to summon be formed from their raw components. You
your burning brand, or reduce the damage may unmake these things, as well, but to
by that amount, your choice. do so without time and safety might
require that you Defy Danger first.
COIN ADVANCED MOVES
When you gain a level from 2-10, choose from these moves.

Lore Of Flame Ogdru Jahad


STARTING GEAR When you stare into a source of fire, Gain the Wizard move Ritual. The GM will

THE IMMOLATOR
Max Load (9+STR) Current looking for answers, roll+WIS. On a hit, the always tell you what you have to sacrifice
GM will tell you something new and to gain the effect you desire.
You carry no weapons and need no armor but the interesting about the current situation. On
flames that burn within you. You begin with: a 10+, the GM will give you good detail. On Moth To The Flame
A Symbol of your sacrifices past, describe it: a 79, the GM will give you an impression. When you tempt a weak mind with your
If you already know all there is to know, inner fire, roll+WIS. On a 10+ their will is
the GM will tell you that. suppressed, theyll follow you and do as
Adventuring Gear (5 uses, 1 weight) you desire, so long as nothing startles or
1 Healing Potion (0 weight)
Burns Twice As Bright surprises them. On a 7-9, the effect is only
When you channel the flames of fate, you strong enough to distract or confuse them.
Choose two: may treat a missed roll as a 7-9 or a 7-9 On a miss, they become agitated and upset,
Dungeon Rations (5 uses, ration, 1 weight) result as a 10+. This may be a roll you or your fire having sparked their hidden
another character has made. Tell the GM desires.
1 Healing Potion (0 weight)
something youve lost; an emotion, a
10 Coins memory or some innate piece of your Indestructible Hunger
being. You may not use this move again When you would take your last breath,
until youve used Burns Half As Long. dont. Instead, you may erase one of your
Bonds. This is permanent and lowers your
Burns Half As Long total available Bonds forever. You are alive
You gain this move when you gain Burns and have 1d6 hp. If you have no more
Twice As Bright Bonds, take your last breath as normal.
When you sacrifice a victory to the flames
of fate, treat any roll of 10+ as a miss. The Enkindler
When you bolster the courage of others
This Killing Fire roll+CHA. On a 10+ they shake off all fear
Add the following tags to your options for and doubt, becoming brave in an instant.
Burning Brand: messy, forceful, reach, near, On a 7-9, this effect is fleeting, they realize
far. its superficiality and resort to cowardice
after a moment or two. On a miss, theyre
Firebrand cowed or terrified by your presence.
When you introduce a new idea to an
NPC, roll+CHA. On a 10+ They believe the Sick Burn
idea to be their own and take to it with When you insult an NPC, roll + CHA. On a
fervour On a 7-9, Their passion fades after 10+ you leave them no room to react, they
a day or two. On a miss, they respond bear your insult and the scorn of all who
negatively, speaking out against the idea. hear it. On a 7-9 you cross a line, they will
have their revenge, someday. On a miss
you've gone too far, they blow up here and
now.

When you gain a level from 6-10, you may choose from these moves.

From Hells Heart Fanning The Flames


When you summon fire with any of your Requires: Firebrand
moves, you can replace it with the black You may apply the effects of your
fires of hell itself. This fire does not burn Firebrand move to a group of people - a
with heat and ignores armor, scorching the dozen or so - all at once.
soul itself. Those creatures without souls
cannot be harmed by this type of flame. Watch The World Burn
When you open a channel to the burning
Burning Ring Of Fire planes and call a firestorm, tell the GM
When you fuse a willing persons soul to what youre sacrificing and roll+WIS. The
yours, roll+CHA. On a hit you are bound sky opens up and fire pours like rain from
together, able to sense each other at any it within an area about equal to a small
distance, as well as sharing your emotional village. Everyone and everything in the
state. On a 7-9, the connection is unstable area takes damage as appropriate. On a 10+
and dangerous, when you take a debility, so you can extinguish the storm with a little
do they (and vice versa). On a miss, the effort. On a 7-9 the fires rage out of your
branding is rejected and you both erase any control, spreading and gusting where they
Bonds you have to each other. You may are carried by wind and weather. On a
write new Bonds with them at the End of miss, something cruel, intelligent and
Session as usual. This fusion, once hungry comes with the storm.
performed, cannot be undone by mortal
means.
NAME LEVEL XP
NAMES: Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, Octavia, Regulus, Valeria, Sanguinus, Titanius

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE PALADIN
Lawful
BODY: Fit, bulky, thin Deny mercy to a criminal or unbeliever.

EYES: Kind, fiery, glowing


HIT POINTS
Good
Max (10+Constitution) Current Endanger yourself to protect someone
HAIR: Bald, styled, helmet
weaker than you.
HOLY SYMBOL: Worn, fancy
DAMAGE

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)

BONDS
Strength Dexterity Constitution
Fill in at least one with the name of a companion,
Weak -1 Shaky -1 Sick -1 or write your own.
STR DEX CON s misguided behavior
endangers their very soul!
has stood by me in battle
and can be trusted completely.

I respect the beliefs of but


Intelligence Wisdom Charisma
hope they will someday see the true way.

Stunned -1 Confused -1 Scarred -1 is a brave soul, I have much to


INT WIS CHA learn from them.

STARTING MOVES

Quest Lay On Hands (CHA)


When you dedicate yourself to a mission When you touch someone, skin to skin,
through prayer and ritual cleansing, state and pray for their well-being, roll+CHA.
what you set out to do: On a 10+ you heal 1d8 damage or remove RACE
one disease. On a 79, they are healed,
Slay , a great blight on
but the damage or disease is transferred
the land.
Defend from the
to you. Human
When you first enter a civilized
iniquities that beset them.
Discover the truth of . I Am The Law settlement someone who respects the
custom of hospitality to minstrels will take
When you give an NPC an order based on
you in as their guest.
Then choose up to two boons: your divine authority, roll+Cha. On a 7+,
they choose one:
An unwavering sense of direction to
. Do what you say.
Invulnerability to Back away cautiously, then flee.
(edged weapons, fire, enchantment, etc.) Attack you.
A mark of divine authority.
On a 10+, you also take +1 forward against
Senses that pierce lies.
them. On a miss, they do as they please
A voice that transcends language.
and you take -1 forward against them.
Freedom from hunger, thirst, and sleep.

The GM will then tell you what vow or Armored


vows is required of you to maintain your You ignore the clumsy tag on armor you
blessing: wear.

Honor (forbidden: cowardly tactics


and tricks)
Temperance (forbidden: gluttony in
food, drink, and pleasure of the flesh)
Piety (required: observance of daily holy
services)
Valor (forbidden: suffering an evil
creature to live)
Truth (forbidden: lies)
Hospitality (required: comfort to those
in need, no matter who they are)
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

Divine Favor Hospitaller


STARTING GEAR Dedicate yourself to a deity (name a new When you heal an ally, you heal +1d8

THE PALADIN
Max Load (12+STR) Current one or choose one thats already been damage.
established). You gain the commune and
Dungeon Rations (5 uses, ration, 1 weight) cast a spell cleric moves. When you select Exterminatus
Scale Armor (2 armor, worn, clumsy, 3 weight) this move, treat yourself as a cleric of level When you speak aloud your promise to
1 for using spells. Every time you gain a defat an enemy, you deal +2d4 damage
Some Mark of Faith (0 weight), describe it: level thereafter, increase your effective against that enemy and -4 damage against
cleric level by 1. anyone else. This effect lasts until the
Choose your weapon: enemy is defeated. If you fail to defeat the
Bloody Aegis enemy or give up the fight, you can admit
Halberd (reach, +1 damage, two-handed, When you take damage you can grit your your failure, but the effect continues until
2 weight) teeth and accept the blow. If you do you you find a way to redeem yourself.
Long Sword (close, +1 damage, 1 weight) and take no damage but instead suffer a
Shield (+1 armor, 2 weight) debility of your choice. If you already have Charge!
all six debilities you cant use this move. When you lead the charge into combat,
Choose one:
those you lead take +1 forward.
Adventuring Gear (5 uses, 1 weight) Smite
Dungeon Rations (5 uses, ration, 1 weight) While on a Quest you deal +1d4 damage. Staunch Defender
and Healing Potion (0 weight) When you Defend you always get +1 hold,
Holy Protection even on a 6-.
You get +1 armor while on a Quest.
Setup Strike
Voice Of Authority When you Hack & Slash, choose an ally.
Take +1 to order hirelings. Their next attack against your target does
+1d4 damage.

When you gain a level from 6-10, you may choose from these moves.

Evidence Of Faith Tandem Strike


Requires: Divine Favor Replaces: Setup Strike
When you see divine magic as it happens, When you Hack & Slash, choose an ally.
you can ask the GM which deity granted Their next attack against your target does
the spell and its effects. Take +1 when +1d4 damage and they take +1 forward
acting on the answers. against them.

Holy Smite Divine Protection


Replaces: Smite Replaces: Holy Protection
While on a Quest you deal +1d8 damage. You get +2 armor while on a Quest.

Ever Onward Divine Authority


Replaces: Charge! Replaces: Voice Of Authority
When you lead the charge into combat, Take +1 to order hirelings. When you roll a
those you lead take +1 forward and +2 12+ the hireling transcends their moment
armor forward. of fear and doubt and carries out your
order with particular effectiveness or
Impervious Defender efficiency.
Replaces: Staunch Defender
When you Defend you always get +1 hold, Perfect Hospitaller
even on a 6-. When you get a 12+ to defend Replaces: Hospitaller
instead of getting hold the nearest When you heal an ally, you heal +2d8
attacking creature is stymied giving you a damage.
clear advantage, the GM will describe it.
Indomitable
Perfect Knight When you suffer a debility (even through
When you Quest you choose three boons Bloody Aegis) take +1 forward against
instead of two. whatever caused it.
NAME LEVEL XP
ELF: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe HUMAN: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE RANGER
Chaotic
BODY: Lithe, wild, sharp Free someone from literal or figurative

EYES: Wild, sharp, animal


HIT POINTS bonds.

Max (8+Constitution) Current Good


HAIR: Wild, bald, hooded
Endanger yourself to combat an unnatural
CLOTHES: Cape, camouflage, traveling clothes threat.
DAMAGE Neutral
Help an animal or spirit of the wild.

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)

Strength Dexterity Constitution


Weak -1 Shaky -1 Sick -1 BONDS
STR DEX CON
Fill in at least one with the name of a companion,
or write your own.

I have guided before and


they owe me for it.
Intelligence Wisdom Charisma is a friend of nature, so I
will be their friend as well.
Stunned -1 Confused -1 Scarred -1 has no respect for nature,
INT WIS CHA so I have no respect for them.

does not understand life in


the wild, so I will teach them.

STARTING MOVES

Animal Companion Choose as many strengths as its Ferocity:


You have a supernatural connection with a Fast, Burly, Huge, Calm, Adaptable,
loyal animal. You cant talk to it per se but Tireless, Quick Reflexes, Camouflage,
RACE
it always acts as you wish it to. Name your Ferocious, Intimidating, Keen Senses,
animal companion: Stealthy, Elf
When you Undertake A Perilous Journey
Choose a species:
Your animal companion is trained to fight through wilderness whatever job you take
Wolf, Cougar, Bear, Eagle, Dog, Hawk, Cat, humanoids. Choose as many additional you succeed as if you rolled a 10+.
Owl, Pigeon, Rat, Mule, trainings as its Cunning:
Human
Choose a base: Hunt, Search, Scout, Guard, Labor, Travel, When you Make Camp in a dungeon or city,
Fight Monsters, Perform, you dont need to consume a ration.
Ferocity +2, Cunning +1, Instinct +1,
1 Armor
Ferocity+2, Cunning +2, Instinct +1, Choose as many weaknesses as its Instinct:
0 Armor
Flighty, Savage, Slow, Broken, Frightening,
Ferocity +1, Cunning +2, Instinct +1, Forgetful, Stubborn, Lame,
1 Armor
Ferocity +3, Cunning +1, Instinct +2,
1 Armor

Command
Hunt & Track (WIS) Called Shot When you work with your animal
companion on something its trained in...
When you follow a trail of clues left When you attack a defenseless or
behind by passing creatures, roll+WIS. surprised enemy at range, you can choose and you attack the same target,
On a 7+, you follow the creatures trail to deal your damage or name your target add its ferocity to your damage
until theres a significant change in its and roll+DEX. and you track,
direction or mode of travel. On a 10+, add its cunning to your roll
Head 10+: As 79, plus your damage.
you also choose 1: and you take damage,
7-9: They do nothing but stand and
add its armor to your armor
Gain a useful bit of information about drool for a few moments.
and you Discern Realities,
your quarry, the GM will tell you what
Arms 10+: As 7-9, plus your damage add its cunning to your roll
Determine what caused the trail to end
7-9: They drop anything theyre and you Parley,
holding. add its cunning to your roll
Legs 10+: As 7-9, plus your damage and someone Interferes with you,
7-9: Theyre hobbled and slow moving. add its instinct to their roll
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

Half-elven Blot Out The Sun


STARTING GEAR Somewhere in your lineage lies mixed When you Volley you may spend extra

THE RANGER
Max Load (11+STR) Current blood and it begins to show its presence. ammo before rolling. For each point of
You gain the elf starting move if you took ammo spent you may choose an extra
Dungeon Rations (5 uses, ration, 1 weight) the human one at character creation or vice target. Roll once and apply damage to all
Leather Armor (1 armor, worn, 1 weight) versa. You may take this move only if it is targets.
your first advancement.
Bundle Of Arrows (3 ammo, 1 weight)
Well-trained
Choose your armament: Wild Empathy Choose another training for your animal
Hunters Bow (near, far, 1 weight), and You can speak with and understand companion.
Short Sword (close, 1 weight) animals.
Hunters Bow (near, far, 1 weight), and
God Amidst The Wastes
Spear (reach, 1 weight) Familiar Prey Dedicate yourself to a deity (name a new
When you Spout Lore about a monster one or choose one thats already been
Choose one: established). You gain the commune and
you use WIS instead of INT.
Adventuring Gear (5 uses, 1 weight), and cast a spell cleric moves. When you select
Dungeon Rations (5 uses, ration, 1 weight) Vipers Strike this move, treat yourself as a cleric of level
1 for using spells. Every time you gain a
Adventuring Gear (5 uses, 1 weight), and When you strike an enemy with two
level thereafter, increase your effective
Bundle Of Arrows (3 ammo, 1 weight) weapons at once, add an extra 1d4 damage
cleric level by 1.
for your off-hand strike.
Follow Me
Camouflage
When you Undertake A Perilous Journey
When you keep still in natural
you can take two roles. You make a
surroundings, enemies never spot you
separate roll for each.
until you make a movement.
A Safe Place
Mans Best Friend
When you set the watch for the night,
When you allow your animal companion
everyone takes +1 to Take Watch.
to take a blow that was meant for you,
the damage is negated and your animal
companions ferocity becomes 0. If its
ferocity is already 0 you cant use this
ability. When you have a few hours of rest
with your animal companion its ferocity
returns to normal.

When you gain a level from 6-10, you may choose from these moves.

Wild Speech A Safer Place


Replaces: Wild Empathy Replaces: A Safe Place
You can speak with and understand any When you set the watch for the night,
non-magical, non-planar creature. everyone takes +1 to Take Watch. After a
night in camp when you set the watch
Hunters Prey everyone takes +1 forward.
Replaces: Familiar Prey
When you Spout Lore about a monster Observant
you use WIS instead of INT. On a 12+, in When you hunt and track, on a hit you
addition to the normal effects, you get to may also ask one question about the
ask the GM any one question about the creature you are tracking from the Discern
subject. Realities list for free.

Vipers Fangs Special Trick


Replaces: Vipers Strike Choose a move from another class. So long
When you strike an enemy with two as you are working with your animal
weapons at once, add an extra 1d8 damage companion you have access to that move.
for your off-hand strike.
Unnatural Ally
Smaugs Belly Your animal companion is a monster, not
When you know your targets weakest an animal. Describe it. Give it +2 ferocity
point your arrows have 2 piercing. and +1 instinct, plus a new training.

Strider
Replaces: Follow Me
When you Undertake A Perilous Journey
you can take two roles. Roll twice and use
the better result for both roles.
NAME LEVEL XP
HALFLING: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug HUMAN: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE THIEF
Chaotic
BODY: Lithe, knobby, flabby Leap into danger without a plan.

EYES: Shifty, criminal


HIT POINTS
Neutral
Max (6+Constitution) Current Avoid detection or infiltrate a location.
HAIR: Cropped, messy, hooded

CLOTHES: Dark, fancy, common


DAMAGE Evil
Shift danger or blame from yourself to
someone else.

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)

Strength Dexterity Constitution


Weak -1 Shaky -1 Sick -1 BONDS
STR DEX CON
Fill in at least one with the name of a companion,
or write your own.

I stole something from .

has my back when things


Intelligence Wisdom Charisma go wrong.
knows incriminating
Stunned -1 Confused -1 Scarred -1 details about me.
INT WIS CHA
and I have a con running.

STARTING MOVES

Trap Expert Poisoner


When you spend a moment to survey a Youve mastered the care and use of a
dangerous area, roll+DEX. On a 10+, hold poison. Choose a poison from the list RACE
3. On a 79, hold 1. Spend your hold as below; that poison is no longer dangerous
you walk through the area to ask these for you to use. You also start with three
questions: uses of the poison you choose. Whenever Halfling
you have time to gather materials and a When you attack with a ranged weapon,
Is there a trap here and if so, what deal +2 damage.
safe place to brew you can make three uses
activates it?
of the poison you choose for free. Note that
What does the trap do when activated?
What else is hidden here?
some poisons are applied, meaning you Human
have to carefully apply it to the target or You are a professional. When you Spout
something they eat or drink. Touch poisons Lore or Discern Realities about criminal
just need to touch the target, they can even activities, take +1.
Tricks Of The Trade be used on the blade of a weapon.
When you pick locks or pockets or disable
Oil of Tagit: (applied) The target falls into
traps, roll+DEX. On a 10+, you do it, no
a light sleep.
problem. On a 79, you still do it, but the
GM will offer you two options between Bloodweed: (touch) The target deals
suspicion, danger, or cost. -1d4 damage ongoing until cured.
Goldenroot: (applied) The target treats
Flexible Morals the next creature they see as a trusted
ally, until proved otherwise.
When someone tries to detect your
alignment you can tell them any alignment Serpents Tears: (touch) Anyone dealing
you like. damage to the target rolls twice and
takes the better result.
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

Cheap Shot Poison Master


STARTING GEAR When using a precise or hand weapon, After youve used a poison once its no

THE THIEF
Max Load (9+STR) Current your Backstab deals an extra +1d6 damage. longer dangerous for you to use.

Dungeon Rations (5 uses, ration, 1 weight) Cautious Envenom


Leather Armor (1 armor, worn, 1 weight) When you use Trap Expert you always get You can apply even complex poisons with a
3 uses of your chosen Poison: +1 hold, even on a 6-. pinprick. When you apply a poison thats
not dangerous for you to use to your
Wealth And Taste weapon its touch instead of applied.
10 Coins When you make a show of flashing
Choose your arms: around your most valuable possession, Brewer
choose someone present. They will do When you have time to gather materials
Dagger (hand, 1 weight), and anything they can to obtain your item or and a safe place to brew you can create
Short Sword (close, 1 weight) one like it. three doses of any one poison youve used
Rapier (close, precise, 1 weight) before.

Choose a ranged weapon:


Shoot First
Youre never caught by surprise. When an Connections
3 Throwing Daggers (thrown, near, enemy would get the drop on you, you get When you put out word to the criminal
0 weight) to act first instead. underbelly about something you want or
Ragged Bow (near, 2 weight) and need, roll+CHA. On a 10+, someone has it,
Bundle Of Arrows (3 ammo, 1 weight) Underdog just for you. On a 79, youll have to settle
When youre outnumbered, you have for something close or it comes with
Choose one: strings attached, your call.
+1 armor.
Adventuring Gear (5 uses, 1 weight)
Healing Potion (0 weight)

When you gain a level from 6-10, you may choose from these moves.

Dirty Fighter Alchemist


Replaces: Cheap Shot Replaces: Brewer
When using a precise or hand weapon, your When you have time to gather materials
Backstab deals an extra +1d8 damage and and a safe place to brew you can create
all other attacks deal +1d4 damage. three doses of any poison youve used
before. Alternately you can describe the
Extremely Cautious effects of a poison youd like to create. The
Replaces: Cautious GM will tell you that you can create it, but
When you use use Trap Expert you always with one or more caveats:
get +1 hold, even on a 6-. On a 12+ you get It will only work under specific
3 hold and the next time you come near a circumstances.
trap the GM will immediately tell you what The best you can manage is a weaker
it does, what triggers it, who set it, and version.
how you can use it to your advantage. Itll take a while to take effect.
Itll have obvious side effects.
Serious Underdog
Replaces: Underdog Escape Route
You have +1 armor. When youre outnum- When youre in too deep and need a way
bered, you have +2 armor instead. out, name your escape route and roll+DEX.
On a 10+ youre gone. On a 79 you can
Evasion stay or go, but if you go it costs you: leave
When you Defy Danger on a 12+, you something behind or take something with
transcend the danger. You not only do what you, the GM will tell you what.
you set out to, but the GM will offer you a
better outcome, true beauty, or a moment Disguise
of grace. When you have time and materials you
can create a disguise that will fool anyone
Heist into thinking youre another creature of
When you take time to make a plan to about the same size and shape. Your
steal something, name the thing you want actions can give you away but your
to steal and ask the GM these questions. appearance wont
When acting on the answers you and your
allies take +1 forward. Strong Arm, True Aim
You can throw any melee weapon, using it
Who will notice its missing?
to volley. A thrown melee weapon is gone;
Whats its most powerful defense?
you can never choose to reduce ammo
Who will come after it?
on a 79.
Who else wants it?
NAME LEVEL XP
ELF: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr HUMAN: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri

LOOK ARMOR ALIGNMENT


Choose one for each, or write your own:
THE WIZARD
Good
BODY: Pudgy, creepy, thin Use magic to directly aid another

EYES: Haunted, sharp, crazy


HIT POINTS
Neutral
Max (4+Constitution) Current Discover something about a magical
HAIR: Styled, wild, pointed hat
mystery.
ROBES: Worn, stylish, strange
DAMAGE Evil
Use magic to cause terror and fear.

Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(), 9(), 8(-1)

Strength Dexterity Constitution


Weak -1 Shaky -1 Sick -1 BONDS
STR DEX CON
Fill in at least one with the name of a companion,
or write your own.

will play an important role in


the events to come. I have foreseen it!

Intelligence Wisdom Charisma is keeping an important secret


from me.
Stunned -1 Confused -1 Scarred -1 is woefully misinformed about
INT WIS CHA the world; I will teach them all that I can.

STARTING MOVES

Cast A Spell (INT) Spellbook RACE


When you release a spell youve prepared, You have mastered several spells and
roll+INT. On a 10+ the the spell is inscribed them in your spellbook. You start
successfully cast and you may cast the out with three first level spells, as well as Elf
spell again later. On a 7-9 the spell is all your cantrips. Whenever you gain a Magic is as natural as breath to you.
cast, but choose one: level, you inscribe a new spell of your level Detect Magic is a cantrip for you.
or lower. Your spellbook is 1 weight.
You draw unwelcome attention or put Human
yourself in a spot. The GM will tell you Choose one cleric spell. You can cast it as if
how. Spell Defense it was a wizard spell
The spell disturbs the fabric of reality as You may end any ongoing spell immediately
it is cast; take -1 ongoing to cast a spell and use the energy of its dissipation to
until the next time you Prepare Spells. deflect an oncoming attack. The spell ends
After it is cast, the spell is forgotten. and you subtract its level from the damage
You cannot cast the spell again until you done to you.
prepare spells.
Note that maintaining spells with ongoing
effects will sometimes cause a penalty to Ritual
your roll to cast a spell. When you draw on a place of power to
create a magical effect, tell the GM what
youre trying to achieve. Ritual effects are
Prepare Spells always possible, but the GM will give you
When you spend uninterrupted time (an one to four of the following conditions:
hour or so) in quiet contemplation of your Its going to take days/weeks/months
spellbook, you: First you must ____
Lose any spells you already prepared Youll need help from ____
Prepare new spells chosen from your It will require a lot of money
spellbook whose total levels dont The best you can do is a lesser version,
exceed your own level +1 unreliable and limited
Prepare your cantrips which never count You and your allies will risk danger from
against your limit ____
Youll have to disenchant ____ to do it
COIN ADVANCED MOVES
When you gain a level from 2-10, you may choose from these moves.

Prodigy Logical
STARTING GEAR Choose a spell. You prepare that spell as if When you use strict deduction to analyse

THE WIZARD
Max Load (7+STR) Current it were one level lower. your surroundings, you can Discern
Realities with INT instead of WIS.
Spellbook (1 weight) Empowered Magic
Dungeon Rations (5 uses, ration, 1 weight) When you cast a spell, on a 10+ you have Arcane Ward
Choose your defenses: the option of choosing from the 7-9 list. If As long as you have at least one prepared
you do, you may additionally choose one of spell of first level or higher, you have
Leather Armor (1 armor, worn, 1 weight) the following effects: +2 armor.
Bag of Books (5 uses, 2 weight) and The spells effects are maximized
3 Healing Potions The spells targets are doubled Counterspell
Choose your weapon: When you attempt to counter an arcane

Dagger (hand, 1 weight)


Fount Of Knowledge spell that will otherwise affect you, stake
one of your prepared spells on the defense
When you spout lore about something no
Staff (close, two-handed, 1 weight) and roll+INT. On a 10+, the spell is
one else has any clue about, take +1.
countered and has no effect on you. On a
Choose one: 7-9, the spell is countered and you forget
Healing Potion (0 weight)
Know-It-All the spell that you staked. Your counterspell
When another players character comes to protects you alone; if the countered spell
3 Antitoxin (0 weight) you for advice and you tell them what you has other targets they are affected as
think is best, they get +1 forward when normal.
following your advice and you mark
experience if they do. Quick Study
When you see the effects of an arcane
Expanded Spellbook spell, ask the GM the name of the spell and
Add a new spell from the spell list of any its effects. You take +1 when acting on the
class to your spellbook. answers.

Enchanter
When you have time and safety with a
magic item you may ask the GM what it
does. The GM will answer truthfully.

When you gain a level from 6-10, you may choose from these moves.

Master Arcane Armor


Requires: Prodigy Replaces: Arcane Ward
Choose one spell in addition to the one you As long as you have at least one prepared
picked for Prodigy. You prepare that spell spell of first level or higher, you have
as if it were one level lower. +4 armor.

Greater Empowered Magic Protective Counter


Replaces: Empowered Magic Requires: Counterspell
When you cast a spell, on a 10-11 you have When an ally within sight of you is
the option of choosing from the 7-9 list. If affected by an arcane spell, you can
you do, you may additionally choose one of counter it as if it affected you. If the spell
the following effects. On a 12+ you get to affects multiple allies you must counter for
choose one of these effects for free: each ally separately.
The spells effects are maximized
The spells targets are doubled Ethereal Tether
When you have time with a willing or
Enchanters Soul helpless subject you can craft an ethereal
Requires: Enchanter tether with them. You perceive what they
do and can discern realities about them or
When you have time and safety with a
their surroundings, no matter the distance.
magic item in a place of power you can
Someone willingly tethered to you can
empower that item so that the next time
communicate with you over the tether as if
you use it its effects are amplified, the GM
you were in the room with them.
will tell you exactly how.

Highly Logical Spell Augmentation


Replaces: Logical When you deal damage to a creater, you
can shunt a spells energy into themend
When you use strict deduction to analyse
one of your ongoing spells and add the
your surroundings, you can Discern
spells level to the damage dealt.
Realities with INT instead of WIS. On a 12+
you get to ask the GM any three questions,
not limited by the list. Self-Powered
When you have time, arcane materials, and
Mystical Puppet Strings a safe space, you can create your own place
of power. Describe to the GM what kind of
When you use magic to control a persons
power it is and how youre binding it to this
actions, they have no memory of what you
place, the GM will tell you one kind of
had them do and bear you no ill will.
creature that will have an interest in this.
CANTRIPS
You prepare all of your cantrips every time you Prepare Spells without having to select them or count them toward your allotment of spells.

Light Unseen Servant Prestidigitation


Cantrip Cantrip Cantrip
WIZARD SPELLS
An item you touch glows with arcane light, You conjure a simple invisible construct You perform minor tricks of true magic. If
about as bright as a torch. It gives off no that can do nothing but carry items. It has you touch an item as part of the casting
heat or sound and requires no fuel, but it is Load 3 and carries anything you hand to it. you can make cosmetic changes to it: clean
otherwise like a mundane torch. You have It cannot pick up items on its own and can it, soil it, cool it, warm it, flavor it, or
complete control of the color of the flame. only carry those you give to it. Items change its color. If you cast the spell
The spell lasts as long as it is in your carried by an unseen servant appear to without touching an item you can instead
presence. float in the air a few paces behind you. An create minor illusions no bigger than
unseen servant that takes damage or leaves yourself. Prestidigitation illusions are crude
your presence is immediately dispelled, and clearly illusionsthey wont fool
dropping any items it carried. anyone, but they might entertain them.

FIRST LEVEL SPELLS

Contact Spirits Charm Person Telepathy


1st Level Summoning 1st Level Enchantment (ongoing) 1st Level Divination (ongoing)
Name the spirit you wish to contact (or The person (not beast or monster) you You form a telepathic bond with a single
leave it to the GM). You pull that creature touch while casting this spell counts you as person you touch, enabling you to converse
through the planes, just close enough to a friend until they take damage or you with that person through your thoughts.
speak to you. It is bound to answer any one prove otherwise. You can only have one telepathic bond
question you ask to the best of its ability. at a time.
Invisibility
Detect Magic 1st Level Illusion (ongoing) Alarm
1st Level Divination Touch an ally: nobody can see them. 1st Level
One of your senses is briefly attuned to Theyre invisible! The spell persists until Walk a wide circle as you cast this spell.
magic. The GM will tell you what here is the target attacks or you dismiss the effect. Until you prepare spells again your magic
magical. While the spell is ongoing you cant will alert you if a creature crosses that
cast a spell. circle. Even if you are asleep, the spell will
Magic Missile shake you from your slumber.
1st Level Evocation
Projectiles of pure magic spring from your
fingers. Deal 2d4 damage to one target.

THIRD LEVEL SPELLS

Dispel magic Fireball Mirror Image


3rd Level 3rd Level Evocation 3rd Level Illusion
Choose a spell or magic effect in your You evoke a mighty ball of flame that You create an illusory image of yourself.
presence: this spell rips it apart. Lesser envelops your target and everyone nearby, When you are attacked, roll a d6. On a 4, 5,
spells are ended, powerful magic is just inflicting 2d6 damage which ignores armor. or 6 the attack hits the illusion instead, the
reduced or dampened so long as image then dissipates and the spell ends.
you are nearby. Mimic
3rd Level (ongoing) Sleep
Visions Through Time You take the form of someone you touch 3rd Level Enchantment
3rd Level Divination while casting this spell. Your physical 1d4 enemies you can see of the GMs choice
Cast this spell and gaze into a reflective characteristics match theirs exactly but fall asleep. Only creatures capable of
surface to see into the depths of time. The your behavior may not. This change sleeping are affected. They awake as
GM will reveal the details of a grim portent persists until you take damage or choose to normal: loud noises, jolts, pain.
to youa bleak event that will come to return to your own form. While this spell is
pass without your intervention. Theyll tell ongoing you lose access to all your
you something useful about how you can wizard moves.
interfere with the grim portents dark
outcomes. Rare is the portent that claims
Youll live happily ever after. Sorry.
FIFTH LEVEL SPELLS

Cage Summon Monster Polymorph


5th Level Evocation (ongoing) 5th Level Summoning (ongoing) 5th Level Enchantment
The target is held in a cage of magical A monster appears and aids you as best it Your touch reshapes a creature entirely,

WIZARD SPELLS
force. Nothing can get in or out of the cage. can. Treat it as your character, but with they stay in the form you craft until you
The cage remains until you cast another access to only the basic moves. It has +1 cast a spell. Describe the new shape you
spell or dismiss it. While the spell is modifier for all stats, 1 HP, and uses your craft, including any stat changes,
ongoing, the caged creature can hear your damage dice. The monster also gets your significant adaptations, or major
thoughts and you cannot leave sight choice of 1d6 of these traits: weaknesses. The GM will then tell you one
of the cage. or more of these:
It has +2 instead of +1 to one stat
Its not reckless The form will be unstable and temporary
Contact Other Plane
It does 1d8 damage The creatures mind will be altered
5th Level Divination
Its bond to your plane is strong: +2 HP as well
You send a request to another plane. for each level you have The form has an unintended benefit
Specify who or what youd like to contact It has some useful adaptation or weakness
by location, type of creature, name, or title.
You open a two-way communication with The GM will tell you the type of monster
that creature. Your communication can be you get based on the traits you select. The
cut off at any time by you or the creature creature remains on this plane until it dies
you contacted. or you dismiss it. While the spell is ongoing
you take -1 to cast a spell.

SEVENTH LEVEL SPELLS

Contingency Shadow Walk Dominate


7th Level Evocation 7th Level Illusion 7th Level Enchantment (ongoing)
Choose a 5th level or lower spell you know. The shadows you target with this spell Your touch pushes your mind into someone
Describe a trigger condition using a become a portal for you and your allies. elses. You gain 1d4 hold. Spend one hold to
number of words equal to your level. The Name a location, describing it with a make the target take one of these actions:
chosen spell is held until you choose to number of words up to your level. Stepping
Speak a few words of your choice
unleash it or the trigger condition is met, through the portal deposits you and any
Give you something they hold
whichever happens first. You dont have to allies present when you cast the spell at
Make a concerted attack on a target of
roll for the held spell, it just takes effect. the location you described. The portal may
your choice
You may only have a single contingent spell only be used once by each ally.
Truthfully answer one question
held at a time; if you cast Contingency
while you have a held spell, the new held Cloudkill If you run out of hold the spell ends. If the
spell replaces the old one. 7th Level Summoning (ongoing) target takes damage you lose 1 hold. While
the spell is ongoing you cannot cast a spell.
A cloud of fog drifts into this realm from
True Seeing beyond the Black Gates of Death, filling the
7th Level Divination (ongoing) immediate area. Whenever a creature in the
You see all things as they truly are. This area takes damage it takes an additional,
effect persists until you tell a lie or dismiss separate 1d6 damage which ignores armor.
the spell. While this spell is ongoing you This spell persists so long as you can see
take -1 to cast a spell. the affected area, or until you dismiss it.

NINTH LEVEL SPELLS

Alert Shelter Antipathy


9th Level Divination 9th Level Evocation (ongoing) 9th Level Enchantment (ongoing)
Describe an event. The GM will tell you You create a structure out of pure magical Choose a target and describe a type of
when that event occurs, no matter where power. It can be as large as a castle or as creature or an alignment. Creatures of the
you are or how far away the event is. If you small as a hut, but is impervious to all specified type or alignment cannot come
choose, you can view the location of the non-magical damage. The structure within sight of the target. If a creature of
event as though you were there in person. endures until you leave it or you end the the specified type does find itself within
You can only have one Alert active at a spell. sight of the target, it immediately flees.
time. This effect continues until you leave the
Perfect Summons targets presence or you dismiss the spell.
Soul Gem 9th Level Summoning While the spell is ongoing you take -1 to
9th Level You teleport a creature to your presence. cast a spell.
You trap the soul of a dying creature within Name a creature or give a short description
a gem. The trapped creature is aware of its of a type of creature. If you named a
imprisonment but can still be manipulated creature, that creature appears before you.
through spells, parley, and other effects. If you described a type of creature, a
All moves against the trapped creature are creature of that type appears before you.
at +1. You can free the soul at any time but
it can never be recaptured once freed.
Portray a fantastic MONSTERS
world, fill the
What is it known to do? What is its most common form
characters lives of attack?
Write a Monster Move describing
with adventure, what it does. Note it along with the creatures damage.
Common answers include: a type of weapon,
and play to find out What does it want that claws, a specific spell. Then answer these
causes problems for others? questions about it:
what happens.
This is its Instinct. Write it as an Its armaments are vicious and
intended action. obvious: +2 damage
PRINCIPLES It lets the monster keep others
How does it usually hunt at bay: reach
Draw Maps, leave blanks or fight? Its armaments are small and weak: reduce its
Address the characters, not the players In large groups: Horde, D6 damage, 3 HP damage die size by one
Embrace the fantastic In small groups, about 2-5: Group, D8 Its armaments can slice or pierce metal: Messy,
Make a move that follows damage, 6 HP +1 piercing or +3 piercing if it can just
Never speak the name of your move All by its lonesome: Solitary, D10 tear metal apart
Give every monster life damage, 12 HP Armor doesnt help with the damage it deals
Name every person (due to magic, size, etc.): ignores Armor
Ask questions and use the answers How big is it? It usually attacks at range (with arrows, spells,
Be a fan of the characters or other projectiles): Near or Far or
Smaller than a house cat: Tiny, Hand,
Think dangerous both (your call)
-2 damage
Begin and end with the fiction Halfling-esque: Small, Close
Think offscreen, too Which of these describe it?
About human size: Close
(Choose all that apply)
As big as a cart: Large, Close, Reach,
+4 HP, +1 damage It isnt dangerous because of the wounds it
GM MOVES Much larger than a cart: Huge, reach, inflicts, but for other reasons: Devious, reduce
+8 HP, +3 damage its damage die size by one, write a move about
Use a monster, danger, or location move why its dangerous
Reveal an unwelcome truth What is its most important It organizes into larger groups that it can call
Show signs of an approaching threat defense? on for support: Organized, write a move about
Deal damage calling on others for help
Cloth or flesh: 0 Armor
Use up their resources Its as smart as a human or
THE GM

Leathers or thick hide: 1 Armor


Turn their move back on them thereabouts: Intelligent
Mail or scales: 2 Armor
Separate them It actively defends itself with a shield or
Plate or bone: 3 Armor
Give an opportunity that fits a similar: Cautious, +1 Armor
Permanent magical protection: 4 Armor,
class abilities It collects trinkets that humans would consider
Magical
Show a downside to their class, race, valuable (gold, gems,
or equipment secrets): Hoarder
Offer an opportunity, with or
What is it known for? Its from beyond this world: Planar, write a
without cost
(Choose all that apply) move about using its otherworldly knowledge
Put someone in a spot Unrelenting strength: +2 damage, and power
Tell them the requirements or Forceful Its kept alive by something beyond simple
consequences and ask Skill in offense: Roll damage twice and biology: +4 HP
take the better roll It was made by someone: Construct, give it a
Skill in defense: +1 Armor special quality or two about its construction
DUNGEON MOVES Deft strikes: +1 Piercing or purpose
Uncanny endurance: +4 HP Its appearance is disturbing, terrible, or
Change the environment Deceit and trickery: Stealthy, write a horrible: Terrifying, write a specail quality
Point to a looming threat move about dirty tricks about why its so horrendous
Introduce a new faction or type of A useful adaptation like being It doesnt have organs or discernable anatomy:
creature amphibious or having wings: add a Amorphous, +1 Armor, +3 HP
Use a threat from an existing faction or special quality for the adaptation It (or its species) is ancient - older than man,
type of creature The favor of the gods: Divine, +2 damage elves, and dwarves: increase its damage die
Make them backtrack or +2 HP or both (your call) size by one
Present riches at a price Spells and magic: Magical, write a move It abhors violence: roll damage twice and take
Present a challenge to one of about its spells. the worse result
the characters
NAME Campaign Adventure
Description:

CAST STAKES

DANGER DANGER
TYPE: TYPE:

IMPENDING DOOM: IMPENDING DOOM:

GRIM PORTENTS GRIM PORTENTS

FRONTS
DANGER DANGER
TYPE: TYPE:

IMPENDING DOOM: IMPENDING DOOM:

GRIM PORTENTS GRIM PORTENTS


NAME Campaign Adventure
Description:

CAST STAKES

DANGER DANGER
TYPE: TYPE:

IMPENDING DOOM: IMPENDING DOOM:

GRIM PORTENTS GRIM PORTENTS


FRONTS

DANGER DANGER
TYPE: TYPE:

IMPENDING DOOM: IMPENDING DOOM:

GRIM PORTENTS GRIM PORTENTS


NAME Campaign Adventure
Description:

CAST STAKES

DANGER DANGER
TYPE: TYPE:

IMPENDING DOOM: IMPENDING DOOM:

GRIM PORTENTS GRIM PORTENTS

FRONTS
DANGER DANGER
TYPE: TYPE:

IMPENDING DOOM: IMPENDING DOOM:

GRIM PORTENTS GRIM PORTENTS