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MASHUP WORLD

• A selection of Backgrounds. (a)


• Drives instead of Alignments. (a)(e)
Lance: reach, astride, forceful, 15 coins, 2
weight
A week’s stay at a fancy inn
A week’s unskilled labor
43-CHA coins
10 coins
by Seth Halbeisen Version 1.0 2019 • Many changes (some small, some big) within Maul, Greataxe: close, two-handed, messy, 20 A month’s army pay 30 coins
Mashup World is a resigned and revision of the the classes themselves. (a)(b)(c)(d)(e)(f) coins, 3 weight Custom blacksmith work Base Item + 50 coins
playbooks used in Dungeon World, along with • Inclusion of the Artificer and Mage (Sorcerer) Whip: reach, dangerous, entangling, 4 coins, 1 A night’s “companionship” 20-CHA coins
tweaking of its core rules. Almost all of Mashup playbooks, and aspects of the Priest alternate weight An evening of song and dance 18-CHA coins
World is taken from other dungeon world hacks. playbook used in the Cleric playbook. (c) Armor Escort per day tough route 20 coins
In essence I have cut and pasted from other au- • Bonds and Flags have been removed from the Leather, Chainmail: 1 armor, 10 coins, 1 weight Escort per day dangerous route 54 coins
thors and implemented their ideas while keeping game. and replaced by Introductory questions in Scale Mail: 2 armor, clumsy, 50 coins, 3 weight Passage on a safe route: 1 coin
core dungeon world mechanics. each playbook. (f) Wyvern-skin: 2 armor, 300 coins, 1 weight Passage on a tough route: 10 coins
Printing Instructions Plate: 3 armor, clumsy, 350 coins, 4 weight Passage on a dangerous route: 100 coins
Incorporations used in the document include: Shield: +1 armor, 15 coins, 2 weight A run-of-the-mill killing 5 coins
a) Homebrew World by Jeremy Strandberg, Print this document on 8.5 x 11 paper (or A4,
scaled to fit). Print double-sided, flipping on the Barding, Light: +1 armor, 40 coins, 2 weight An assassination 120 coins
b) Forth World 1.5 by by Lester Ward, Barding, Heavy: +2 armor, clumsy, 200 coins, 6 Healing from a chirurgeon 5 coins
c) Dungeon World Alternative Playbooks by short edge. After printing cut the “Basic Moves”
pages in half. (This creates two reference pages. weight A month’s prayers for the departed 1 coin
Jacob Randolph, Dungeon Gear Repairs to an item 25% of the item’s cost
d) Dungeon World Playbooks 2.0 by designed by Print enough so that each player has one, and
one for the GM.) Adventuring Gear: 5 uses, 20 coins, 1 weight Messenger, local 1 coin
Stefan Grambart, Dungeon World by Sage LaTorra Bandages: 3 uses, slow, 5 coins, 0 weight Heal 4 Messenger, steading-to-steading 25 coins
and Adam Koebel, SAMPLE EQUIPMENT LIST
Weapons Poultices and Herbs: 2 uses, slow, 10 coins, 1 Library access 10 coins
e) Minimal Playbooks “char-creation-sheets” by weight. Heal 7 Meals
Greg Soper. Bola: thrown, near, entangling, 1 coin, 1 weight
Blowgun: near, −2 damage, 2 coins, 0 weight Healing Potion: 50 coins, 0 weight Heal 10 or A hearty meal for one 1 coin
f) One shot world by Yochai Gal Debility A poor meal for a family 1 coin
This document is Licensed under the Creative Blowgun needles: 5 ammo, 1 coin, 0 weight
Ragged Bow: near, 15 coins, 2 weight Keg of Dwarven Stout: 10 coins, 4 weight A feast 15 coins per person
Commons Attribution-ShareAlike 3.0 United Bag of Books: 5 uses, 10 coins, 2 weight Bribes:
States (CC BY-SA 3.0 US). Fine Bow: near, far, 60 coins, 2 weight
Hunter’s Bow: near, far, 100 coins, 1 weight Antitoxin: 10 coins, 0 weight A peasant dowry 20-CHA coins
Whats Different Here? Crossbow: near, +1 damage, reload, 35 coins, Dungeon Rations: 5 uses, 3 coins, 1 weight “Protection” 100-CHA coins
• The inclusion of advantage/disadvantage. (a) 3 weight Personal Feast: 1 use, 10 coins, 1 weight A government bribe 50-CHA coins
• Parley is rewritten; as an info-gathering move Bundle of Arrows: 3 ammo, 1 coin, 1 weight Dwarven Hardtack: 7 uses, 3 coins, 1 weight A compelling bribe 80-CHA coins
and a “convince them” move. (a) Elven Arrows: 4 ammo, 20 coins, 1 weight Elven Bread: 7 uses, 10 coins, 1 weight Land and Buildings:
• Aid is rewritten as well. (a) Net: thrown, near, entangling, awkward, 1 coin, Halfling Pipeleaf: 6 uses, 5 coins, 0 weight A hovel 20 coins
• Interfere has been removed from the game. 1 weight Poisons: (All of 0 weight) A cottage 500 coins
• There are only 3 debilities, and each affects Club, Shillelagh: close, 1 coin, 2 weigh Oil of Tagit: Dangerous, applied, 15 coins A house 2,500 coins
two statistics. But they’re easier to clear. (a). Staff: close, two-handed, 1 coin, 1 weight Bloodweed: Dangerous, touch, 12 coins, A mansion 50,000 coins
• XP and leveling. Levels have been removed Dagger, Shiv, Knife: hand, 2 coins, 1 weight Goldenroot: Dangerous, applied, 20 coins, A keep 75,000 coins
from the game. You still get XP on a miss and Stiletto: hand, precise, 1 piercing, 3 coin, 1 Serpent’s Tears: Dangerous, touch, 10 coins A castle 250,000 coins
when you Make Camp (in a one shot) or at end weight Transport A month’s upkeep 1% of the cost
of a session(Long term play).(a) Throwing knives: thrown, near, hand, 3 ammo, Cart and Donkey: 50 coins, load 20 Gifts and Finery:
• Advancement has been simplified. (a) 3 coins, 1 weight Goat: 10 coins, load 3 A peasant gift 1 coin
• You can burn an XP to give yourself a +1 on a Short Sword, Axe, Warhammer, Mace: close, 8 Donkey: 35 coins, load 9 A fine gift 55 coins
roll you just made. (a) coins, 1 weight Horse: 75 coins, load 10 A noble gift 200 coins
• No more “large numbers” for statistics, just Spear: reach, thrown, near, 5 coins, 1 weight Warhorse: 400 coins, load 12 A ring or cameo 75 coins
modifiers. (a) Long Sword, Battle Axe, Flail: close, +1 damage, Wagon: 150 coins, load 40 A fine tapestry 350+ coins
• Statistic improvement is now part of 15 coins, 2 weight Barge: 50 coins, load 15 A crown fit for a king 5,000 coins
advancement selection. Halberd: reach, +1 damage, two-handed, 9 River boat: 150 coins, load 20 Hoards
• HP has a set starting number per class, coins, 2 weight Merchant ship: 5,000 coins, load 200 A goblin’s stash 2 coins
modified by the character’s CON. (a) Rapier: close, precise, 25 coins , 1 weight War ship: 20,000 coins, load 100 A lizardman’s trinkets 5 coins
• Players can now increase their HP through Dueling Rapier: close, 1 piercing, precise, 50 Services A “priceless” sword 80 coins
advancement. coins, 2 weight A week’s stay at a peasant inn 14-CHA coins An orc warchief ’s tribute 250 coins
• “Race” is part of your looks. (a) A week’s stay at a civilized inn 30-CHA coins A dragon’s mound of treasure 130,000 coins
GM Cheat Sheet DAMAGE & DEBILITIES
When you make a GM move that involves some-
one getting banged up, knocked around, hurt,
Armor
It is protected by... (pick 1)
• Naught but cloth and flesh: 0 armor.
LOOT TABLE
When taking the accumulated wealth of a mon-
ster (defeated or not), roll the monster’s damage,
HOW TO GM
or injured, then deal damage as part of that • Leathers or thick hide: 1 armor. modified if the monster is:
• Describe the situation move. If the damage is caused by an established • Mail, scales, or similar: 2 armor. •Hoarder: roll damage die twice, take higher
• Follow the rules • Make moves monster, deal damage per its stats. Otherwise, • Steel, bony plates, carapace: 3 armor. result
• Exploit your prep what would it do to a normal person? • Layers of magical wards: 4 armor. • Far from home: add at least one ration (usable
YOUR AGENDA • Bruises & scrapes; pain; light burns: d4 It... (choose all that apply) by anyone with similar taste)
• Portray a fantastic world • Nasty flesh wounds/bruises/burns: d6 • Bears a shield (or similar) +1 armor. • Magical: some strange item, possibly magical
• Fill their lives with adventure • Broken bones; deep/wide burns: d8 • Is skilled in defense +1 armor. • Lord over others: +1d4 to the roll
• Play to find out what happens • Death or dismemberment: d10 • Lacks organs/discernible anatomy +1 armor. • Ancient and noteworthy: +1d4 to the roll
YOUR PRINCIPLES Debilities are ongoing states reflecting the tolls Damage Roll the monster’s damage plus any added modi-
the characters have taken. Inflict them as (or as How does it usually hunt or fight? (pick 1) fiers to find the monster’s treasure:
• Draw maps, leave blanks
part of) a GM move. They are: • In large groups (horde) d6. 1: A few coins, 2d8 or so
• Address the characters, not the players
• Weakened: fatigued, tired, sluggish, shaky • In small groups (group) d8. 2: An item useful to the current situation
• Embrace the fantastic
(disadvantage to STR and DEX) • By itself (solitary) d10. 3: Several coins, about 4d10
• Make a move that follows
• Dazed: out of it, befuddled, not thinking 4: A small item (gem, art) of considerable value,
• Never speak the name of your move How big is it? (pick 1)
clearly (disadvantage to INT and WIS) worth as much as 2d10×10 coins, 0 weight
• Give every monster life • Tiny (cat-sized or smaller) -2 dam, -range.
• Miserable: distressed, grumpy, unwell, in pain 5: Some minor magical trinket
• Name every person • Small (like a human child) -0 dam, -range.
(disadvantage to CON and CHA) 6: Useful information (in the form of clues,
• Ask questions & use the answers • Human-sized +0 dam.
Debilities might also cause someone to Defy notes, etc.)
• Be a fan of the characters • Large (like a horse) +1 dam, +reach.
Danger to do things that are otherwise safe. 7: A bag of coins, 1d4×100 or thereabouts. 1
• Think dangerous • Huge (elephant or bigger) +3 dam, +reach. weight.
• Begin and end with the fiction QUICK MONSTER STATS Its armaments... (choose all that apply) 8: A very valuable small item (gem, art) worth
• Think off screen, too • Are small & weak -1 die size.
Assign instinct, tags, qualities, and moves as 2d6×100, 0 weight
GM MOVES needed to describe it. • Are vicious & obvious +2 dam. 9: A chest of coins and other small valuables
• Use a monster, danger, or location move Hit Points • Can slice/pierce metal 1 piercing, messy. worth 3d6×100 coins, 1 weight.
• Reveal an unwelcome truth How does it usually hunt or fight? (pick 1) • Can tear metal apart 3 piercing, messy. 10: A magical item or magical effect
• Show signs of an approaching threat • In large groups (horde) 3 HP. • Ignore armor entirely ignores armor. 11: Many bags of coins for a total of 2d4×100
• Hurt them • In small groups (group) 6 HP. It’s known for... (choose all that apply) 12: A sign of office (crown, banner) worth at
• Use up their resources • By itself (solitary) 12 HP. • Unrelenting strength +1 dam, forceful. least 3d4×100 coins, 1 weight
• Turn their move back on them • Favor of the gods +2 dam. 13: A large art item worth 4d4×100 coins, 3
How big is it? (pick 1) • Is skilled in offence +advantage.
• Separate them • Human-sized or smaller: +0 HP. weight
• Give an opportunity that fits a class’s abilities • Deft strikes +1 piercing. 14: A unique item worth at least 5d4×100 coins
• Large (like a horse): +4 HP. Choose all that apply:
• Show a downside • Huge (elephant or bigger): +8 HP. 15: A relic and roll again
• Offer an opportunity, with or without a cost • Primary danger isn’t wounds -1 die size. 16: A map or secret path and roll again
• Put someone in a spot It... (choose all that apply) • It (or its species) is ancient +1 die size. 17: an item relating to a character and roll again
• Tell them the requirements/consequences • Possesses uncanny endurance: +4 HP. • It abhors violence +disadvantage. 18: A hoard: 1d10×1000 coins and 1d10×10
• Is favored by the gods: +2 HP. gems worth 2d6×100 each
EXPLORATION/DUNGEON MOVES • Is animated by more than biology: +4 HP.
• Change the environment • Lacks organs/discernible anatomy: +3 HP. P.S. The treasure table can also be used for any
• Provide a choice of paths “loot finding” scenario, starting with a d6.
• Bar the way; make them backtrack TAG DEFINITIONS: • Two-handed: It takes two hands to use it. mark ammo; it’s gone until you can recover it.
• Hint at more than meets the eye • Applied: It must be carefully applied to a per- • n Piercing: ignores n armor. • Precise: Use Ranges:
• Present a discovery son or thing. • Awkward: It’s unwieldy and tough DEX instead of STR. • Forceful: knock someone Hand: within your reach, no further.
• Point to a looming danger to use. • Clumsy: you have disadvantage for all back or off their feet. • Messy: destructive dam- Close: at arm’s reach plus a foot or two.
• Introduce a danger, person, or faction moves. • Dangerous: It’s easy to get in trouble age, ripping things apart. • Reload: takes more Reach: several feet away, maybe as far as ten.
• Offer riches at a price with it. • Slow: It takes minutes or more to use. than a moment to reset. • Stun: stun damage Near: up to seeing the whites of their eyes.
• Touch: It must touch the target’s skin. instead of normal damage. • Thrown: you can’t Far: up to shouting distance..
THE ARTIFICER STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into INT


and a +1 into DEX
Name:
HUMAN: Carrie, Creet, Hellsing, Janos, Malchior, Shaya, Terra, Vincent, Watson
DEX: WIS: CHA:
DWARF: Brellin, Dema, Doran, Gessat, Grant, Jax, Morand, Tessok, Urist, Verma Starting HP = 14 + CON ❑ Weakened: (disadvantage to STR & DEX)
GNOME: Dremot, Jannist, Pytri, Seliin, Svell, Tenrissa, Tesla, Toryth, Vesimoth
HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
Look: pick at least one for each row or use items to heal.
❑ human ❑ dwarf ❑ gnome ❑ ______________
❑ surprisingly young ❑ impossible to tell ❑ venerable ❑ ______________
❑ bespectacled ❑ devious eyes ❑ crazed eyes ❑ curious eyes ❑ ______________
Reduce damage you take by
❑ able bodied ❑ pudgy ❑ lanky ❑ stout ❑ ______________
❑ frizzled hair ❑ burnt skin ❑ nondescript ❑ odd coloring ❑ _____________ Damage: d8 Armor: your armor (unless).
“X armor” doesn’t stack;
“+X armor” does.
Background: pick one
Mark XP when you roll a 6-
❑ WEAPONSMITH
You know how to make things that are built to last. Your Gadgets can be used as Hand weapons.
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
End of Session
❑ LEAD RESEARCHER
You’ve been in a lot of dangerous situations. When you try to avoid an alchemical or mechanical
effect, take +1 to Defy Danger. Gear: Your Load is 9+STR Drive: pick one
❑ TECHNOPHILE You start with:
You always have a gadget secreted somewhere upon you. You start with one more gadget than indi- Dungeon Rations (❑❑❑❑❑, 1 weight) ❑ CURIOSITY
, your 3 Gadgets (1 weight), and 4 Coin.. Cause trouble by touching,
cated by your moves.
Choose an Armament:
opening, or tinkering with
❑ ENGINEERING PRODIGY something.
When you spend an hour or so contemplating an engineering challenge, tell the GM what you’re ❑ Clockwork Crossbow (Near, 2 Weight)
trying to achieve. The GM will tell you “yes, you can do that, but...” and then select 1 to 4 of the and Quiver, (❑❑❑ Ammo, 1 weight). ❑ EGO
following: ❑ Bag of Explosives (❑❑❑ Ammo, Near, Prove the value of your
• It’s going to take days/weeks/months Dangerous, Messy, 3 Weight). inventions to others.
• First you must _____ Choose one:
• You’ll need help from ______ ❑ Adventuring Gear (❑❑❑❑❑, 1 weight). ❑ PHILANTHROPY
• It will require a lot of money ❑ Protective Clothing (1 Armor, 1 Weight) Help out a community using
• You will risk danger from _____ ❑ Bag of Books (❑❑❑❑❑, 2 weight) technology.
• The best you can do is a lesser version ❑ Bandages (❑❑❑, 0 weight)
• You’ll need detailed instructions from _______ ❑ INNOVATION
Use a Gadget in a new and
Introductory Questions: ask one question per player surprising way.
Who did you nearly get killed? _____________________
Who do you finds you foolish? __________________________
❑ _____________
Who do I need to educate? _____________________ Coinage: Load ___________________
Who here am I experimenting on? What have I done to them? _____________________
Who do I believe will play an important part in the events to come? _____________________ MAX
If your Load > MAX, gain the clumsy tag.
Starting Moves: Advances: ❑❑❑ CONSTRUCT COMPANION
You have crafted a mechanical companion.
❑ BIONIC BODY requires five advances
You can spend 1 Charge to heal yourself 6 HP, or
Some advances require a number of previous advances
GEOMANTIC CHARGE ❍❍❍❍ Choose a specialization: take +1d8 forward to your next damage roll.
before they can be chosen.
When you spend an uninterrupted period of • Assistant: Your construct will always give you
❑❑❑❑❑ IMPROVED STATISTIC ❑ INCREASED VOLTAGE requires five advances
time manipulating elemental fields and ley lines whatever you need the moment you need it, if
Increase a statistic by +1, max of +3. When you use Geomantic Charge, gain
(usually about an hour), hold 3-Charge. You can it’s somewhere he can get it for you. You never
Second: Increase a statistic by +1, max of +3. 4-Charge. Your max held charge is 4.
have a maximum of 3-Charge held at any need to reload or dig through your pouches in
time. This Charge is used to power your Gadgets. Third: Increase a statistic by +1, max of +3. a tight spot. ❑ ROCKET MAN requires five advances
Forth: Increase a statistic by +1, max of +3. • Guard: While your Companion is with you, When you need to be somewhere really quickly,
GADGET BELT
Fifth: Increase a statistic by +1, max of +3. take+1 ongoing when you Defend. spend 1 Charge and you are there the moment
You have a Gadget Belt containing 3 Arcane
❑❑❑❑❑ SCHOOL OF HARD KNOCKS • Research: While your Companion is with you, before you need to be.
Gadgets. For each Gadget, pick one option from
each of the following lists: Add +3 to your max HP. take +1 ongoing to Spout Lore. ❑ MASTER CRAFTSMAN requires five advances
• Etheric, hypnotic, magnetic, anbaric, Second: Add +3 to your max HP. • Scout: While your Companion is with you, take Choose another Background Option.
ectoplasmic, steam, pressure, clockwork, Third: Add +3 to your max HP. +1 ongoing when you Undertake a Perilous
alchemic Forth: Add +3 to your max HP. Journey, and you can take 2 jobs for the
• Matrix, coil, emitter, compensator, array, Fifth: Add +3 to your max HP. exploration.
Second requires four advances
Notes:
projector, regulator, sprocket, valve, detector ❑ ANBARIC CHARGE*
• Glove, torch, apparatus, device, bracelet, You have improved your Construct. Choose
When you are subjected to a magical effect, gain another Specialization for your Companion.
periapt, flask, goggles, wand, mechanism +1 Charge. Third requires six advances
When you use one of your gadgets to get out of a Your Construct is capable of helping you more
❑ CARRYING HARNESS
tight spot, tell us what it does and roll +INT. On a directly. It gains one of the following follower
Everything you carry is attached to you, and you
hit, it works as expected and you spend 1 Charge. traits:
can never drop anything or be disarmed without
On a 7-9, you also choose 1: • Burglar +3
your consent. You also gain +5 Load.
• The device is damaged. You can repair it, but it • Priest+3
will take some time and concentration. ❑❑ ETHERIC FIELD*
• Protector+3
• The device has a weird, unwanted side effect. You have a portable, energized force field of
• Warrior +3
• The device attracts attention. your own design. As long as you hold at least
Your Companion has no Loyalty or Cost. If it is
One of your gadgets is also a weapon of some 1-Charge, you have +1 Armor.
ever destroyed, you can rebuild it in a couple of
kind. Pick which one, and it gains the Near Second requires three advances
days.
and Piercing 1 tags. When you choose to mark You have +Armor equal to your Charge.
ammo when Volleying with a gadget, spend 1 ❑ MASTER OF THE UNKNOWN
❑ GADGETEER
Charge instead. When you brandish one of your gadgets as if it
Add 2 more Gadgets to your Gadget Belt. When
were a weapon, everyone will believe it is the
When you have less than three gadgets or want you have less than five gadgets or want to replace
most dangerous thing in the room. This can be
to replace one of your existing gadgets for any one of your existing gadgets for any reason, you
used gain advantage for the Parley move.
reason, you can make a replacement by spending can make a replacement by spending an hour or
an hour or so cobbling them together. so cobbling them together. ❑❑ OVERLOAD*
You can expend 1 Charge to inflict 1d8 damage
JURY-RIG ❑ IT’S TOO DANGEROUS TO GO ALONE
to anyone touching you or one of your gadgets.
When you quickly fix or create a device without When you Aid an ally, you can spend 1-Charge
Second requires three advances
proper supplies, tools, or time, roll +INT. On a and to automatically succeed on the Aid roll.
You can expend 1 Charge to inflict 2d8 damage
10+, it works just fine. On a 7-9, choose one: Explain how your Gadget helps them out.
to anyone touching you or one of your gadgets.
• It’ll work, but only for one use or a short ❑❑ LOGICAL
amount of time. ❑❑ SHADY ENGINEER
When you use strict deduction to analyse your
• You will need to cannibalize one of your Choose one move from the rogue class list. You
surroundings, you can Discern Realities with
gadgets. may not take multi-class moves from that class.
INT instead of WIS.
• It needs some juice. Spend 1 Charge. Second requires five advances
Second requires three advances
Choose another move from the rogue class list.
On a 12+ you may ask the GM any three ques-
tions, not limited by the list.
THE BARBARIAN STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: CON should be +1 or


+2, and STR or DEX should
Name:
NAMES: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir, Qua, Sacer,
DEX: WIS: CHA: be +1 or +2

Vercin’geto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi Base HP = 18 + CON ❑ Weakened: (disadvantage to STR & DEX)

Title: HP: ❑ Dazed: (disadvantage to INT & WIS)


❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher, Bonebreaker, or use items to heal.
the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant

Look: pick at least one for each row


❑ human ❑ dwarf ❑ elf ❑ halfing ❑ orc ❑ ______________ Reduce damage you take by
❑ hot-blooded youth ❑ a prime specimen ❑ who can tell? ❑ ______________ Damage: d10 Armor: your armor (unless).
“X armor” doesn’t stack;
❑ brooding eyes ❑ defiant eyes ❑ inquisitive eyes ❑ wide eyes ❑ ______________ “+X armor” does.
❑ long shanks ❑ musclebound ❑ scrawny ❑ supple ❑ ______________
Mark XP when you roll a 6-
❑ exotic dress ❑ scavenged outfit ❑ tattoos & scars ❑ wild mass of hair ❑ __________
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
Background: pick one
End of Session

❑ FAR WANDERER
When you Spout Lore by reminiscing on your many travels, you have advantage. Gear: Your Load is 8+STR Drive: pick one
❑ FROM A GRIM AND DARK LAND You Start with:
When you Defy Danger or Struggle as One to surmount a physical obstacle, you have Dungeon rations (❑❑❑❑❑, 1 weight), ❑ CONTEMPT
advantage. a Dagger (hand, 1 weight), Offend an NPC with your
and a token of where you’ve traveled brutish ways.
❑ LAST OF DYING RACE
or where you’re from.
Your people were long-known for their... (pick 3)
Choose an armament:
❑ GIGANTIC
❑ artifice ❑ beauty ❑ dark pacts ❑ decadence MELANCHOLY
❑ greed ❑ ferocity ❑ longevity ❑ magic ❑ Axe (close, 1 weight). Let a problem escalate while
❑ nobility ❑ prowess ❑ size ❑ songs ❑ Two-handed sword (close, Two-Handed, you brood.
❑ strength ❑ wickedness +1 damage, 2 weight).
❑ GIGANTIC MIRTH
When you leverage your people’s reputation, you gain advantage to Parley. When Choose one:
Cause trouble by over-
you Spout Lore about your people, treat a 6- as a 7-9. ❑ Adventuring gear (❑❑❑❑❑, 1 weight) indulging.
❑ OF A PEOPLE WHO KNOW ONLY WAR and Bandages (❑❑❑, 0 weight).
When you first size up a foe or ally, ask the GM 1 of the following: ❑ Chainmail (1 armor, 1 weight).
❑ HONOR
Keep a promise made to an
• What’s the biggest danger they pose?
NPC.
• How are they weak or vulnerable?
❑ PRIDE
Introductory Questions: ask one question per player Refuse a request or order
Who did you nearly get killed? _____________________ that’s beneath you.
Who do you find foolish? __________________________ Coins: Load
Who shares your hunger for glory? ____________________ ❑ _____________
MAX
Who doesn’t understand you? _______________________ ___________________
Who do you yearn to learn from? ____________________ If your Load > MAX, gain the clumsy tag.
Starting Moves: Advances: ❑❑ SCENT OF BLOOD
When you deal damage to an enemy, your next
❑ FOR THE BLOOD GOD requires five advances
You are initiated in the old ways, the ways of sac-
Some advances require a number of previous advances
HERCULEAN APPETITES attack against that same foe deals +1d4 damage. rifice. Choose something your gods (or ancestor
before they can be chosen.
When you make a move in pursuit of your appe- Second requires five advances spirits, totem, etc) value. When you sacrifice it
tites, roll 1d6+1d8 instead of 2d6. If the d6 is the ❑❑❑❑❑ IMPROVED STATISTIC Your next attack against that same foe deals +1d8 as per your rites and rituals, roll+WIS. On a 10+
higher of the pair, the GM will add a complication Increase a statistic by +1, max of +3. instead. the GM will grant you insight or a boon. On a 7-9
related to your heedless pursuits. (If you have Second: Increase a statistic by +1, max of +3. The sacrifice is not enough, take 1d4 damage as
Third: Increase a statistic by +1, max of +3. ❑ SHIELD BASH
advantage or disadvantage, the extra die is a d6 When you hack and slash with your shield, add well. On a miss your gods are angered.
and the complication is triggered only by the dice Forth: Increase a statistic by +1, max of +3.
this choice: ❑ THROW ANYTHING requires five advances
you keep.) Fifth: Increase a statistic by +1, max of +3.
• knock the enemy away or down and take +1 You can Volley by throwing anything you can
Choose two: ❑❑❑❑❑ SCHOOL OF HARD KNOCKS forward against them pick up. If it was never meant to be thrown, roll
❑ Answers Add +3 to your max HP. +STR instead of +DEX.
❑ Bloody vengeance Second: Add +3 to your max HP. ❑ SMASH!
❑ Conflict and destruction When you Hank & Slash, on a 12+ deal ❑ WELL TRAVELED requires five advances
Third: Add +3 to your max HP.
damage and choose something your target has: Choose another Background Option.
❑ Discovery and wonder Forth: Add +3 to your max HP.
Fifth: Add +3 to your max HP. they lose it.
❑ Mortal pleasures
❑ Superiority over others ❑❑ APPETITE FOR DESTRUCTION ❑❑ STILL HUNGRY Notes:
❑ Riches and glory Take an a move from the Fighter, Bard, or rogue Choose an additional appetite.
class. You may not take multi-class moves from Second requires five advances
FORMIDABLE ❍❍❍ Choose an additional appetite.
When you enter battle, gain hold equal to your those classes.
Second requires five advances ❑❑❑ WAR CRY
CON. Spend Presence 1-for-1 to:
Take another move from the Fighter, Bard, or When you shout over the din of battle, roll+STR.
• Lock eyes with a soft-willed foe; they flinch,
rogue class list. On a 10+ choose two. On a 7–9 choose one.
hesitate, back off.
❑ EYE FOR WEAKNESS • You intimidate someone: they either flee, or
• Challenge a worthy foe; they will treat you as
When you Discern Realities add to the list of attack you (their choice)
the greatest threat.
questions you can ask: • You stir non-combatant spectators: they are
• When you drop a foe; their allies are
• What here is weak or vulnerable? filled with dread or inspiration (your choice).
impressed, frightened, or dismayed and
• Divert attention from an ally to yourself
act accordingly. ❑ INDESTRUCTIBLE HUNGER Second requires five advances
When you stop fighting, display cowardice or hes- When you take damage you can choose to take Add these additional choices:
itate, lose any hold you still have. -1 ongoing until you sate one of your appetites • You disarm someone.(They do disadvantage
THE UPPER HAND instead of taking the damage. If you already have damage until they recover their weapon)
When you take your Last Breath, you have this penalty you cannot choose this option. • You heal 1d4 HP
advantage. On a 7-9, you make Death an offer. If ❑ MY LOVE FOR YOU IS LIKE A TRUCK Third requires five advances
Death accepts, they will return you to life. If not, When you perform a feat of strength, name Add these additional choices:
you die. someone present whom you have impressed and • A group or horde that lacks the organized or
pick one terrifying tags flees.
gain advantage to parley with them.
❑ MIGHTY • You heal 1d8 HP
When you deal damage in melee or with a thrown ❑ PARAGON
Take either Mighty or Pantherish Grace, ❑ CONVERSATIONALIST requires five advances
weapon, it becomes forceful and messy.
whichever you don’t already have. When you war cry, gain an additional choice,
❑ PANTHERISH GRACE even on a miss.
When you are unarmored and ❑ ON THE MOVE
When you Defy Danger caused by movement ❑ DEFIANCE requires five advances
unencumbered, you gain +1 armor. When you Defy Danger, on a 12+ you turn the
gain advantage.
danger back on itself, the GM will describe how.
❑ SAMSON
You may take a debility to immediately break free ❑ HEALTHY DISTRUST requires five advances
of any physical or mental restraint. Whenever magic wielded by mortal men causes
you to Defy Danger, take a +1 forward.
THE BARD STR:
STRENGTH
INT:
INTELLIGENCE
CON:CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into CHA or


INT and +1 in the other one
Name:
HUMAN: Leena, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte, Ramonde, Cassandra
DEX: WIS: CHA:
DWARF: Berryl, Beyla, Bragi, Grannir, Gwynlil, Hevring, Orvar, Rokk, Volla Starting HP = 16 + CON ❑ Weakened: (disadvantage to STR & DEX)
ELF: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir
HALFLING: Lily, Baldric, Lutes, Sebastian, Whistler, Melody, Raylee, Nell HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
or use items to heal.
Look: pick at least one for each row
❑ human ❑ dwarf ❑ elf ❑ halfing ❑ ______________
❑ young and beautiful ❑ at the height of your powers ❑ of a certain age ❑ ______________
❑ dancing eyes ❑ hungry eyes ❑ smoldering eyes ❑ twinkling eyes ❑ ______________ Reduce damage you take by
❑ ethereal ❑ flamboyant ❑ imperious ❑ sensual ❑ stylish ❑ unassuming ❑ ______________
❑ a honeyed voice ❑ a lilting voice ❑ a raspy voice ❑ a sonorous voice ❑ _________ Damage: d6 Armor: your armor (unless).
“X armor” doesn’t stack;
“+X armor” does.
Background: pick one
Mark XP when you roll a 6-
❑ COLLEGIUM SCHOLAR
When you roll a 7+ to Spout Lore, you can ask the GM a follow-up question of your choice about
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
End of Session
the topic.
❑ COURTESAN
When the GM first establishes a noble, famous, or influential NPC, you can ask the GM one of the Gear: Your Load is 9+STR Drive: pick one
following: You Start with: Dungeon Rations (❑❑❑❑❑,
• What is their most notable virtue or vice? 1 weight) and choose one (all are 0 weight): ❑ DEFIANCE
• What great deed are they known for? ❑ Your father’s mandolin. Stand up to a bully or tyrant.
• What great shame do they try to live down? ❑ A fine flute, a gift from a noble.
❑ PRODIGY ❑ Pipes with which you courted your first love. ❑ CONSCIENCE
When you perform arcane workings, gain advantage on the roll. ❑ A stolen horn. Forgo comfort or advantage to
❑ OF THE WANDERING FOLK ❍❍❍ ❑ A lute, repeatedly repaired. do the right thing.
Your people are known for their... (pick 1 of each) ❑ A worn songbook from your childhood.
❑ elaborate dress ❑ exotic beauty ❑ unearthly features Choose your defense: ❑ EXCITEMENT
❑ alluring dances ❑ haunting music ❑ sublime plays ❑ Leather Armor (1 Armor, 1 weight). Cause trouble for your allies by
❑ curses and hexes ❑ faerie blood ❑ thieving ways ❑ Ostentatious Clothes (worn, 0 weight). taking an unnecessary risk.
At the start of play, hold 3. When you make a move and spend hold, Choose an armament:
describe how you leverage one of your people’s traits to give you advantage on the roll. ❑ Dueling Rapier (close, precise, 1 weight). ❑ TRICKERY
When you spend a few days among your people, reset your Hold to 3.. ❑ Worn Bow (near, 2 weight) with a Get someone to act on false
Bundle Of Arrows (❑❑❑ ammo, 1 information.
Introductory Questions: ask one question per player weight) and Short Sword (close, 1 weight).
Who here has entrusted me with a secret? _____________________ Choose one: ❑ _____________
❑ Adventuring Gear (❑❑❑❑❑, 1 weight).
Who here doesn’t trust me, for good reason? _____________________
❑ Bandages (3 uses, slow, 0 weight)). ___________________
Who here is most often the butt of my jokes? _____________________
Who here have I adventured with before? _____________________ ❑ Pipeleaf (❑❑❑❑❑❑, 0 weight).
Whose adventures am I writing about? _____________________ Coinage: Load

MAX
If your Load > MAX, gain the clumsy tag.
Starting Moves: Advances: ❑❑ ELDRITCH TONES
Add these options to arcane working choices:
❑ AN EAR FOR MAGIC requires five advances
When you hear an enemy cast a spell the GM will
Some advances require a number of previous advances
BARDIC LORE • Cast the Prestidigitation or Amplify cantrips. tell you the name of the spell and its effects. Take
before they can be chosen.
Choose an area of expertise: • Break an enchantment upon those who hear it. +1 forward when acting on the answers.
❑ Spells and Magics ❑❑❑❑❑ IMPROVED STATISTIC • Allies who hear it hold 1, which they can spend ❑ DEVIOUS requires five advances
❑ The Dead and Undead Increase a statistic by +1, max of +3. to gain advantage on a roll.. When you use Charming & Open you may also
❑ Grand Histories of the Known World Second: Increase a statistic by +1, max of +3. Second requires three advances ask “How are you vulnerable to me?” Your sub-
❑ A Bestiary of Creatures Unusual Third: Increase a statistic by +1, max of +3. Add these to the list of available choices: ject may not ask a question in return.
❑ The Planar Spheres Forth: Increase a statistic by +1, max of +3. • Utter/play a loud and terrible note. All who ❑ METAL HURLANT requires five advances
❑ Legends of Heroes Past Fifth: Increase a statistic by +1, max of +3. hear it must drop what they carry and cover When you unleash a crazed performance (a
❑ Gods and Their Servants ❑❑❑❑❑ SCHOOL OF HARD KNOCKS their ears, or stagger, cringe, and cower righteous lute solo or mighty brass blast, maybe)
When you name a song, poem, or tale that tells Add +3 to your max HP. • Chant a defiant hymn. While you persist, your choose a target who can hear you and roll+CHA.
your chosen topic, gain advantage to Spout Second: Add +3 to your max HP. allies ignore fear and doubt. On a 10+ the target attacks their nearest ally in
Lore. Third: Add +3 to your max HP. ❑ LULLABY range. On a 7-9 they attack their nearest ally, but
CHARMING & OPEN Forth: Add +3 to your max HP. Add these options to arcane working choices: you also draw their attention and ire.
When you speak frankly with someone, Fifth: Add +3 to your max HP. • Every creature you choose that can hear you
becomes lethargic and inattentive until the song ❑ MULTI-TALENTED requires five advances
you can ask their player a question from the list ❑ A LITTLE HELP FROM MY FRIENDS Choose another Background Option.
below. They must answer it truthfully, then they ends.
When you successfully aid someone you take +1 • Every listener who is (or is made) lethargic
may ask you a question from the list (which you ❑ REPUTATION requires five advances
forward as well. falls asleep after a few minutes.
must answer truthfully). When you meet someone who’s heard of you
• Whom do you serve? ❑❑ DUELIST’S PARRY ❑❑❑ MULTI-CLASS DABBLER (your call), roll +CHA. On a 10+, tell the GM two
• What do you wish I would do? When you Hank & Slash with a precise weapon, Choose a move from another class. You may not things they’ve heard about you. On a 7-9, tell the
• How can I get you to _____? you take +1 armor forward. take multi-class moves from those classes. GM one thing that they’ve heard about you, and
• What are you really feeling right now? Second (requires five advances): take +2 armor Second requires three advances the GM will reveal another.
• What do you most desire? forward. Take another move from another class. ❑ UNFORGETTABLE requires five advances
❑❑ BAMBOOZLE Third requires five advances When you meet someone you’ve met before, after
ARCANE WORKINGS Take another move from another class.
When you perform roll +CHA. On a 10+, choose When you parley with someone, on a 7+ you also some time apart, gain advantage against them.
2. On a 7-9, choose 1. take +1 forward with them. ❑❑❑ REFRESHING SONG ❑ WAR SKALD requires five advances
• You hold the attention of every intelligent Second requires five advances When you make camp, if you sing a soothing You ignore the clumsy tag when wearing armor,
You now get to ask them one question, which song, everyone in camp may choose one: and when you hack and slash while chanting a
creature that can see or hear you until the they must answer truthfully. • Skip consuming a ration.
performance is completed, or until something war hymn gin advantage to damage.
❑❑ GRACE UNDER PRESSURE • Heal +1d6 HP.
happens to break their attention. Second requires three advances
• A member of the audience requests your When you face a foe one-on-one and are wielding
a precise weapon, gain +1 armor. In addition, Everyone in camp chooses two.
services. Third requires five advances
when you hack and slash with a precise weapon,
• You gain useful information. on a 12+ gain +2 piercing. Everyone can choose two make camp options.
• One or more members of the audience give you Second requires five advances
hospitality or gifts—the GM will tell you what. ❑❑ THUNDERSTRUCK!
When you defy danger related to a nearby oppo- When you shout with great force or play a
• One or more members of the audience become nent while wielding a precise weapon, on a 10+
infatuated with you—the GM will tell you who. shattering note, choose a target and roll+CON.
you can deal your damage to that opponent. On a 10+ the target takes 1d8 damage and is
• You target the performance at an individual. If
❑❑ HEALING CHORUS deafened for a few minutes. On a 7-9 you still
you are charming and open with that individual
Add the following option to Arcane workings: damage your target, but the GM will choose an
within the next day, ask an additional question
• Heal +1d8 damage to a target. additional target nearby.
without having to answer in return.
Second requires five advances Second requires three advances
A PORT IN THE STORM • Remove a debility from a target. You now deal 2d6 damage to 1d4 foes.
When you return to a steading you’ve visited be-
fore, tell the GM when you were last here. They’ll
tell you how it’s changed since then.
THE CLERIC STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into WIS or


STR and +1 in the other one
Name:
HUMAN: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore, Piotr, Dahlia, Carmine
DEX: WIS: CHA:
DWARF: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, Siggrun, Freya Starting HP = 18 + CON ❑ Weakened: (disadvantage to STR & DEX)
ELF: Araquiel, Izlara, Humiel, Kemuel, Tessra, Samael, Selandra, Zephon
HALFLING: Cadfael, Delia, Hadyn, Orlan, Nubela, Ruby, Sabe, Theo HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
or use items to heal.
Look: pick at least one for each row

❑ human ❑ dwarf ❑ elf ❑ halfing ❑ ______________


❑ young & eager ❑ sober adult ❑ showing my years ❑ _____________ Reduce damage you take by
❑ kind eyes ❑ fiery eyes ❑ stern eyes ❑ ______________
❑ thin ❑ round ❑ knobby ❑ powerfully built ❑ ______________
Damage: d6 Armor: your armor (unless).
“X armor” doesn’t stack;
“+X armor” does.
❑ spit-polished gear ❑ robes of office ❑ modest clothes ❑ _____________
Mark XP when you roll a 6-
Background: pick one
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
❑ CULTIST OF ______________. End of Session
You are a disciple of That Which Lies Beneath. When you bury a ritual offering to _____________,
gain Favor if you don’t already have it. You may speak with the dead. They will answer any three ques-
tions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.
❑ ITINERANT MYSTIC OF _______________.
Gear: Your Load is 10 +STR Drive: pick one
You start with:
You follow the god of Light and Knowledge. When you expose a secret or a deception, gain Favor if
Dungeon Rations (❑❑❑❑❑, 1 weight), ❑ AMBITION
you don’t already have it. You can create light, as per the wizard Light spell, on command. and a Holy Symbol of your deity (weight 0), Gain recognition from or hold
❑ SERVANT OF ________________. describe it. leverage over an NPC
You serve the god of the Downtrodden. When you alleviate the suffering of an NPC, or when you Choose your defense:
endure ritual suffering, gain Favor if you don’t have it already. Gain advantage on healing rolls. ❑ EVANGELISM
❑ Priest’s robes (weight 0) Instruct an NPC in the tenants of
❑ TEMPLAR OF _________________ ❑ Chainmail (1 armor, 1 weight)
You are a champion of the Lawgiver. When you defeat an agent of chaos of single combat, gain Favor your faith
Choose an Armament:
if you don’t already have it. When invoking your divine authority, treat a 6- to Parley as a 7-9.
❑ PRIEST OF _________________
❑ Divine weapon (hand or close, 1 weight) ❑ INQUISITION
You are a follower of the god of _________________. When you face your god’s foes gain Favor if
the favored weapon of your deity. Describe it. Reveal the failings or falsehoods
❑ Staff (close, two-handed, 1 weight) and of another
you don’t already have it. Create a special ability that following your god provides you. Bandages (❑❑❑, 0 weight)
Choose one ❑ ORTHODOXY
❑ Adventuring gear (❑❑❑❑❑, 1 weight) Cause trouble (for yourself or
and Bandages (❑❑❑, 0 weight). others) by adhering strictly to
❑ Healing potion (0 weight) doctrine.
Introductory Questions: ask one question per player
❑ Shield (+1 armor, 2 weight)
Who has my deity ordered me to convert? _____________________ ❑ _____________
Who needs my protection? _____________________ ___________________
Coinage: Load
Who has proven themselves to me? _____________________
Who doesn’t respect my faith or deity? _____________________ MAX
Who here has my deity marked as important? Why? _____________________ If your Load > MAX, gain the clumsy tag.
Starting Moves: Advances: ❑ FIRST AID
You ignore the Slow tag on Bandages and Poultic-
❑ MULTI-CLASS requires five advances
Choose a move from another class. You may not
Some advances require a number of previous advances
INVOCATION before they can be chosen. es & Herbs. In addition, you take +1 armor if you take multi-class moves from those classes.
When you call out for your deity’s aid in a time are attacked while you are healing someone. ❑ PROVIDENCE requires five advances
of need, roll +WIS. On a 10+, your deity will ❑❑❑❑❑ IMPROVED STATISTIC
Increase a statistic by +1, max of +3. ❑❑ HOLY FERVOR Add the following to the Divine Blessing list:
intervene on your behalf - the GM will tell you • An enemy move fails due to a moment of
Second: Increase a statistic by +1, max of +3. Choose one move from the Paladin class list.
how. On a 7-9, your deity still intervenes, but you divine providence, related to your deity
Third: Increase a statistic by +1, max of +3. Second requires five advances
must choose one from the list below:
Forth: Increase a statistic by +1, max of +3. Select a second move from the Paladin class. (a gust of wind, a flash of light, or
• Your invocation is obvious, drawing attention something similar).
to yourself. Fifth: Increase a statistic by +1, max of +3. ❑❑ PENITENT
• The intervention is subtle or takes a while to ❑❑❑❑❑ SCHOOL OF HARD KNOCKS When you take damage and embrace the pain,
manifest. Add +3 to your max HP. you take +1d4 damage (ignoring armor). If you
do, take gain advantage on your next action.
Notes:
• Your deity demands something in return. Second: Add +3 to your max HP.
The GM will tell you what. Third: Add +3 to your max HP. Second requires five advances
• The experience leaves you dizzy with euphoria Forth: Add +3 to your max HP. Take +1 ongoing until you roll a 10+.
(or terror). You take -1 ongoing to Invoke Fifth: Add +3 to your max HP. ❑❑ RIGHTEOUSNESS
until you have time to rest. Add the following to the Divine Blessing list:
❑ DEITY’S INSIGHT
DIVINE BLESSING When you take a moment to consult your deity, • Their attacks add +1d4 Holy Damage .
When you call upon your deity for protection for you can Spout Lore using +WIS instead of +INT. • An approaching enemy is driven back
yourself or an ally, roll +WIS. On a 10+, gain 3 Second: requires five advances
Hold. On a 7-9, gain 1 Hold. Spend your hold ❑ DIVINE INTERVENTION Gain +1 hold when using Divine Blessing, even
1-for-1 to grant the following to the subject of You can expend your Favor when you or an ally if you roll a 6-.
your prayers: suffers harm. If you do, the harm is negated by a
manifestation of your god’s domain. ❑ SERENITY
• Take +2 forward to armor When you calmly walk through a dangerous
• Heal 1d8 damage ❑❑ HEALER situation, take +1 to Defy Danger.
• Take +1 forward to Defy Danger When you heal someone else, add +1d8 to that
healing. ❑ SCALES OF LIFE AND DEATH
DIVINE FAVOR Favor: ❍ When someone in your presence takes their Last
When you expend your Favor to call on your god Second requires five advances
You may now choose to heal a debility instead of Breath (including you), they have advantage.
for guidance, they show you their will through
signs & portents (though the GM might very well damage. ❑ ANATHEMA requires five advances
ask you what your god’s will is). You and your ❑❑ DIVINE AURA When you strike an Enemy of your deity, roll
allies gain advantage on the next move you each When you use Divine Blessing, you no longer +WIS. On a 10+, deal your damage and pick
make to act on your god’s will. have to specify a single person as the subject of 1. On a 7-9, deal your damage and pick 1, but
your prayers. You can spend hold from Divine you also expose yourself to harm or unwanted
TURN ANATHEMA attention.
When you hold your holy symbol aloft Ward on anyone nearby, as you need to.
Second requires five advances • Ignore the thing’s armor or other defenses
and call on your deity for protection, roll+Wis. • Suppress one of its unnatural powers
On a 7+, so long as you continue to pray and When you spend hold from Divine Blessing
to protect a group, the chosen effect applies to • Force it from its host
brandish your holy symbol, no undead may come
within reach of you. On a 10+, you also momen- everyone in the group. ❑ BREATH OF LIFE requires five advances
tarily daze intelligent undead and cause mindless ❑❑ DIVINE PROTECTION You may now use Divine Blessing to resurrect
undead to flee. Aggression breaks the effects and When you wear no armor or shield, you get 2 the recently deceased.
they are able to act as normal. armor. ❑ GAZE NOT UPON HIM requires five advances
Second requires five advances When you use Invocation and get a result of 12+,
You now gain 3 armor. your deity’s magnificence inspires awe from all
who see it. Allies take +1 forward and NPCs cow-
er in awe, fear, or ecstasy, as is appropriate.
THE DRUID STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into WIS or


CON and +1 in the other one
Name:
HUMAN: Leena, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte, Ramonde, Cassandra
DEX: WIS: CHA:
DWARF: Berryl, Beyla, Bragi, Grannir, Gwynlil, Hevring, Orvar, Rokk, Volla Starting HP = 16 + CON ❑ Weakened: (disadvantage to STR & DEX)
ELF: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir
HALFLING: Lily, Baldric, Lutes, Sebastian, Whistler, Melody, Raylee, Nell HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
or use items to heal.
Look: pick at least one for each row

❑ human ❑ dwarf ❑ elf ❑ halfing ❑ ______________


❑ fresh faced ❑ hale & hearty ❑ old & wizened ❑ ______________ Reduce damage you take by
❑ curvy ❑ strapping ❑ rail-thin ❑ thick-set ❑ willowy ❑ ______________
❑ ceremonial garb ❑ furs, hides, feathers ❑ ornate mask ❑ painted/tattoos/scarring ❑ _______ Damage: d6 Armor: your armor (unless).
“X armor” doesn’t stack;
“+X armor” does.
Born of the...
❑ Great Forest ❑ Whispering Plains ❑ Vast Desert ❑ Stinking Mire ❑ River Delta Mark XP when you roll a 6-
❑ Sapphire Islands ❑ Open Sea ❑ Towering Mountains ❑ Frozen North ❑ Blasted Wastes
❑ Depths of the Earth ❑ Lands Lost to Time ❑ Field, Farm, and Pasture ❑ ______________
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
End of Session

Your tell is always present, in any form you take, a reflection of your land and your nature.
❑ antlers/horns ❑ cat-eyes ❑ gills ❑ green hair/feathers/fur ❑ musky smell ❑ _____________
Gear: Your Load is 6+STR Drive: pick one
Background: pick one You start with a token of your land, describe it.
❑ FAME
❑ KEEPER OF THE OLD FAITH Choose your defense:
When you Spout Lore about the natural world or things civilization has forgot, you
Ensure that others will spread
❑ Hide Armor (1 Armor, 1 weight). your name.
have advantage. ❑ Plain robs(0 Armor, 0 weight).
❑ INITIATE OF THE FIRST CIRCLE Choose an armament: ❑ DRAMA
When you mark an area with sacred symbols, the area is warded against one of ❑ Club or Sickle (close, 1 weight). Provoke conflict between others.
the following so long as the symbols remain: ❑ Staff (close, Two-Handed, 1 weight).
• Unclean spirits and perversions of nature ❑ Spear (reach, 1 weight). ❑ ROMANCE
• Natural beasts and spirits of the wild Share a passionate moment with
Choose two:
❑ TOTEM SPIRIT another.
❑ Wooden Shield (1 Armor, 1 weight).
Choose a natural beast native to your homeland. When you borrow the form of ❑ Adventuring Gear (❑❑❑❑❑, 1 weight). ❑ WISDOM
your totem, don’t roll to Shapechange, you automatically get a 10+. However, when ❑ Poultices & Herbs (❑❑, slow, 1 weight). An NPC acts on your honest
you act against to your totem’s instincts, you Defy Danger with disadvantage. ❑ Pipeleaf (❑❑❑❑❑❑, 0 weight). advice.
❑ TRICKSTER/CULTURE HERO
When you Defy Danger or Parley using flattery or deceit, you have advantage.. ❑ _____________
Introductory Questions: ask one question per player
___________________
Who here have I warned is in danger, simply because the spirits say so? ____________________ Coinage: Load
Who here have I shared secret rites with? _____________________
Who have I formed a blood-bond with? _____________________ MAX
Who here is familiar with the sickness in these lands? _____________________ If your Load > MAX, gain the clumsy tag.
Who have I helped track dangerous beasts in the past? _____________________
Starting Moves: ❑❑ BARK SKIN
So long as your feet touch the ground you have
❑❑ RED OF TOOTH AND CLAW
When you Shapechange into a dangerous form,
❑ INITIATED requires five advances
Choose another Background Option.
SHAPECHANGE +1 armor. you deal +1d4 extra damage
Second requires five advances Second requires five advances
❑❑ THE DRUID SLEEP requires five advances
When you borrow the form of a natural Choose a new land, you are now considered to be
beast native to your homeland, name it and roll You instead gain +2 armor. Increase your damage to d10. born of the soil in both lands.
+CON. On a 10+, you stay in that form until you ❑ BALANCE ❑ SHED Second requires seven advances
decide to change back or take on another. On a When you deal damage, Hold 1. When you touch When you take damage while shapechanged you You can now spend time meditating to switch
7-9, you shed your borrowed form the first time someone and channel the spirits of life ,you may may choose to revert to your natural form to your second choice to the terrain you are cur-
you roll a 6- (in addition to whatever the GM spend hold to heal 1d4 HP. negate the damage. rently in.
says), or earlier if you so desire. On a 6-, the ❑ BORROWED POWER ❑ SPIRIT-TOUCHED
form’s instincts are particularly strong (see be-
low) and you’re stuck in that form until you calm
When you convince a spirit or beast to lend you
its power, ask the GM for one of its moves. Write
You can always ask the GM “What spirits are
active here?”
Notes:
yourself and take the time to set the form aside. it down; you can do that move, once, just like
While in your borrowed form, you have its that. You can hold only one such move at a time. ❑ STUDIED ESSENCE
innate armor, qualities, tags, and abilities but use ❑ COMMUNION OF WHISPERS When you spend time in contemplation of an
your own stats (you might be an ox, and strong When you spend time in a place, making note animal spirit, you may add its species to those
as an ox, but you roll your STR to see how you of its resident spirits and calling on the spirits you can assume using shapechange.
wield that strength). of the land, roll+Wis. You will be granted a ❑❑ THING-TALKER
When you act contrary to the instincts or nature vision of significance to you, your allies, and the You see the spirits in the sand, the sea and
of your borrowed form, you are Defying Dan- spirits around you. On a 10+ the vision will be the stone. You may now apply your spirit
ger with WIS. clear and helpful to you. On a 7–9 the vision is tongue, shapechange and studied essence
unclear, its meaning murky. On a miss, the vision to inanimate natural objects (plants and rocks)
SPIRIT TONGUE is upsetting, frightening, or traumatizing. The GM or creatures made thereof, as well as animals.
You can communicate with natural beasts, will describe it. Take -1 forward. Thing-talker forms can be exact copies or can be
spirits of the wild, and others who speak the ❑❑ EMBRACING NO FORM mobile vaguely humanoid-shaped entities.
Secret Tongue. When you Parley using the Secret When you shapechange choose a stat: you take Second requires five advances
Tongue, roll with WIS instead of CHA. +1 ongoing to rolls using that stat while shifted. You may now take on the forms of the elements:
Second requires five advances fire, water, air and earth.
BY NATURE SUSTAINED
You may increase your armor by 1 or deal an ad- ❑ CHIMERA requires five advances
You don’t need to eat or drink. If a move tells you
ditional +1d4 damage while in an animal form. When you shapechange you may create a
to mark off a ration just ignore it
❑ EYES OF THE TIGER merged form of up to three different shapes. You
Advances: When you mark a beast (with pigment, mud, may be a bear with the wings of an eagle and the
head of a ram, for example. Each feature will
Some advances require a number of previous advances blood, etc.), you see through its eyes as if they
before they can be chosen. were your own, no matter the distance between grant you a different move to make. Your chime-
you. Only one animal can be so marked at a time. ra form follows the same rules as shapechange
❑❑❑❑❑ IMPROVED STATISTIC otherwise.
Increase a statistic by +1, max of +3. ❑ ANIMAL COMPANION
Gain an animal companion. choose one from ❑ DOPPLEGANGER requires five advances
Second: Increase a statistic by +1, max of +3. You are able to study the essence of specific
Third: Increase a statistic by +1, max of +3. the ranger playbook. Roll +Fierce to have them
individuals to take their exact form, including
Forth: Increase a statistic by +1, max of +3. Hack & Slash. Roll +Clever to have them men, elves, or the like. Suppressing your tell is
Fifth: Increase a statistic by +1, max of +3. Discern Realities. Roll +Fierce, Clever, or Loyal possible, but if you do, take -1 ongoing until you
(as appropriate) to have them Defy Danger. return to your own form.
❑❑❑❑❑ SCHOOL OF HARD KNOCKS Often, they just Aid you.
Add +3 to your max HP. ❑ HEED MY CALL requires five advances
Second: Add +3 to your max HP. ❑❑ HUNTER’S BROTHER When you call on the primal spirits of fire, water,
Third: Add +3 to your max HP. Choose a move from the ranger class. earth or air to perform a task for you roll+Wis.
Forth: Add +3 to your max HP. Second requires five advances On a 10+ choose two. On a 7–9 choose one.
Fifth: Add +3 to your max HP. Choose another move from the ranger class • The effect you desire comes to pass.
• You avoid paying the price.
• You retain control.
THE FIGHTER STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into STR or


CON and +1 in the other one
Name:
HUMAN: Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob
DEX: WIS: CHA:
DWARF: Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq Starting HP = 20 + CON ❑ Weakened: (disadvantage to STR & DEX)
ELF: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet,Thelian
HALFLING: Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
or use items to heal.
Look: pick at least one for each row

❑ human ❑ dwarf ❑ elf ❑ halfing ❑ ______________


❑ young & brash ❑ in my prime ❑ grizzled ❑ ______________ Reduce damage you take by
❑ flashing eyes ❑ hard eyes ❑ thousand-yard stare ❑ ______________
❑ giant frame ❑ ripped ❑ stocky ❑ wiry ❑ ______________
Damage: d10 Armor: your armor (unless).
“X armor” doesn’t stack;
“+X armor” does.
❑ distinctive scars ❑ oft-broken nose ❑ missing bits ❑ surprisingly pretty ❑ _____________
Mark XP when you roll a 6-
Background: pick one
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
❑ GLADIATOR End of Session
When you dispatch a foe in a flashy or brutal way, pick 1:
• Name a foe; you’ve got their attention.
• Name an ally; you’ve given them an opening Gear: Your Load is 12+STR
Drive: pick one
(they gain advantage if they act on it). You start with:
• Name a witness; they will spread tales of your deeds. Dagger (hand, 1 weight), and
❑ NOBLE SCION ❑ CHALLENGE
Dungeon Rations (❑❑❑❑❑, 1 weight). Enter a fight that you aren’t sure
When you face off against a worthy foe in single combat, ask one question from Discern Realities Choose an armament:
and gain advantage if you act on the answer. you can win.
❑ Axe, Hammer, Mace, or Flail (close,
You start with a token of some Noble’s favor, write it down in gear. 1 weight). ❑ GLORY
❑ PLEDGED GUARDIAN ❑ Longsword (close, +1 damage, 1 weight). Show off in front of NPCs who
When you hold Readiness (from the Defend move), you can always suffer the damage/effects of an ❑ Spear (reach, 1 weight) or Polearm can go on to tell your tale.
attack instead of your ward; no need to spend Readiness, you can just do it. (reach, +1 dam, two-handed, 2 weight).
❑ VETERAN OF THE WARS Choose your defense: ❑ PEACE
When you bed down in the field, you need not doff your armor and will wake from sleep fully alert at ❑ Chainmail (1 armor, 1 weight) and Settle a conflict or dispute
the slightest hint of trouble. Adventuring Gear (❑❑❑❑❑, 1 weight). without bloodshed.
When you have a few hours of mindless, light duty (hiking, riding, keeping watch, etc.), you can ❑ Scalemail or Brigandine or Breastplate
catnap and regain 5 HP. (2 armor, clumsy, 3 weight). ❑ PRIDE
Choose one: Put someone in their place for
Introductory Questions: ask one question per player ❑ 2 Healing Potions (❑❑, 0 weight). disrespecting you.
Who here was I sworn to protect? Why? __________________________ ❑ Shield (+1 armor, 2 weight).
Who here owes me their life, and why? __________________________ ❑ _____________
Who here makes me question whether they will survive the coming dangers? _________________ ___________________
Who here needs to be toughened up? __________________________ Coinage: Load
Who here has proved a worthy ally? __________________________ MAX
If your Load > MAX, gain the clumsy tag.
Starting Moves: Advances: ❑❑ SEEING RED
When you Discern Realities during combat, you
❑❑ WHAT ARE YOU WAITING FOR?
When you take up a defensive stance and cry
Some advances require a number of previous advances take +1.
ARMORED before they can be chosen.
out a challenge to your enemies, roll to defend
When you wear armor, ignore the clumsy tag. Second requires five advances normally. On a 7+, you also automatically draw
❑❑❑❑❑ IMPROVED STATISTIC When you enter combat, roll+CHA. On a 10+, all attention from your ward to yourself (no need
BEND BARS,LIFT GATES hold 2. On a 7-9, hold 1. Spend your hold to
When you use brute strength to overcome an Increase a statistic by +1, max of +3. to spend readiness).
Second: Increase a statistic by +1, max of +3. make eye contact with an NPC, who freezes or
inanimate obstacle, roll +STR: On a 10+ Second requires five advances
Third: Increase a statistic by +1, max of +3. flinches and can’t act until you break it off.
choose 1. On a 7-9 or choose 2. On a 10+, you hold 4.
• It takes a while Forth: Increase a statistic by +1, max of +3. ❑ SITUATIONAL AWARENESS
• You cause unwanted damage or harm Fifth: Increase a statistic by +1, max of +3. ❑❑ WEAPON MASTERY requires Three advances
When you Discern Realities, add these to the Choose another weapon specialization.
• You make a lot of noise list of questions you can ask.
❑❑❑❑❑ SCHOOL OF HARD KNOCKS Second requires five advances
• Mark a debility • What is my enemy’s true position?
Add +3 to your max HP. Choose a 4th weapon specialization.
HARD TO KILL Second: Add +3 to your max HP. • Who or what here is the biggest threat?
When you take your Last Breath, roll +CON • What’s the best way in/out/through/past? ❑ EXPERIENCED requires five advances
Third: Add +3 to your max HP.
instead of +nothing. On a 12+, you immediately Choose another Background Option.
Forth: Add +3 to your max HP. ❑ SHIELD CHARGE
regain 1 HP. Fifth: Add +3 to your max HP. When you charge an enemy with your shield, ❑ EYE FOR WEAPONRY requires five advances
INTIMIDATING roll+STR. On a 10+, choose three. On a 7–9, When you look over an enemy’s weaponry, ask
❑❑ ARMOR MASTERY the GM how much damage they do.
When you Parley using violence or threats, you You may choose to let your armor take the brunt choose one. You may spend experience to make
have advantage. When a fight starts, ask the GM of damage dealt to you, the damage is negated one additional choice, even on a miss. ❑ MERCILESS
one question that you could ask with Discern but you must reduce the armor value of your • You knock the enemy down. When you deal your damage to something that
Realities, and gain advantage to act on the armor or shield (your choice) by 1. The value • You push the enemy beyond close range of you. can bleed, deal +STR damage.
answer. is reduced each time you make this choice. If • You move past the enemy. ❑ SCENT OF BLOOD requires five advances
the reduction leaves the item with 0 armor it is • Deal your damage to the enemy. When you Hack & Slash an enemy, your next
WEAPON SPECIALIZATIONS destroyed. attack against that same foe deals damage with
Pick two. Second requires five advances ❑ VIM AND VIGOR
advantage.
❑ When you Defend with a sword and spend When you choose to let your armor take the In combat, you may roll +CON, On a 10+ hold
Readiness to strike back at an attacker, Deal brunt of damage dealt to you, take +1 forward three. On a 7+ hold one. You may spend hold ❑❑ SUPERIOR WARRIOR requires five advances
Damage normally (without disadvantage). against the attacker. one-for-one to: When you Hack & Slash, on a 12+ you deal your
❑ When you Deal Damage with a mace, deal • Block a blow meant for someone else nearby. damage, avoid their attack, and impress, dismay,
❑ INTERROGATOR or frighten your enemy.
+1 extra damage and it’s forceful. When you parley using threats of violence You take the result.
as leverage, you may use STR instead of CHA. • Disarm a foe. Second requires seven advances
❑ When you Deal Damage with an ax, deal +1 The enemy turns tail an runs from the fight.
extra damage and it’s messy. ❑❑ IRON HIDE • Free yourself from constraints or bonds.
❑ When you Hack & Slash with a hammer, on Armor that you are wearing has +1 armor and • Add forceful or stunning to one of your attacks. ❑ WADING THROUGH BODIES
a 12+, your foe is also dazed or their armor is weighs 1 less. • Decrease the damage dealt to you by 1d4. When your attack kills one or more members of
Second requires five advances a group or horde, you may choose one:
reduced by 1. (GM’s choice) Second requires five advances
• You rapidly close the distance to other
❑ When you Hack & Slash with a flail, on a Any shield on your arm has +1 armor, too, and Add the following choices:
opponents and immediately engage them,
12+, your foe is also knocked off their feet or counts as 0 weight. • Increase the damage of one attack by +1d4. bypassing other members of the same group or
disarmed. (GM’s choice) • Leap twice as far or high as normal. horde if you desire.
❑❑ MERCILESS
❑ When you Deal Damage with a spear, you When you fight to kill with no mercy or hesita- • Escape the clutches of a foe. • You ignore all results of that enemy’s attack on
have 2 piercing. tion, you deal +1d4 damage. • Cause an enemy to bri y freeze or inch. you.
❑ When you Hack & Slash with a polearm, on Second requires five advances • Throw off effects of being stunned, confused, • 1d6 members of the same group or horde flee
a 12+, instead of making a choice, you deal an Deal +1d8 damage. or enchanted. in terror.
extra 1d6 damage and avoid/prevent/counter the • All members of the same group or horde
❑❑ MULTI-CLASS DABBLER disengage from what they are doing and turn
enemy’s attack. Choose a move from another class. You may not their attention to you.
❑ When you Deal Damage with a dagger or take multi-class moves from those classes.
knife while grappling your foe, you ignore their Second requires five advances
armor unless they are amorphous. (the GM’s Take another move from another class.
call)
THE PALADIN STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into CHA or


STR and +1 in the other one
Name:
HUMAN: Augustine, Cassius, Lucia, Octavia, Regulus, Sofia,Titanius, Valeria, Ursa
DEX: WIS: CHA:
DWARF: Brunhilda, Annika, Janos, Rundrig, Bathi, Boras, Gramthrum,Thonic, Ule, Starting HP = 20 + CON ❑ Weakened: (disadvantage to STR & DEX)
ELF:Throndir, Elrosine, Cadeus, Eldarin, Celdion, Dambrath, Lanethe
HALFLING: Celine, Francis, Baldwin, Becca, Bartleby, Aubrey, Lewis, Nellie,Tuft, Kite HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
or use items to heal.
Look: pick at least one for each row

❑ human ❑ dwarf ❑ elf ❑ halfing ❑ ______________


❑ young & innocent ❑ older than I look ❑ stately and distinguished ❑ ______________ Reduce damage you take by
❑ eager eyes ❑ piercing eyes ❑ sad eyes ❑ soulful eyes ❑ ______________
❑ heroic figure ❑ lit by an inner fire ❑ striking beauty❑ unshakable poise ❑ ______________ Damage: d10 Armor: your armor (unless).
“X armor” doesn’t stack;
❑ all shine & polish ❑ mismatched armor❑ timeworn gear ❑ _____________ “+X armor” does.

Background: Mark XP when you roll a 6-


❑ ANOINTED BY THE GODS
pick one
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
End of Session
When you invoke your divine authority to issue an order or a warning, roll +CHA. On a 7-9, they
must choose 1. On a 10+, you can tell what they’re going to do and act first (with advantage).
• Do what you say • Back away slowly, then flee • Attack you
❑ A HERO REBORN Gear: Your Load is 12+STR Drive: pick one
When you Spout Lore by consulting the memories of your past life or lives, you have advantage. You start with:
When you Make Camp and dream your prophetic dreams, ask the GM a question about the perils Dungeon Rations (❑❑❑❑❑, 1 weight), ❑ COURAGE
that you face. They’ll give you an honest answer in your dreams, though it may be clouded or cryptic. Scale Armor (2 armor, clumsy, 3 weight), Lead another to act despite fear
❑ PARAGON OF VIRTUE and a make of faith (0 weight), describe it. or doubt.
When you approach an enemy to negotiate in good faith, they will at least hear you out. Choose an armament:
Even the most debased and savage foe will delay violence until you’ve had your say. ❑ DOUBT
When you spend the night in prayer and vigil, you need not sleep in order to gain the benefits of ❑ Halberd (reach, +1 damage, two-handed, Question your faith, your oaths,
Make Camp, but remain alert to danger. 2 weight). or your order.
❑ SACRED ORDER ❑ Long Sword (close, +1 damage, 1 weight)
What is your order known for? (pick 3) and Shield (+1 armor, 2 weight). ❑ SACRIFICE
❑ chapters everywhere ❑ fanatic zeal ❑ holy relics ❑ honor Choose two: Suffer hardship so that another
❑ influence ❑ mystical rites ❑ popularity ❑ skilled warriors ❑ Adventuring Gear (❑❑❑❑❑, 1 weight). doesn’t have to.
❑ troves of lore ❑ wealth ❑ Dungeon Rations (❑❑❑❑❑, 1 weight)
When you leverage your order’s reputation, you gain advantage to Parley. When you Spout Lore and a Healing Potion (0 weight). ❑ ZEAL
about your order, treat a 6- as a 7-9. . Cause your allies trouble by
adhering strictly to your oaths.
Introductory Questions: ask one question per player
Who here knows your past? _____________________ ❑ _____________
Whose misguided behavior endangers their very soul? _____________________ ___________________
Who has stood by me in battle and can be trusted completely? _____________________ Coinage: Load
Who do I believe is the bravest soul amongst you? _____________________
Whose beliefs do I respect, even if they aren’t the true way? _____________________ MAX
If your Load > MAX, gain the clumsy tag.
Starting Moves: Advances: ❑ EXTERMINATUS
When you speak aloud your promise to defeat an
❑ INDOMITABLE requires five advances
When you suffer a debility (even through
QUEST Some advances require a number of previous advances
enemy, you deal +2d4 damage against that enemy Bloody Aegis) gain advantage forward against
When you dedicate yourself to a mission, state before they can be chosen. whatever caused it.
and -4 damage against anyone else. If you fail to
what you set out to do: ❑❑❑❑❑ IMPROVED STATISTIC defeat the enemy or give up, you can admit your ❑ PERFECT KNIGHT requires five advances
• Slay _____________, a great blight upon Increase a statistic by +1, max of +3. failure, but the effect continues until you find a When you Quest you choose three boons instead
the land. Second: Increase a statistic by +1, max of +3. of two.
way to redeem yourself.
• Defend ___________ from the iniquities Third: Increase a statistic by +1, max of +3.
that beset them. ❑❑ HOLY PROTECTION ❑ ORDAINED requires five advances
Forth: Increase a statistic by +1, max of +3.
• Discover the truth of ______________. You get +1 armor while on a Quest. Choose another Background Option.
Fifth: Increase a statistic by +1, max of +3.
Second requires five advances ❑ SMITE EVIL requires five advances
Then choose up to two boons: ❑❑❑❑❑ SCHOOL OF HARD KNOCKS You now get +2 armor while on a Quest. When you strike a thing of supernatural evil, roll
❑ An unwavering sense of direction. Add +3 to your max HP.
❑ Resistance to _____________. ❑❑ HOSPITALLER +STR. On a 10+, deal your damage and pick
Second: Add +3 to your max HP.
(edged weapons, fire, enchantment, etc. When you heal an ally, you heal +1d8 damage. 1. On a 7-9, deal your damage and pick 1, but
Third: Add +3 to your max HP.
Gain advantage on defy danger rolls or take Second requires five advances you also expose yourself to harm or unwanted
Forth: Add +3 to your max HP.
disadvantage on incoming damage.) Fifth: Add +3 to your max HP. You may choose to heal a debility instead. attention.
❑ Senses that pierce lies. • Ignore the thing’s armor or other defenses
❑ BLOODY AEGIS ❑❑ SETUP STRIKE
❑ A voice that transcends language. • Suppress one of its unnatural powers
When you take damage you can grit your teeth When you Hack & Slash, choose an ally.
❑ Freedom from hunger, thirst, and sleep. • Force it from its host
and accept the blow. If you do, you take no dam- Their next attack against your foe does +1d4
Choose three vows that are required of you to age but instead suffer a debility of your choice. If damage.
maintain your blessing:
❑ I shall not cheat, nor utter falsehood, nor
you already have all three debilities you can’t use Second requires five advances
They now take advantage forward against the
Notes:
this move.
deceive others with my words target.
❑ I will protect the weak and give aid to any ❑❑ CHARGE!
When you lead the charge into combat, those you ❑❑ SMITE
innocent who asks it of me While on a Quest you deal +1d4 damage.
❑ I must not let a crime go unpunished lead gain advantage forward.
Second requires five advances
Second requires five advances
❑ I shall not flee, nor deny a call to battle While on a Quest you deal +1d8 damage.
❑ I will offer mercy to any I defeat, even the When you lead the charge into combat, those
most unworthy you lead gain advantage forward and +2 armor ❑❑ STAUNCH DEFENDER
❑ I shall never refuse a superior’s order forward. When you Defend you always get +1 hold, even
❑❑ DIVINE FAVOR on a 6-.
LAY ON HANDS Second requires five advances
When you touch someone, skin to skin, and pray When you take a few moments before battle to
pray, roll +CHA. On a 10+, Hold 3. On a 7-9, When you get a 12+ hold 4.
for their well-being, roll+CHA. On a 10+ you
heal 1d8 damage or remove one disease. On a Hold 1. During the battle, when you Defy Dan- ❑❑ VOICE OF AUTHORITY
7–9, they are healed, but the damage or disease ger, you can spend Hold to turn a 6- into a 7-9, Gain advantage to order hirelings.
is transferred to you. or a 7-9 into a 10+. Second requires five advances
Second requires five advances When you roll a 12+ the hireling transcends
FEAR NO EVIL When you see divine magic, you can ask the GM their fear and doubt and carries out your order
When you Defy Danger due to fear, don’t roll; which deity granted the spell and its effects. Gain with particular effectiveness or efficiency.
you automatically roll a 10+. advantage when acting on the answers. ❑ AURA OF COURAGE requires five advances
ARMORED ❑ EYES UNCLOUDED When you stand fast in battle, allies who can see
You ignore the clumsy tag on armor you wear. When you pray for guidance, you can ask the GM or hear you are unaffected by fear or doubt.
“what here is evil?” ❑ DO NOT GO GENTLY requires five advances
You are unaffected by poison or disease.
THE RANGER STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into Dex or


WIS and +1 in the other one
Name:
HUMAN: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana
DEX: WIS: CHA:
DWARF: Bathi, Boras, Gramthrum, Lithic, Maevres,Thonic, Ullir, Vali Starting HP = 18 + CON ❑ Weakened: (disadvantage to STR & DEX)
ELF:Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe
HALFLING: Celine, Francis, Kit, Lazlo, Lewis, Nellie,Tuft, Kite HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
or use items to heal.
Look: pick at least one for each row

❑ human ❑ dwarf ❑ elf ❑ halfing ❑ ______________


❑ wet behind the ears ❑ fully fledged❑ long in the tooth❑ ______________ Reduce damage you take by
❑ distant eyes ❑ fierce eyes ❑ squinting eyes❑ steady eyes ❑ ______________
❑ compact & sturdy ❑ long & lean ❑ weathered❑ willowy ❑ ______________
Damage: d8 Armor: your armor (unless).
“X armor” doesn’t stack;
“+X armor” does.
❑ road-worn & threadbare ❑ scruffy & unkempt ❑ well-groomed ❑ _____________
Mark XP when you roll a 6-
Background: pick one
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
❑ EXPLORER End of Session
When you Spout Lore about a place you’ve been or a place you’re trying to explore, you have
advantage.
❑ FORESTER Gear: Your Load is 11+STR Drive: pick one
When you hide in natural surroundings, enemies never spot you until you do something to reveal You start with:
yourself (like attack or move quickly). Dungeon Rations (❑❑❑❑❑, 1 weight),
❑ MERCY
When you forage while the party makes camp in the wilderness, roll +WIS. On a 10+, both. On a Leather Armor (1 Armor, 1 weight),
End someone or some thing’s
7-9, pick 1: and a Bundle Of Arrows (❑❑❑ ammo, 1 suffering.
• You do not need to consume a ration. weight).
• you scrounge up 1d4 rations.
❑ TENACITY
Choose an armament:
Refuse to turn back despite
❑ RAISED BY WOLVES ❑ Hunter’s Bow (near, far, 1 weight), and objection or disaster.
When you show a beast who’s boss, roll +CHA. On a 7+, it must pick one: On a 10+, you also get Short Sword (close, 1 weight).
advantage on your next move against it. ❑ Hunter’s Bow (near, far, 1 weight), and ❑ THE HUNT
• Fight you for dominance Spear (reach, 1 weight). Bring down prey of great might
• Slink away or flee, then avoid you Choose one: or cunning.
• Accept your authority until you show weakness ❑ Adventuring Gear (❑❑❑❑❑, 1 weight)
❑ SPOOK and Dungeon Rations (❑❑❑❑❑, ❑ WONDER
When you Spout Lore about monsters, demons, or practitioners of black magic, you have 1 weight). Show someone a place/thing of
advantage. ❑ Adventuring Gear (❑❑❑❑❑, 1 weight) natural beauty.
and a Bundle Of Arrows (❑❑❑ ammo,
Introductory Questions: ask one question per player 1 weight). ❑ _____________
Who did you nearly get killed? _____________________ ___________________
Who here have I guided through the wilderness before? _____________________ Coinage: Load
Who here has been a friend of nature? _____________________
Who here has the least respect for nature? _____________________ MAX
Who here loathes my animal companion? _____________________ If your Load > MAX, gain the clumsy tag.
Starting Moves: Advances: ❑ GOD AMIDST THE WASTES
Dedicate yourself to a deity (name a new one or
❑ SMAUG’S BELLY requires five advances
When you know your target’s weakest point your
Some advances require a number of previous advances choose one that’s already been established). You arrows have 2 piercing.
HUNT AND TRACK before they can be chosen.
When you Discern Realities by studying gain the Invocation cleric move.
❑❑ SPECIAL TRICK requires five advances
the signs left by passing creatures, you have ❑❑❑❑❑ IMPROVED STATISTIC ❑ MAN’S BEST FRIEND Choose a move from another class. So long as
advantage. When you follow a creature’s trail, Increase a statistic by +1, max of +3. When you allow your animal companion to you are working with your animal companion
roll +WIS, On a 7+ you follow the trail to a Second: Increase a statistic by +1, max of +3. take a blow that was meant for you, the damage you have access to that move.
significant change in direction, terrain, or mode Third: Increase a statistic by +1, max of +3. is negated and your animal companion’s ferocity Second requires five advances
of transport, On a 10+, you can also ask the GM Forth: Increase a statistic by +1, max of +3. becomes 0. If its ferocity is already 0 you can’t Take another move from another class.
a question about your quarry. Fifth: Increase a statistic by +1, max of +3. use this ability. When you have a few hours of rest
with your animal companion, its ferocity returns ❑ UNNATURAL ALLY requires five advances
CALLED SHOT ❑❑❑❑❑ SCHOOL OF HARD KNOCKS to normal. Your animal companion is a monster, not an ani-
When you shoot at a foe that isn’t defending Add +3 to your max HP. mal. Describe it. Give it +2 Fierce and +1 Clever,
Second: Add +3 to your max HP. ❑❑ MULTI-CLASS DABBLER plus a new move.
itself, either Deal Damage or roll +DEX. On a Choose a move from another class. You may not
10+, Deal Damage and pick 2. On a 7-9, Deal Third: Add +3 to your max HP.
take multi-class moves from those classes.
Damage and pick 1.
• Strike a weak point; ignore armor
Forth: Add +3 to your max HP.
Fifth: Add +3 to your max HP. Second requires five advances Notes:
Take another move from another class.
• Stun, hobble, or hinder them ❑❑ A SAFE PLACE
• Make them drop what they’re holding When you set the watch for the night, everyone ❑ PREDATORY
• deal an additional +1d4 damage. gains advantage to Take Watch. When you Discern Realities, add these to the
Second requires five advances list of questions you can ask:
STEALTHY • Who or what here is the easiest prey?
After a night in camp when you set the watch
When you Defy Danger, Scout Ahead, or everyone gains advantage forward. • How is __ weak or vulnerable?
Struggle as One by being stealthy, you have
advantage. ❑❑ ACCURATE ❑❑ VIPER’S STRIKE
When you deal damage with a ranged weapon, When you strike an enemy with two
ANIMAL COMPANION gain advantage. weapons, add +1d4 damage.
Pick 1. Roll +Fierce to have them Hack & Slash. Second requires five advances Second requires five advances
Roll +Clever to have them Discern Realities. When you deal damage with a ranged weapon, Add +1d8 damage for your off-hand strike.
Roll +Fierce, Clever, or Loyal (as appropriate) your base damage die always scores the
to have them Defy Danger. Often, they just Aid maximum. ❑❑ WELL-TRAINED
you. Gain another move for your animal companion.
❑ BLOT OUT THE SUN Second requires five advances
❑ Wolf, hound, coyote, hyena, or jackal: When you Volley you may spend extra ammo Gain another move for your animal companion
Fierce +1, Clever +1, Loyal +2, 9 HP, d6 dam before rolling. For each point of ammo spent you
• Track by scent • Surround & harry prey may choose an extra target. Roll once and apply ❑ FLETCHER requires five advances
• Clamp down and trip/shake damage to all targets. When you spend some time making arrows or
❑ Cougar, leopard, jaguar, cheetah, or lynx: ❑ FOLLOW ME bolts, roll+WIS. You create a bundle of ammu-
Fierce +2, Clever +1, Loyal +0, 9 HP, d8 dam When you Undertake A Perilous Journey nition (3 ammo, 1 weight). On a 10+ choose
• Stalk prey • Climb, jump, and sprint you can take two roles. You make a separate roll three. On a 7–9 choose one:
• Pounce, grab on, and savage for each. • The ammunition is high quality: +1 ammo.
❑ KITH AND KIN • The ammunition is armor piercing:
❑ Cat, monkey, raccoon, fox, or weasel:
The grunts, barks, chirps, and calls of the crea- +2 piercing.
Fierce +0, Clever +3, Loyal +1, 6 HP, d4 dam
tures of the wild are as a language to you. • The ammunition is wicked: +1 damage.
• Slip in somewhere • Steal something
• The ammunition is non-lethal: deals stun
• Manipulate an object • Annoy/distract ❑❑ FAMILIAR PREY damage.
❑ Hawk, falcon, eagle, owl, or buzzard: When you Spout Lore about a monster you use
Fierce +1, Clever +2, Loyal +1, 6 HP, d6 dam WIS instead of INT. ❑ OBSERVANT requires five advances
• Spot from afar • Watch and observe When you hunt and track, on a hit you may
Second requires five advances
also ask one question about the creature you are
• Swoop in and snatch/drop something On a 12+, in addition to the normal effects, you tracking from the Discern Realities list for free.
may ask the GM one question about the subject.
THE ROGUE STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into DEX or


INT and +1 in the other one
Name:
HUMAN: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley
DEX: WIS: CHA:
DWARF: Ferris, Hram, Gys, Lokke, Mia, Naerva, Quartz, Reg,Thymyr Starting HP = 16 + CON ❑ Weakened: (disadvantage to STR & DEX)
ELF: Corviian, Leiriu, Moonwhisper, Puck, Sinvistar, Shadowhawke, Vuliea
HALFLING: Felix, Rook, Mouse, Sketch,Trixie, Robin, Omar, Brynn, Bug HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
or use items to heal.
Look: pick at least one for each row

❑ human ❑ dwarf ❑ elf ❑ halfing ❑ ______________


❑ just a kid ❑ old enough to know better ❑ still got it ❑ ______________
Reduce damage you take by
❑ knowing eyes ❑ mocking eyes ❑ quick eyes ❑ ______________
❑ lithe ❑ heavyset ❑ scrawny ❑ thin as a whippin' stick ❑ ______________ Damage: d8 Armor: your armor (unless).
“X armor” doesn’t stack;
❑ a light step ❑ more like a strut ❑ no wasted movement ❑ _____________ “+X armor” does.

Background: Mark XP when you roll a 6-


❑ ASSASSIN
pick one
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
End of Session
Choose a poison (see Some Poisons); you have immunity to it and start with a vial of that poison for
free. When you Spout Lore about poisons, venoms, or antidotes, you have advantage. When you
have time to gather materials and a safe place to brew, you can create three doses of any one poison
you’ve used before.
Gear: Your Load is 9+STR
Drive: pick one
❑ OPERATIVE You Start with:
When you declare that you know someone in the area, someone who can help, name them and roll Dungeon Rations (❑❑❑❑❑, 1 weight), ❑ DEFIANCE
+CHA. On a 10+, it might take some convincing, but, yeah, they can help. On a 7-9, pick 1. Leather Armor (1 Armor, 1 weight, Stand up to a bully or tyrant.
• They still hold a grudge and 10 coins.
• They swore off this sort of thing long ago Choose an armament: ❑ CONSCIENCE
• They’re as greedy/sleazy/disloyal as it gets ❑ Dagger (hand, 1 weight), and Forgo comfort or advantage to
❑ STREET RAT Short Sword (close, 1 weight). do the right thing.
When you have a moment’s distraction and available cover, you can disappear from view and get into ❑ Rapier (close, precise, 1 weight).
hiding, just like that. When you forage while the party makes camp in an urban area, roll +WIS. On Choose a ranged weapon: ❑ EXCITEMENT
a 10+, both. On a 7-9, pick 1: Cause trouble for your allies by
❑ Throwing Daggers (thrown, near,
• You do not need to consume a ration. ❑❑ ammo, 0 weight).
taking an unnecessary risk.
• you scrounge up 1d4 rations. ❑ Ragged Bow (near, 2 weight) and a
❑ TOMB RAIDER Bundle Of Arrows (❑❑❑ ammo, 1 ❑ TRICKERY
When you Spout Lore about tombs, ancient ruins, and the things one finds there, you have advan- weight). Get someone to act on false
tage Choose one:
information.

Introductory Questions: ask one question per player


❑ Adventuring Gear (❑❑❑❑❑, 1 weight). ❑ _____________
❑ Healing Potions (❑❑, 0 weight).
Who here has my back when things go wrong? _____________________ ___________________
Who here have I worked with before? _____________________
Who here knows incriminating details about me? _____________________ Coinage: Load
Who here knows where I stashed my loot? _____________________
MAX
Who here doesn’t trust me? Why? _____________________
Who here do I not trust? Why? _____________________ If your Load > MAX, gain the clumsy tag.
Starting Moves: Advances: ❑❑ PANTS ON FIRE
When you Defy Danger by being deceitful, gain
❑ EVASION requires five advances
When you Defy Danger on a 12+, you transcend
Some advances require a number of previous advances advantage.
BACKSTAB the danger. You not only do what you set out to,
before they can be chosen.
When you attack someone up close and they Second requires five advances but the GM will offer you a better outcome, true
don’t see it coming, Deal Damage or roll +DEX. ❑❑❑❑❑ IMPROVED STATISTIC When another player Discerns Realities or beauty, or a moment of grace.
On a 10+, Deal Damage and pick 2. Increase a statistic by +1, max of +3. uses Parley upon you, you do not be honest with ❑ HEIST requires five advances
On a 7-9, Deal Damage and pick 1. Second: Increase a statistic by +1, max of +3. your answers. When you take time to make a plan to steal
• Deal +1d4 damage Third: Increase a statistic by +1, max of +3. ❑❑ MULTI-CLASS DABBLER something, name the thing you want to steal and
• Strike a weak spot, ignoring their armor Forth: Increase a statistic by +1, max of +3. Choose a move from another class. You may not ask the GM these questions. When acting on the
• They can’t make noise or raise an alarm Fifth: Increase a statistic by +1, max of +3. take multi-class moves from those classes. answers you and your allies take +1 forward.
• You slip away before they can react Second requires five advances • Who will notice it’s missing?
❑❑❑❑❑ SCHOOL OF HARD KNOCKS • What’s its most powerful defense?
• You create an opportunity; you or an ally gain Add +3 to your max HP. Take another move from another class.
• Who will come after it?
advantage if they act on it Second: Add +3 to your max HP. ❑ DANGER SENSE • Who else wants it?
MOVE SILENTLY, HIDE IN SHADOWS Third: Add +3 to your max HP. You can always ask the GM, “Is there an ambush
Forth: Add +3 to your max HP. ❑ FIGHT DIRTY requires five advances
When you Defy Danger, Scout Ahead, or or trap here?” When you Backstab, gain advantage on your
Struggle as One by being stealthy, you have Fifth: Add +3 to your max HP. damage roll.
❑ TYRANNY OF POSSESSION
advantage. ❑ CATLIKE When you see or come to know about a thing
When you are unarmored and unencumbered, ❑ DISGUISE requires five advances
TRAP EXPERT you want, roll+INT. On a 10+, ask the GM three When you have time and materials you
you have +1 armor. questions about it. On a 7–9, ask two. On a miss,
When you spend a moment to survey a can create a disguise that will fool anyone into
dangerous area, roll+DEX. On a 10+, hold 3. ❑❑ CAUTIOUS ask one anyway, but your desire is betrayed to thinking you’re another creature of about the
On a 7–9, hold 1. Spend your hold as you walk When you roll for Trap Expert, you always get everyone who cares (and some who don’t): same size and shape. Your actions can give you
through the area to ask these questions: +1 Hold (even on a 6-). • What happened to it recently? away but your appearance won’t
• Is there a trap here and if so, what activates it? Second requires five advances • What is it really worth, all things considered?
On a 12+ you get 3 hold and the next time you ❑ SILK WALKER requires five advances
• What does the trap do when activated? • What protects it and keeps it where it is? When you run across a surface that cannot hold
come near a trap the GM will immediately tell you • Who will notice it’s missing?
• What else is hidden here? what it does, what triggers it, who set it, and how your weight, roll+DEX. On a hit, you make it
you can use it to your advantage. • Who will try to keep it from me? across gracefully and without trouble. On a 7–9,
TRICKS OF THE TRADE you also expose yourself to danger somehow, the
• Who will want it once it is mine?
When you pick locks or pockets or disable ❑❑ CHEAP SHOT GM will tell you how.
traps, roll+DEX. On a 10+, you do it, no prob- When using a precise or hand weapon, your ❑ WARDING RITUAL
lem. On a 7–9, you still do it, but the GM will Backstab deals an extra +1d6 damage. You habitually make a ritualized gesture and ❑❑ SYMPATHETIC WARD requires five advances
offer you two options between suspicion, danger, Second requires five advances incantation to protect yourself from magic. When Your warding ritual also guards anyone you are
a magical effect (spell, trap, etc.) would harm touching;they resist as you do.
or cost. Your Backstab deals an extra +1d8 damage, and
you, roll+CON. On a 10+, you are unaffected by Second requires five advances
all other attacks deal +1d4 damage. When your ward protects you, on a 12+, the
~~POISONS~~ the magic. On a 7–9, choose one:
❑ WEALTH AND TASTE magic rebounds onto its caster, affecting them
• OIL OF TAGIT: get them to ingest it or prick When you make a show of flashing around your • you suffer the effect to a lesser degree instead of anyone else.
them with it; they fall into a light sleep. most valuable possession, choose someone • you are unaffected, but the effort is exhausting:
present. They will do anything they can to obtain mark a debility of your choice. ❑ IT’S COMPLICATED requires five advances
• BLOODWEED: prick them with it; they have
disadvantage on damage rolls for a while. your item or one like it. • you are unaffected, but your gesture will no Choose another Background Option.
• GOLDENROOT: get them to ingest it; they will ❑ SHOOT FIRST longer work until you next make camp.
treat the next person they see as a trusted ally. You’re never caught by surprise. When an enemy ❑ EYE ON THE DOOR requires five advances
• MOONKISS: get them to inhale it; they become would get the drop on you, you may to act first When you and your allies need to get out of here,
confused and hallucinate for a few hours. instead. name your escape route and roll +INT. On a
• SERPENT’S TEARS: coat an edged weapon ❑❑ UNDERDOG 10+, you’re gone. On a 7-9, you can stay or go
with it; the next wound it inflicts burns When you’re outnumbered, you have +1 armor. but if you go, it costs you—the GM will tell you
painfully and they take 2d4 damage. Second requires five advances
what (or who) you leave behind or take with you.
• WIDOW’S MILK: get them to ingest it; they You have +1 armor. When you’re outnumbered,
grow ill over the next hour, are incapacitated you have +2 armor instead.
in a few hours, and deathly ill within a day; if
untreated, it’s usually fatal.
THE SORCERER STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into INT

Name:
HUMAN: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri
DEX: WIS: CHA:
ELF: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr Starting HP = 14 + CON ❑ Weakened: (disadvantage to STR & DEX)
HONORIFICS: the Tainted, the Red, the Devious, All-Seeing, Earthshaker, the Dark, etc.
HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
Look: pick at least one for each row
or use items to heal.

❑ human ❑ elf ❑ ______________


❑ surprisingly young ❑ impossible to tell ❑ venerable ❑ ______________
❑ sharp eyes ❑ haunted eyes ❑ crazed eyes ❑ distant eyes ❑ ______________ Reduce damage you take by
❑ creepy bodied ❑ thin ❑ sickly and frail ❑ rotund ❑ ______________ Damage: d8 Armor: your armor (unless).
“X armor” doesn’t stack;
❑ worn robes ❑ hideous deformity ❑ stylish robes ❑ strange beauty ❑ _____________ “+X armor” does.

Background: pick one Mark XP when you roll a 6-

❑ STEEPED IN LORE XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll


• Spend 5 XP to pick an Advance See also; Make Camp or
End of Session
You are a font of esoteric knowledge. When you Spout Lore or Discern Realities about some-
thing magical or otherwise arcane, on a 10+ the GM will also tell you a little-known secret about the
subject.
❑ STRANGELY ATTUNED Gear: Your Load is 7+STR Drive: pick one

You are especially attended to magical energies. Whenever a magical effect happens close by, you can You start with:
Dungeon Rations (❑❑❑❑❑, 1 weight), ❑ CURIOSITY
feel it, and tell roughly which direction and how far it is from you. Cause trouble by touching,
❑ PRACTICAL MAGIC and an indestructible arcane treasure through
which you draw power (1 weight), describe it. opening, or tinkering with
You know how to make you magic work for you. When you Parley, you can always offer to cast a something.
Choose your defense:
spell to gain advantage.
.❑ MAGICAL INVESTIGATOR ❑ Leather Armor (1 armor, 1 weight) ❑ ECCENTRICITY
You have been affected by magic before, and know what to look for. ❑ Bag of Books (❑❑❑❑❑, 2 weight) and Alienate an NPC with your
Healing Potions (❑❑❑, 0 weight).
When you first inspect a work of magic or artifice, you can ask the GM 2 of the following: strange behavior.
Choose an Armament:
• Who made this and how long ago?
• What does it do? ❑ Dagger (hand, 1 weight) ❑ MYSTERY
• How can I activate or repair it? ❑ Staff (close, two-handed, 1 weight) Deflect or evade an inquiry into
• What about this isn’t what it seems? Choose one: your doings.
❑ Healing potion (0 weight)
Introductory Questions: ask one question per player ❑ Antitoxins (❑❑❑, 0 weight) ❑ RESPECT
Use magic to cause terror and
Whose doom have I foreseen? _____________________ fear.
Who do I need to educate? _____________________
Who am I keeping a secret from from? _____________________ ❑ _____________
Who here am I experimenting on? What have I done to them? _____________________
Who do I believe will play an important part in the events to come? _____________________ Coinage: Load ___________________
MAX
If your Load > MAX, gain the clumsy tag.
Starting Moves: Counterspell
When you counter a magic spell cast upon you
❑❑ ENCHANTER
When you have time and safety with a magic item
❑❑❑ WAR MAGE
When you Cast a Spell that deals damage, deal
CAST A SPELL specifically, roll +INT. On a 10+, gain 2 Hold. On you may ask the GM what it does. The GM will +1d4 damage.
When you use the chaotic and unpredictable a 7-9, gain 1 Hold. Spend your Hold 1-for-1 on answer truthfully. Second requires three advances
power of magic to deal with a problem, roll the following: Second requires three advances You may now select 1d4 targets, or an area with a
+INT. On a 10+, your spell helps to solve the • The spell deals no damage to you. When you have time and safety with a magic item combat spell.
problem, but choose one from the list. On a 7-9, • The spell’s effects on you are superficial and in a place of power you can empower that item Third requires five advances
the spell takes effect, but choose two: temporary. so that the next time you use it its effects are You now deal +2d6 damage with a combat spell.
• Your magic’s effect is temporary or superficial. • You take +1 forward against the caster. amplified, the GM will tell you exactly how. ❑ PERFECT COUNTER requires five advances
• Your spell affects either much more or less • You may Cast a Spell against the caster Add the following to your list of Counterspell
❑❑ MAGICAL EMPOWERMENT
than you wanted it to. immediately. options:
When you Cast a Spell and roll a 10+, you gain
• Your spell has unforeseen side effects.
• You draw unwanted attention or put yourself in Advances: advantage forward.
Second requires five advances
• The spell affects its caster at full strength.
a spot. The GM will tell you how. Some advances require a number of previous advances ❑ PUPPET STRINGS requires five advances
before they can be chosen. On a 12+, you take +1 ongoing to all rolls until When you use magic to control a person’s ac-
• The casting saps your energy. You take -1
you get a 6. tions, they have no memory of what you had them
ongoing to Cast a Spell until you have a few ❑❑❑❑❑ IMPROVED STATISTIC
minutes to clear your head. Increase a statistic by +1, max of +3. ❑❑ PRODIGY do and bear you no ill will.
On a miss, something has gone horribly wrong. Second: Increase a statistic by +1, max of +3. Select another Magical Focus. You cannot select ❑ SPELL MASTERY requires five advances
Third: Increase a statistic by +1, max of +3. a focus that contradicts your existing Aligned and When you Cast a Spell and get a result of 12+,
Spell Focus
Forth: Increase a statistic by +1, max of +3. Opposed elements. you do not need to select any options from the
Your magical studies are centered on a particular
Fifth: Increase a statistic by +1, max of +3. Second requires five advances
list.
kind of magic. Select one Focus. When you cast
Select a third Magical Focus.
a spell that is directly Aligned with your Focus, ❑❑❑❑❑ SCHOOL OF HARD KNOCKS ❑ ARCHMAGE requires five advances
gain +1 to the roll. When you cast a spell that is Add +3 to your max HP. ❑ PROTECTIVE COUNTERSPELL Choose another Background Option.
neither Aligned nor Opposed, take -1 to the roll. Second: Add +3 to your max HP. When an ally within sight of you is affected by a
You cannot cast spells that are Opposed to your Third: Add +3 to your max HP. magical spell, you can use Counterspell as if
focus. Forth: Add +3 to your max HP. it affected you. If the spell affects multiple allies, Notes:
• The Dragon. Aligned: setting things on fire, Fifth: Add +3 to your max HP. you must counter for each ally separately.
inciting passion and fury. Opposed: healing or ❑❑ ARCANE WARD ❑❑ RITUAL
repairing anything. You have +2 Armor against magical attacks, and When you draw on a place of power to create
• Winter. Aligned: chilling them to the bone, nearby allies have +1 Armor against magical a permanent magical effect, tell the GM what
revealing grim portents. Opposed: helping things attacks. you’re trying to achieve. Ritual effects are always
grow. Second requires five advances possible, but the GM will give you one to four of
• The Tower. Aligned: shielding from harm, You now have +4 Armor against magical attacks, the following conditions:
giving strength to the weak. Opposed: fleeing or and nearby allies have +2. • It’s going to take days/weeks/months
escaping. • First you must ____
• Vitriol. Aligned: making them suffer, summon- ❑❑ LOGICAL • The result will be a twisted version of what you
ing horrors. Opposed: creating new things. When you use strict deduction, you can Discern wanted
• The Mask. Aligned: misleading, avoiding notice. Realities with INT instead of WIS. • It will be far more powerful than you can
Opposed: using brute force. Second requires three advances
control without help from ____
• The Forest. Aligned: rampant growth, com- On a 12+ you get to ask the GM any three ques- • It will require a lot of money
muning with animals. Opposed: desecrating the tions, not limited by the list. • You’ll have to disenchant ____ to do it
wilderness. • You and your allies will risk danger from ____
• Darkness. Aligned: dance with shadows, incite Second requires five advances
terror and panic,. Opposed: fire and light. When the GM tells you the requirements you need
• __________. Aligned:_______________ to perform a
______. Opposed: ___________________. Ritual, you can veto one of those requirements.
THE SWASHBUCKLER STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into DEX or


CHA and +1 in the other one
Name:
HUMAN: Adelle, Destin, Carine, Gaspar, Isabelle, Jacques, Juliet, Marc, Yvette Westly
DEX: WIS: CHA:
DWARF: Ferris, Hram, Gys, Lokke, Mia, Naerva, Quartz, Reg, Thymyr Starting HP = 18 + CON ❑ Weakened: (disadvantage to STR & DEX)
ELF: Corviian, Leiriu, Moonwhisper, Puck, Sinvistar, Shadowhawke, Vuliea
HALFLING: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
or use items to heal.
Look: pick at least one for each row

❑ human ❑ dwarf ❑ elf ❑ halfing ❑ ______________


❑ just a kid ❑ old enough to know better ❑ still got it ❑ ______________
Reduce damage you take by
❑ piercing eyes ❑ honest eyes ❑ playful eyes ❑ ______________
❑ lithe body ❑ trim ❑ athletic ❑ slightly to pot ❑ ______________ Damage: d8 Armor: your armor (unless).
“X armor” doesn’t stack;
❑ Cavalier Shirt and Breeches, ❑ Tabard and Hat, ❑ Laced Shirt and Baldric ❑ _____________ “+X armor” does.

Background: Mark XP when you roll a 6-

❑ FIGHTING COMPANY
pick one
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
End of Session
You learned to fight with others while part of a mercenary band, royal guardsman,
noble hearted outlaws, or something similar. When you use the dance, on a 10+ the
next ally to attack the same target takes +1 forward. Gear: Your Load is 9+STR
Drive: pick one
❑ MEAN STREETS You Start with:
You learned swordplay fighting for your life on the streets. When you deal damage Dungeon Rations (❑❑❑❑❑, 1 weight), ❑ BRASH:
with a one-handed blade, deal +1 damage. Leather Armor (1 Armor, 1 weight), and Leap into danger without a plan.
a memento from a previous adventure (0
❑ TUTELAGE weight), describe it. ❑ DEFIANCE
You studied the art of the sword under a master. When you use the dance, on a miss Choose an armament: Stand up to a bully or tyrant.
take +1 forward to your next action.. ❑ Rapier (close, precise, 1 weight).
❑ FLAMBOYANT WANDERER ❑ Longsword (close, +1 Damage, 2 weight). ❑ FAME:
When you enter a steading looking to impress people, roll +CHA. On a 10+, Choose two:
Ensure that others will spread
word of your name or deeds.
choose three. On a 7–9, choose one: ❑ Adventuring Gear (❑❑❑❑❑, 1 weight).
• You catch the eye of someone. ❑ Buckler (+1 armor, 1 weight). ❑ PASSION:
• Someone in the steading wants to fight you. ❑ Stiletto (hand, precise, 1 piercing, 1 Spur others to significant and
• You understand some local drama or injustice. weight).
❑ 10 coins
unplanned decisive action..
• You make someone jealous. Say how.
❑ _____________
Introductory Questions: ask one question per player
___________________
Who here has have a fought with before? _____________________
Who here have I caroused with before? _____________________
Who here knows an incriminating detail about me? _____________________
Coinage: Load
Who here knows where I am from? _____________________
Who here doesn’t trust me? Why? _____________________ MAX
Who here do I implicitly trust? Why? _____________________
If your Load > MAX, gain the clumsy tag.
Starting Moves: ❑❑❑❑❑ SCHOOL OF HARD KNOCKS
Add +3 to your max HP.
❑ SETUP STRIKE
When you attack a solitary target, choose an ally.
❑ MULTI-CLASS DABBLER requires five advances
Choose a move from another class. You may not
SWORD DANCE Second: Add +3 to your max HP. They gain advantage forward to hack and slash take multi-class moves from those classes.
When you hack and slash using a one-handed Third: Add +3 to your max HP. the same target, and gain access to the choices ❑ LIKE A BOSS requires five advances
blade or a precise weapon, roll with DEX and Forth: Add +3 to your max HP. offered by sword dance. Your laugh, then jump off something choices
Add the following choices to the 10+ list: Fifth: Add +3 to your max HP. become:
❑ STAUNCH DEFENDER
• You maneuver your target to a spot of your ❑❑ ARTFUL DODGER • You grab something, even if someone else is
When you defend against a solitary attacker you
choosing. When nothing you wear or carry is clumsy or holding it: Now it’s yours!
always hold +1 readiness, even on a miss.
• You maneuver yourself to a spot of your awkward, gain +1 armor. • You knock someone down or off-balance,
choosing. ❑❑ THE WRONG CROWD
Second requires five advances Choose a move from the rogue or bard class. dealing 1d6 damage to them.
• You embarrass or humiliate your target. You gain +2 armor as long as you have space to • You move from where you are to somewhere
Say how. You may not take multi-class moves from those
maneuver. classes. else in sight or in reach without difficulty. You
• You impress witnesses. Say how. may take someone else with you.
• You cause your target to over-commit or ❑ CUTTING JIBE Second requires five advances
stumble. Take a +1 forward. When you mock, insult or otherwise taunt an op- Take another move from the rogue or bard class. ❑❑ RIPOSTE requires five advances
ponent right after they damage you, choose one: ❑ THEY SEE ME ROLLIN’ When you defy danger against an opponent on a
PARRY • The target stumbles or flinches and is stunned. 12+ you can deal your damage to your attacker.
When you use defend while wielding a When you enter a room looking to impress
• You or an ally gains advantage forward against people, roll +CHA. On a 10+, choose two. On a Second requires seven advances
one-handed blade or a precise weapon, you can them. When you use defend and spend hold to deal
use DEX instead of CON. 7–9, choose one.
• You take +CHA armor forward against them. • Someone wants to get intimate. damage to your attacker, deal +1d4 damage.
PERFECT POISE ❑ DISARMING SMILE • Someone is willing to help you.
Whenever you defy danger to keep your
balance, you roll with advantage. If you fall and
When you meet someone for the first time and • Someone wants to fight you.
• You understand some local drama or injustice.
Notes:
parley with them, gain advantage.
there is something that can break your fall, you • You make someone jealous. Say how.
may defy danger with DEX to take no damage. ❑❑ CUNNING DUALIST
When you attack someone while wielding two ❑❑ THROW DOWN THE GAUNTLET
LAUGH, THEN JUMP OFF SOMETHING blades, roll your damage with advantage. When you challenge someone to a duel, if they
When you use your surroundings to perform a Second requires five advances do not accept roll +CHA. On a 10+, they choose
flamboyant acrobatic maneuver, roll defy When you hack and slash, on a 10+ you either two. On a 7–9, they choose one.
danger +DEX, in addition to anything else that gain +1d4 damage or take +1 armor forward, • You gain advantage ongoing against them.
may happen, choose one outcome. You may your choice. • They lose the respect of their peers and
spend experience to make one additional choice: underlings.
• You grab something undefended. ❑❑ GRACEFUL DEFENSE • They retreat.
Now it’s yours! When you defend and spend hold to reduce Second requires five advances
• You knock someone down or off-balance. damage, reduce it by an additional 1d4 points. When you fight to the death, you gain advan-
• You move from where you are to somewhere Second requires five advances
tage ongoing. If your target refuses, you can take
else in sight or in reach without difficulty. You may spend hold to disarm your attacker. +1 armor or advantage on damage.
Advances: ❑ IN LIKE FLYNN
When you meet someone for the very first time
❑ EXPERIENCED requires five advances
Some advances require a number of previous advances Choose another Background Option.
before they can be chosen.
and parley with them,gain advantage.
❑ QUARTER requires five advances
❑❑❑❑❑ IMPROVED STATISTIC ❑❑ LUNGE! When you would kill an intelligent enemy, you
Increase a statistic by +1, max of +3. You add the reach tag and +1 damage to your can instead choose to reduce them to 1 hit point
Second: Increase a statistic by +1, max of +3. weapon. and choose a demand:
Third: Increase a statistic by +1, max of +3. Second requires five advances
• Leave, never to return.
Forth: Increase a statistic by +1, max of +3. Add the ignores armor tag to your weapon. • Swear not to do you or your allies harm.
Fifth: Increase a statistic by +1, max of +3. • Fight with you as an ally for a time.
Roll+CHA. On a 10+, they accept and fulfill it
faithfully. On a 7-9, they attempt a counteroffer,
you can either accept or kill them.
THE WIZARD STR:
STRENGTH
INT:
INTELLIGENCE
CON:
CONSTITUTION
Assign one modifier to each
stat: +2, +1, +1, 0, 0, -1

DEXTERITY WISDOM CHARISMA Tip: put your +2 into INT

Name:
HUMAN: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri
DEX: WIS: CHA:
DWARF: Andvari, Gylfi, Ivaldi, Murrik, Solnis, Thargrun Starting HP = 14 + CON ❑ Weakened: (disadvantage to STR & DEX)
ELF: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr
HALFLING: Hadyn, Olive, Bartleby, Lutes, Sebastian, Nellie, Francis HP: ❑ Dazed: (disadvantage to INT & WIS)
❑ Sickened: (disadvantage to CON & CHA)
Track current HP and
Debilities here. Make Camp
or use items to heal.
HONORIFICS: the Black, the White, Red, the Wise, All-Seer, Stormbringer, the Radiant, etc.

Look: pick at least one for each row

❑ human ❑ dwarf ❑ elf ❑ halfing ❑ ______________ Reduce damage you take by


❑ surprisingly young ❑ impossible to tell ❑ venerable ❑ ______________ Damage: d4 Armor: your armor (unless).
“X armor” doesn’t stack;
❑ bespectacled ❑ cold eyes ❑ crazed eyes ❑ distant eyes ❑ ______________ “+X armor” does.
❑ bony-limbed ❑ thin ❑ sickly and frail ❑ rotund ❑ ______________
❑ amulets & talismans ❑ hideous deformity ❑ fancy robes ❑ strange robes ❑ _____________ Mark XP when you roll a 6-
XP: ❍❍❍❍❍ • Spend 1 XP to add +1 to a roll
• Spend 5 XP to pick an Advance See also; Make Camp or
Background: pick one
End of Session

❑ FORMALLY TRAINED
When you Spout Lore about magic or other spellcasters, you have advantage.
❑ FAE-TOUCHED
Gear: Your Load is 7+STR Drive: pick one
You start with:
You can always ask the GM “what here is hidden by magic?” ❑ BENEVOLENCE:
Alas, starmetal is anathema to you: it burns your skin and counters your magic utterly. your Spellbook (1 weight), Use magic to directly aid
Dungeon Rations (❑❑❑❑❑, 1 weight).
❑ MAGICAL PACT another.
You learned magic from a dangerous entity. You start with a token of your patron’s favor (small, mag- Choose your defense:
ical). When you break the token, your patron will manifest and entertain your request. If it is happy ❑ Leather Armor (1 armor, 1 weight) ❑ CUNNING
with the results, it will replace the token. ❑ Bag of Books (❑❑❑❑❑, 2 weight) and Set up a ploy and then take
❑ STEEPED IN LORE Healing Potions (❑❑❑, 0 weight). advantage of it.
When you first inspect a work of magic or artifice, you can ask the GM 2 of the following: Choose an Armament:
• Who made this and how long ago? ❑ Dagger (hand, 1 weight) ❑ KNOWLEDGE
• What does it do? ❑ Staff (close, two-handed, 1 weight) Discover something about a
• How can I activate or repair it? Choose one: magical mystery.
• What about this isn’t what it seems? ❑ Healing potion (0 weight)
❑ Antitoxins (❑❑❑, 0 weight) ❑ OBEISANCE
Introductory Questions: ask one question per player
Get an NPC to acknowledge your
superiority.
Whose destiny have I foreseen? _____________________
Who do I need to teach about how magic really works? _____________________ ❑ _____________
Who is keeping a secret from me? _____________________
Who here am I experimenting on? What have I done to them? _____________________ ___________________
Who do I believe will play an important part in the events to come? _____________________ Coinage: Load

MAX
If your Load > MAX, gain the clumsy tag.
Starting Moves: Advances: ❑❑ ENCHANTER
When you have time and safety with a magic item
❑ ETHEREAL TETHER requires five advances
When you have time with a willing or helpless
Some advances require a number of previous advances
GRIMOIRE before they can be chosen.
you may ask the GM what it does. The GM will subject you can craft an ethereal tether with
You have mastered several spells and inscribed answer truthfully. them. You perceive what they do and can discern
them in your spellbook. You start out with four ❑❑❑❑❑ IMPROVED STATISTIC Second requires three advances realities about them or their surroundings, no
Cantrips and two Apprentice level spells . Increase a statistic by +1, max of +3. When you have time and safety with a magic item matter the distance. Someone willingly tethered
Your grimoire is 1 weight. Second: Increase a statistic by +1, max of +3. in a place of power you can empower that item to you can communicate with you over the tether
Inscribing new spells into your grimoire is a Third: Increase a statistic by +1, max of +3. so that the next time you use it its effects are as if you were in the room with them.
tasking and slow process, but it means you have Forth: Increase a statistic by +1, max of +3. amplified, the GM will tell you exactly how.
Fifth: Increase a statistic by +1, max of +3. ❑ PUPPET STRINGS requires five advances
memorized the spell, so that you can recreate ❑ KNOW-IT-ALL When you use magic to control a person’s ac-
your grimoire if it is lost. ❑❑❑❑❑ SCHOOL OF HARD KNOCKS When another player’s character comes to you tions, they have no memory of what you had them
CAST A SPELL Add +3 to your max HP. for advice and you tell them what you think is do and bear you no ill will.
When you cast any spell in your grimoire, Second: Add +3 to your max HP. best, they get +1 forward when following your
Third: Add +3 to your max HP. ❑ SELF-POWERED requires five advances
roll+INT. • On a 10+ the spell is successfully advice and you mark experience if they do. When you have time, arcane materials, and a safe
cast. On a 7-9 the spell is cast, but choose one: Forth: Add +3 to your max HP.
Fifth: Add +3 to your max HP. ❑❑ LOGICAL space, you can create your own place of power.
• You draw unwelcome attention or put yourself When you use strict deduction to analyse your Describe to the GM what kind of power it is and
in a spot. The GM will tell you how. ❑❑ ARCANE WARD surroundings, you can Discern Realities with INT how you’re binding it to this place, the GM will
• The spell disturbs the fabric of reality as it is As long as you can still cast spells and you wear instead of WIS. tell you one kind of creature that will have an
cast; take -1 ongoing to cast a spell until the no armor, you have +2 armor. Second requires three advances interest in this.
next time you rest. Second requires five advances On a 12+ you get to ask the GM any three ques-
• After it is cast, the spell is forgotten. You cannot You now gain +4 armor. ❑ SPELL AUGMENTATION requires five advances
tions, not limited by the list. When you deal damage to a creature, you can
cast the spell again until you rest. ❑❑ COUNTERSPELL ❑ QUICK STUDY shunt a spell’s energy into them—end one of
Note that maintaining spells with ongoing effects When you attempt to counter an arcane spell that When you see the effects of an arcane spell, ask your ongoing spells and add t+1d8 to the
will sometimes cause a penalty to your roll to cast will otherwise affect you, stake one of your spells the GM the name of the spell and its effects. You damage dealt.
a spell. on the defense and roll+INT. On a 10+, the spell take +1 when acting upon the answers.
SPELL DEFENSE is countered and has no effect on you. On a 7-9,
the spell is countered and you forget the spell ❑❑❑❑ ENLIGHTENMENT requires two advance
You may end any ongoing spell immediately and You may now cast Initiate level spells, and gain
use the energy of its dissipation to deflect an that you staked. Your counterspell protects you
oncoming attack. alone; if the countered spell has other targets
they are affected as normal.
one spell of that level.
Second requires four advances Notes:
RITUAL Second requires five advances
You may now cast Practitioner level spells and
When you draw on a place of power to create When an ally within sight of you is affected by an gain one spell of that level.
a magical effect, tell the GM what you’re trying arcane spell, you can counter it as if it affected Third requires six advances
to achieve. Ritual effects are always possible, but you. If the spell affects multiple allies you must You may now cast Mangus level spells, and gain
the GM will give you one to four of the following counter for each ally separately. one spell of that level.
conditions: Third requires eight advances
• It’s going to take days/weeks/months ❑ FOUNT OF KNOWLEDGE You may now cast Master level spells, and gain
• First you must _______________ When you spout lore about something no one one spell of that level.
• You’ll need help from _____________ else has any clue about, take +1.
❑ ARCHMAGE requires five advances
• It will require a lot of money ❑❑ EMPOWERED MAGIC Choose another Background Option.
• The best you can do is a lesser version, When you cast a spell, on a 10+ you have the
unreliable and limited option of choosing from the 7-9 list. If you do,
• You and your allies will risk danger from you may additionally choose one of the following
__________________ effects:
• You’ll have to disenchant something to do it • The spell’s effects are maximized
• The spell’s targets are doubled
Second requires five advances
On a 12+ select both options.
Wizard Spell List:
CANTRIPS APPRENTICE SPELLS ❑ MAGIC MISSILE ❑ FIREBALL
Projectiles of pure magic spring from your You evoke a mighty ball of flame that envelops
❑ LIGHT ❑ ALARM fingers. Deal 2d4 damage to one target within far your target and everyone nearby, inflicting
An item you touch glows with arcane light. Walk a wide circle as you cast this spell. Until range. If you have reached initiated level spells 2d6 damage which ignores armor. If you have
It gives off no heat, but it is otherwise like a you prepare spells again your magic will alert you may select 1d4 targets. If you have reached reached mangus level spells it upgrades to 3d6.
mundane torch. You have complete control of the you if a creature crosses that circle. Even if you practitioner level spells it ignores armor. If you ❑ LEVITATE
color of the flame. The spell lasts as long as it is are asleep, the spell will shake you from your have reached mangus level spells they deal 3d4 You are held aloft by magical forces, and can
in your presence or you cancel it. slumber. damage. move at walking pace in any direction, including
❑ FOIBLE ❑ CAUSE FEAR ❑ SEAL up and down. While the spell is ongoing you take
A single person you can see suffers a brief, mod- Choose a target you can see and a nearby object Select a door or chest you can see. That object −1 to cast a spell.
erate, involuntary action: blinking, cough, giggle, or being. The non-magical target is afraid of the slams shut and its latch, hinges, and lock (if any) ❑ AQUATIC FREEDOM
nod, twitch, wink, or yawn. object so long as you maintain the spell. Their become immobile until a keyword you silently You and those you touch, gain the ability to
❑ MEND reaction is up to them: flee, panic, beg, or fight. select when casting the spell is spoken in front breathe, swim effortlessly, and speak underwater,
A broken, mundane item you hold becomes While ongoing you take −1 to cast a spell. of the door. Until the mechanism is released, the but no longer may do so outside of water. You
whole again. This can repair crafted goods (rips You cannot target entities with less than animal only way to open the door or chest is to break it. can use this spell on a number of people equal to
in fabric, shattered pots, wagon wheels, etc.) intelligence (magical constructs, undead, and the 3+INT. While the spell is ongoing you take −1 to
❑ TELEPATHY
as well as natural items (small fissures in rock, like). If you have reached mangus level spells it cast a spell.
You form a telepathic bond with a single person
cracks in ice, etc.). affects magical targets.
you touch, enabling you to converse with that ❑ MIMIC
❑ PURIFY ❑ CHARM PERSON person through your thoughts. You can only have You take the form of someone you touch while
You remove impurities and mundane spoilage The person (not beast or monster) you touch one telepathic bond at a time. casting this spell. Your physical characteristics
from food or water that you touch. while casting this spell counts you as a friend
❑ UNSEEN VOICES illusion, ongoing Create match theirs exactly but your behavior may not.
❑ PRESTIDIGITATION until they take damage or are proven otherwise.
up to 1d6 disembodied voices emanating from This change persists until you take damage or
You perform minor tricks of magic. If you touch ❑ CONTACT SPIRITS anywhere you can see. Each voice may sound choose to return to your own form. While this
an item as part of the casting you can make Name the spirit you wish to contact (or leave it however you like and speak any language you spell is ongoing you lose access to all your wizard
cosmetic changes to it: clean it, soil it, cool it, to the GM). You pull that creature through the know, but its style is fixed once you start using moves.
warm it, flavor it, or change its color. If you cast planes, just close enough to speak to you. It is it. You can make the voices follow a specific ❑ MIRROR IMAGE
the spell without touching an item you can create bound to answer any one question you ask to the conversation, or change what they say over time. You create an illusory image of yourself. When
minor illusions no bigger than yourself. Prestidig- best of its ability. The voices may move around as you like. While you are attacked, roll a d6. On a 4, 5, or 6 the
itation illusions are crude and clearly illusions. ❑ DECIPHER ongoing you take −1 to cast a spell. attack hits the illusion instead, the image then
❑ UNSEEN SERVANT The symbols, patterns and sounds of any written
You conjure a simple invisible construct that can or spoken language become understandable to INITIATED SPELLS dissipates and the spell ends.
do nothing but carry items. It has Load 3 and you while this spell is active, though you may not ❑ BINDING STRANDS ❑ SLEEP
carries anything you hand to it. It cannot pick speak or write them yourself. While the spell is Brightly-colored magical strands materialize 1d4 enemies you can see fall asleep. Only
up items on its own and can only carry those ongoing you take −1 to cast a spell. around a creature you can see, quickly constrict- creatures capable of sleeping are affected. They
you give to it. Items carried by an unseen servant ❑ DETECT MAGIC ing around it. Until you cast a spell or leave their awake as normal: loud noises, jolts, pain. If you
appear to float in the air a few paces behind you. One of your senses is briefly attuned to magic. presence, a large or smaller target cannot act have reached practitioner level 2d4 enemies fall
An unseen servant that takes damage or leaves except to speak. This effect ends immediately if to sleep. If you have reached mangus level spells
The GM will tell you what here is magical. the target is attacked.
your presence is immediately dispelled, dropping you choose who falls asleep.
any items it carried. ❑ INVISIBILITY
Touch an ally: nobody can see them. They’re ❑ DISPEL MAGIC ❑ VISIONS THROUGH TIME
❑ WRENCH invisible! The spell persists until the target attacks Choose a spell or magic effect in your presence: Cast this spell and gaze into a reflective surface
You make a sudden violent twist, push, or pull, or you dismiss the effect. While the spell is ongo- this spell rips it apart. Lesser spells are ended, to see into the depths of time. The GM will reveal
on any one object you can see. For example, you ing you can’t cast a spell. powerful magic is just reduced or dampened so the details of a grim portent to you, a bleak event
might open or close an unlocked door, pull a long as you are nearby. that will come to pass without your intervention,
lever, upend a table, break something fragile, etc. and tell you something useful about how you can
interfere with its dark outcome.
Wizard Spell List:
PRACTITIONER SPELLS ❑ SANCTUARY ❑ CONTINGENCY MASTER SPELLS
You touch the window or door of a building Choose a Practitioner or lower spell you know.
❑ CAGE ❑ ALERT
(from inside or outside). While the spell is Describe a trigger condition using a number of
The target is held in a cage of magical force. Describe an event. The GM will tell you when that
ongoing all portals and entrances to that building words equal to your level. The chosen spell is
Nothing can get in or out of the cage. The cage event occurs, no matter where you are or how
seal and are magically reinforced to keep out held until you choose to unleash it or the trigger
remains until you cast another spell or dismiss it. far away the event is. If you choose, you can view
intruders (or keep in those inside). This spell condition is met, whichever happens first. You
While the spell is ongoing, the caged creature can the location of the event as though you were there
may only be dispelled or interfered with by those don’t have to roll for the held spell, it just takes
hear your thoughts and you cannot leave sight of in person. You can only have one Alert active at
on the same side of the building walls as you. You effect. You may only have a single contingent
the cage. a time.
take −1 ongoing while this spell is active. spell held at a time; if you cast Contingency while
❑ CONTACT OTHER PLANE ❑ ANTIPATHY
❑ PHANTASM you have a held spell, the new held spell replaces
You send a request to another plane. Specify who Choose a target and describe a type of creature.
You craft an illusion of some type of creature, the old one.
or what you’d like to contact by location, type Creatures of the specified type cannot come
then summon a spirit into it, giving it substance. ❑ TRUE SEEING
of creature, name, or title. You open a two-way within sight of the target. If a creature of the
Describe what the creature looks like. Treat it You see all things as they truly are. This effect
communication with that creature. Your specified type does find itself within sight of the
as a follower that has +1 modifier for all stats, 1 persists until you tell a lie or dismiss the spell.
communication can be cut off at any time by you target, it immediately flees. This effect continues
HP, uses your damage dice, and has the instinct: While this spell is ongoing you take -1 to cast a
or the creature you contacted. until you leave the target’s presence or you dis-
to reveal itself as a fake. The phantasm has one spell.
miss the spell. While the spell is ongoing you take
❑ DOOM MISSILE of the moves of the creature it appears to be, but ❑ SHADOW WALK -1 to cast a spell.
A sphere of energy rockets from your fingers to can only use them on targets that don’t know it is The shadows you target with this spell become a
engulf a target with a series of rapid implosions. ❑ DENIAL
a phantasm. It also gets your choice of 1d6 of the portal for you and your allies. Name a location,
Between each implosion, you must move the A target magic user is denied part of all or one of
following traits: describing it with a number of words up to your
sphere to a new target (you may hit the same its spellcasting moves (GM’s choice) until it can
• It has +2 instead of +1 to one stat level. Stepping through the portal deposits you
target more than once, just not twice in a row). take a moment to rest.
• It’s not reckless and any allies present when you cast the spell at
The spell implodes three times, growing and • It does 1d8 damage the location you described. The portal may only ❑ PERFECT SUMMONS
dealing progressively more damage with each im- • +1 armor be used once by each ally. You teleport a creature into your presence. Name
plosion. If you have reached mangus level spells • +2 HP for each advance you have a creature or give a short description of a type of
❑ CLOUDKILL
it will explode once more, twice more if you have • It has all the moves of the creature it appears creature. If you named a creature, that creature
A cloud of fog drifts into this realm from beyond
reached master level spells. Deal the following to be appears before you. If you described a type of
the Black Gates of Death, filling the immediate
damage in progression, stopping when you run • It has an additional move related to inspiring creature, a creature of that type appears before
area. Whenever a creature in the area takes
out of implosions: 1d6, 1d8, 1d10, 1d12, 2d6. If a particular emotion in those who see it, which you. The creature will help you as best it can.
damage it takes an additional, separate +1d6
you gain bonus damage from any source, apply it works even if its illusory nature is known. The creature remains until it dies or you dismiss
damage which ignores armor. This spell persists
only to the last of these implosions. The phantasm remains until it dies, you dismiss it. Exceedingly powerful creatures may resist the
so long as you can see the affected area, or until
❑ POLYMORPH the spell,. While the spell is ongoing you take -1 summons, or turn on you after summoned.
you dismiss it.
Your touch reshapes a creature entirely, they to cast a spell. If you have reached mangus level ❑ SHELTER
❑ DOMINATE
stay in the form you craft until you cast a spell. spells you may call forth two phantasms, and You create a structure out of pure magical power.
Your touch pushes your mind into someone
Describe the new shape you craft, including any three if you have reached master level spells. It can be as large as a castle or as small as a hut,
else’s. You gain 1d4 hold. Spend one hold to
stat changes, significant adaptations, or major but is impervious to all non-magical damage. The
MANGUS SPELLS make the target take one of these actions:
structure endures until you leave it or you end
weaknesses. The GM will then tell you one or • Speak a few words of your choice
more of these: ❑ CATCH SPELL the spell.
• Give you something they have
• The form will be unstable and temporary You can “catch” a spell cast at you, holding it. ❑ SOUL GEM
• Make a concerted attack on a target of your
• The creature’s mind will be altered as well You may release a held spell, casting it as if it You trap the soul of a dying creature within a
choice
• The form has an unintended benefit or were your own, fully woven, spell. You may only gem. The trapped creature is aware of its
• Truthfully answer one question
weakness hold one spell at a time. While ongoing you imprisonment but can still be manipulated
If you run out of hold the spell ends. If the target
cannot weave spells. through spells, parley, and other effects. All
takes damage you lose 1 hold. While the spell is
ongoing you cannot cast a spell. moves against the trapped creature gain at +1.
You can free the soul at any time.
Basic Moves: HACK AND SLASH
When you fight in melee or close quarters, roll
+STR. On a 10+, you Deal Damage and pick 1:
DEAL DAMAGE
When you harm a foe but don’t murder them, roll
your damage and say the result plus any modifiers
UNDERTAKE A PERILOUS JOURNEY
When you travel through hostile territory, choose
one member of the party to act as a trailblazer,
AID
When you help another character who’s about to • Evade, prevent, or counter the enemy’s attack and tags like messy, forceful, etc. The GM will re- one to scout, and one to be the
roll, they gain advantage, but you are exposed to • Strike hard and fast, for 1d6 extra damage, but duce the victim’s HP by that amount (less armor) quartermaster (the same character cannot
any risks, costs, or consequences. suffer the enemy’s attack and either describe the result or ask you to do so. have two jobs). If you don’t have enough party
When you jump in to help another character who On a 7-9, you Deal Damage, but suffer the enemy’s When a creature is reduced to 0 HP, they are out members, or choose not to assign a job, treat that
just rolled, tell us how and ask the GM what what attack. of the action: dead, unconscious, cowering, etc. job as if it had rolled a 6.
that consequences will be. If you accept, increase VOLLEY If you have advantage or disadvantage to damage, Each character with a job to do rolls+Wis. On a
your ally’s roll by +1. When you take aim and attack an enemy at range, roll your damage die twice and take the higher or 10+ the quartermaster reduces the number of
roll +DEX. On a 10+, you have a clear shot, and lower result; then add any bonuses that apply. rations required by 1d4 (min 1). On a 10+ the
DEFEND trailblazer reduces the amount of time it takes to
When you take up a defensive stance or jump in to Deal Damage! On a 7-9, Deal Damage but TAKE DAMAGE
choose 1 from the list below. When you are injured, roughed up, or other- reach your destination (the GM will say by how
protect others, roll +CON. On a 10+, hold 3. On a much). On a 10+ the scout will spot any trouble
7-9, hold 1. You can spend hold 1-for-1 to: • You have to move/hold steady to get the shot, wise suffer harm, the GM will tell you to roll the
placing you in danger of the GM’s choice. damage die and add in additional effects. Reduce quick enough to let you get the drop on it. On a
• Suffer an attack’s damage/effects instead of 7–9 each roles performs their job as expected:
your ward • Take what you can get: Deal Damage with the damage by your armor (if any) and lose that
disadvantage. many HP. When you are reduced to 0 HP, you have the normal number of rations are consumed, the
• Halve an attack’s damage/effects. journey takes about as long as expected, no one
• Draw all attention from your ward to yourself. • Mark off a box of ammo. suffered potentially deadly harm, and are dying.
gets the drop on you but you don’t get the drop on
• Strike back at an attacker (Deal Damage with PARLEY LAST BREATH them either.
disadvantage) When you press or entice an NPC, say what you When you are dying, you catch a glimpse of what
When you go on the offense, cease to focus on want them to do (or not do). If they have reason lies beyond the Black Gates of Death (describe MAKE CAMP
defense, or the threat passes, lose any hold. to resist, roll +CHA. On a 10+, they either do as it). Then roll +nothing. On a 10+, you’ve cheated When you settle in to rest in a dangerous area,
you want or reveal the easiest way to convince death,you’re no longer dying but you’re still in a each character must mark a provision box. If they
DEFY DANGER do, and rest for at least a few hours,
When you act despite imminent threat or suffer a them. On a 7-9, they reveal something you can bad place. On a 7-9, Death will offer you a bar-
do to convince them, though it’ll likely be costly, gain, take it and stabilize or refuse and pass be- choose 1.
calamity, say how you deal with it and roll... • Regain HP equal to 1/2 your maximum.
... +STR to employ brute force tricky, or distasteful. yond the Black Gates . On a 6-, your fate is sealed.
When you press or entice a PC and they resist, you You’re marked as Death’s own and you’ll cross the • Clear a debility.
... +DEX to act with speed or finesse • Gain advantage on your next roll.
... +CON to endure or hold steady can roll +CHA. On a 10+, both. On a 7-9, pick 1: threshold soon. The GM will tell you when.
• If they do it, they mark XP If you are playing a One-Shot styled game, also
... +INT to think fast or employ expertise STRUGGLE AS ONE perform the end of session move as well.
... +WIS to apply mental fortitude or sharp senses • If they don’t do it, they must reveal a way you When you the GM calls on you to Defy Danger as
... +CHA to use charm, subterfuge, social grace could convince them to do it. a group, they’ll describe the struggle you face. Say END OF SESSION
On a 10+, you do what you set out to do. On a SPOUT LORE how you deal with it and roll +STAT: on a 6-, you When you reach the end of a session, take turns
7-9, the GM will offer you a worse outcome, hard When you consult your accumulated knowledge find yourself in a spot, the GM will describe it. On with the following:
bargain, or ugly choice. about something, roll+INT. On a 10+, the GM will a 7+, you pull your weight. On a 10+, you can get • Give an example of how you’ve met your Drive’s
tell you something interesting, useful, and relevant someone out of a spot. If you roll 6- but someone requirement; if you can, mark XP
DISCERN REALITIES • Point out something awesome that another
When you closely study a situation or person, roll about the subject. On a 7–9, the GM will only tell saves you, don’t mark XP
you something interesting, it’s on you to make it character did, that no one else has mentioned yet;
+WIS: on a 10+, ask the GM 3 questions from TAKE WATCH if you do, mark XP
the list below; on a 7-9, ask 1; either way, take ad- useful. Either way, the GM may ask you “How do When you’re on watch and something approach-
you know this?” Then answer these three questions as a group:
vantage on your next move to act on the answers. es, roll+Wis. On a 10+ you’re able to wake the • Did we learn something new and important
• What happened here recently? ADVANTAGE/DISADVANTAGE camp and prepare a response, take +1 forward. about the world?
• What is about to happen? When you make a roll with advantage, roll an On a 7–9 the camp is awake but hasn’t had time • Did we overcome a notable monster or enemy?
• What should I be on the lookout for? extra die and discard the lowest result. to prepare. On a miss whatever lurks outside the • Did we loot a memorable treasure?
• What here is useful or valuable to me? When you make a roll with disadvantage, roll an campfire’s light has the drop on you. For each “yes” answer everyone marks XP. If you
• Who or what is really in control here? extra die and discard the highest result. have accrued 5 XP or more, you may spend them
• What here is not what it appears to be? When you make a roll with both advantage and to take an advance.
disadvantage, they cancel each other out.
Basic Moves: HACK AND SLASH
When you fight in melee or close quarters, roll
+STR. On a 10+, you Deal Damage and pick 1:
DEAL DAMAGE
When you harm a foe but don’t murder them, roll
your damage and say the result plus any modifiers
UNDERTAKE A PERILOUS JOURNEY
When you travel through hostile territory, choose
one member of the party to act as a trailblazer,
AID
When you help another character who’s about to • Evade, prevent, or counter the enemy’s attack and tags like messy, forceful, etc. The GM will re- one to scout, and one to be the
roll, they gain advantage, but you are exposed to • Strike hard and fast, for 1d6 extra damage, but duce the victim’s HP by that amount (less armor) quartermaster (the same character cannot
any risks, costs, or consequences. suffer the enemy’s attack and either describe the result or ask you to do so. have two jobs). If you don’t have enough party
When you jump in to help another character who On a 7-9, you Deal Damage, but suffer the enemy’s When a creature is reduced to 0 HP, they are out members, or choose not to assign a job, treat that
just rolled, tell us how and ask the GM what what attack. of the action: dead, unconscious, cowering, etc. job as if it had rolled a 6.
that consequences will be. If you accept, increase VOLLEY If you have advantage or disadvantage to damage, Each character with a job to do rolls+Wis. On a
your ally’s roll by +1. When you take aim and attack an enemy at range, roll your damage die twice and take the higher or 10+ the quartermaster reduces the number of
roll +DEX. On a 10+, you have a clear shot, and lower result; then add any bonuses that apply. rations required by 1d4 (min 1). On a 10+ the
DEFEND trailblazer reduces the amount of time it takes to
When you take up a defensive stance or jump in to Deal Damage! On a 7-9, Deal Damage but TAKE DAMAGE
choose 1 from the list below. When you are injured, roughed up, or other- reach your destination (the GM will say by how
protect others, roll +CON. On a 10+, hold 3. On a much). On a 10+ the scout will spot any trouble
7-9, hold 1. You can spend hold 1-for-1 to: • You have to move/hold steady to get the shot, wise suffer harm, the GM will tell you to roll the
placing you in danger of the GM’s choice. damage die and add in additional effects. Reduce quick enough to let you get the drop on it. On a
• Suffer an attack’s damage/effects instead of 7–9 each roles performs their job as expected:
your ward • Take what you can get: Deal Damage with the damage by your armor (if any) and lose that
disadvantage. many HP. When you are reduced to 0 HP, you have the normal number of rations are consumed, the
• Halve an attack’s damage/effects. journey takes about as long as expected, no one
• Draw all attention from your ward to yourself. • Mark off a box of ammo. suffered potentially deadly harm, and are dying.
gets the drop on you but you don’t get the drop on
• Strike back at an attacker (Deal Damage with PARLEY LAST BREATH them either.
disadvantage) When you press or entice an NPC, say what you When you are dying, you catch a glimpse of what
When you go on the offense, cease to focus on want them to do (or not do). If they have reason lies beyond the Black Gates of Death (describe MAKE CAMP
defense, or the threat passes, lose any hold. to resist, roll +CHA. On a 10+, they either do as it). Then roll +nothing. On a 10+, you’ve cheated When you settle in to rest in a dangerous area,
you want or reveal the easiest way to convince death,you’re no longer dying but you’re still in a each character must mark a provision box. If they
DEFY DANGER do, and rest for at least a few hours,
When you act despite imminent threat or suffer a them. On a 7-9, they reveal something you can bad place. On a 7-9, Death will offer you a bar-
do to convince them, though it’ll likely be costly, gain, take it and stabilize or refuse and pass be- choose 1.
calamity, say how you deal with it and roll... • Regain HP equal to 1/2 your maximum.
... +STR to employ brute force tricky, or distasteful. yond the Black Gates . On a 6-, your fate is sealed.
When you press or entice a PC and they resist, you You’re marked as Death’s own and you’ll cross the • Clear a debility.
... +DEX to act with speed or finesse • Gain advantage on your next roll.
... +CON to endure or hold steady can roll +CHA. On a 10+, both. On a 7-9, pick 1: threshold soon. The GM will tell you when.
• If they do it, they mark XP If you are playing a One-Shot styled game, also
... +INT to think fast or employ expertise STRUGGLE AS ONE perform the end of session move as well.
... +WIS to apply mental fortitude or sharp senses • If they don’t do it, they must reveal a way you When you the GM calls on you to Defy Danger as
... +CHA to use charm, subterfuge, social grace could convince them to do it. a group, they’ll describe the struggle you face. Say END OF SESSION
On a 10+, you do what you set out to do. On a SPOUT LORE how you deal with it and roll +STAT: on a 6-, you When you reach the end of a session, take turns
7-9, the GM will offer you a worse outcome, hard When you consult your accumulated knowledge find yourself in a spot, the GM will describe it. On with the following:
bargain, or ugly choice. about something, roll+INT. On a 10+, the GM will a 7+, you pull your weight. On a 10+, you can get • Give an example of how you’ve met your Drive’s
tell you something interesting, useful, and relevant someone out of a spot. If you roll 6- but someone requirement; if you can, mark XP
DISCERN REALITIES • Point out something awesome that another
When you closely study a situation or person, roll about the subject. On a 7–9, the GM will only tell saves you, don’t mark XP
you something interesting, it’s on you to make it character did, that no one else has mentioned yet;
+WIS: on a 10+, ask the GM 3 questions from TAKE WATCH if you do, mark XP
the list below; on a 7-9, ask 1; either way, take ad- useful. Either way, the GM may ask you “How do When you’re on watch and something approach-
you know this?” Then answer these three questions as a group:
vantage on your next move to act on the answers. es, roll+Wis. On a 10+ you’re able to wake the • Did we learn something new and important
• What happened here recently? ADVANTAGE/DISADVANTAGE camp and prepare a response, take +1 forward. about the world?
• What is about to happen? When you make a roll with advantage, roll an On a 7–9 the camp is awake but hasn’t had time • Did we overcome a notable monster or enemy?
• What should I be on the lookout for? extra die and discard the lowest result. to prepare. On a miss whatever lurks outside the • Did we loot a memorable treasure?
• What here is useful or valuable to me? When you make a roll with disadvantage, roll an campfire’s light has the drop on you. For each “yes” answer everyone marks XP. If you
• Who or what is really in control here? extra die and discard the highest result. have accrued 5 XP or more, you may spend them
• What here is not what it appears to be? When you make a roll with both advantage and to take an advance.
disadvantage, they cancel each other out.
Basic Moves: HACK AND SLASH
When you fight in melee or close quarters, roll
+STR. On a 10+, you Deal Damage and pick 1:
DEAL DAMAGE
When you harm a foe but don’t murder them, roll
your damage and say the result plus any modifiers
UNDERTAKE A PERILOUS JOURNEY
When you travel through hostile territory, choose
one member of the party to act as a trailblazer,
AID
When you help another character who’s about to • Evade, prevent, or counter the enemy’s attack and tags like messy, forceful, etc. The GM will re- one to scout, and one to be the
roll, they gain advantage, but you are exposed to • Strike hard and fast, for 1d6 extra damage, but duce the victim’s HP by that amount (less armor) quartermaster (the same character cannot
any risks, costs, or consequences. suffer the enemy’s attack and either describe the result or ask you to do so. have two jobs). If you don’t have enough party
When you jump in to help another character who On a 7-9, you Deal Damage, but suffer the enemy’s When a creature is reduced to 0 HP, they are out members, or choose not to assign a job, treat that
just rolled, tell us how and ask the GM what what attack. of the action: dead, unconscious, cowering, etc. job as if it had rolled a 6.
that consequences will be. If you accept, increase VOLLEY If you have advantage or disadvantage to damage, Each character with a job to do rolls+Wis. On a
your ally’s roll by +1. When you take aim and attack an enemy at range, roll your damage die twice and take the higher or 10+ the quartermaster reduces the number of
roll +DEX. On a 10+, you have a clear shot, and lower result; then add any bonuses that apply. rations required by 1d4 (min 1). On a 10+ the
DEFEND trailblazer reduces the amount of time it takes to
When you take up a defensive stance or jump in to Deal Damage! On a 7-9, Deal Damage but TAKE DAMAGE
choose 1 from the list below. When you are injured, roughed up, or other- reach your destination (the GM will say by how
protect others, roll +CON. On a 10+, hold 3. On a much). On a 10+ the scout will spot any trouble
7-9, hold 1. You can spend hold 1-for-1 to: • You have to move/hold steady to get the shot, wise suffer harm, the GM will tell you to roll the
placing you in danger of the GM’s choice. damage die and add in additional effects. Reduce quick enough to let you get the drop on it. On a
• Suffer an attack’s damage/effects instead of 7–9 each roles performs their job as expected:
your ward • Take what you can get: Deal Damage with the damage by your armor (if any) and lose that
disadvantage. many HP. When you are reduced to 0 HP, you have the normal number of rations are consumed, the
• Halve an attack’s damage/effects. journey takes about as long as expected, no one
• Draw all attention from your ward to yourself. • Mark off a box of ammo. suffered potentially deadly harm, and are dying.
gets the drop on you but you don’t get the drop on
• Strike back at an attacker (Deal Damage with PARLEY LAST BREATH them either.
disadvantage) When you press or entice an NPC, say what you When you are dying, you catch a glimpse of what
When you go on the offense, cease to focus on want them to do (or not do). If they have reason lies beyond the Black Gates of Death (describe MAKE CAMP
defense, or the threat passes, lose any hold. to resist, roll +CHA. On a 10+, they either do as it). Then roll +nothing. On a 10+, you’ve cheated When you settle in to rest in a dangerous area,
you want or reveal the easiest way to convince death,you’re no longer dying but you’re still in a each character must mark a provision box. If they
DEFY DANGER do, and rest for at least a few hours,
When you act despite imminent threat or suffer a them. On a 7-9, they reveal something you can bad place. On a 7-9, Death will offer you a bar-
do to convince them, though it’ll likely be costly, gain, take it and stabilize or refuse and pass be- choose 1.
calamity, say how you deal with it and roll... • Regain HP equal to 1/2 your maximum.
... +STR to employ brute force tricky, or distasteful. yond the Black Gates . On a 6-, your fate is sealed.
When you press or entice a PC and they resist, you You’re marked as Death’s own and you’ll cross the • Clear a debility.
... +DEX to act with speed or finesse • Gain advantage on your next roll.
... +CON to endure or hold steady can roll +CHA. On a 10+, both. On a 7-9, pick 1: threshold soon. The GM will tell you when.
• If they do it, they mark XP If you are playing a One-Shot styled game, also
... +INT to think fast or employ expertise STRUGGLE AS ONE perform the end of session move as well.
... +WIS to apply mental fortitude or sharp senses • If they don’t do it, they must reveal a way you When you the GM calls on you to Defy Danger as
... +CHA to use charm, subterfuge, social grace could convince them to do it. a group, they’ll describe the struggle you face. Say END OF SESSION
On a 10+, you do what you set out to do. On a SPOUT LORE how you deal with it and roll +STAT: on a 6-, you When you reach the end of a session, take turns
7-9, the GM will offer you a worse outcome, hard When you consult your accumulated knowledge find yourself in a spot, the GM will describe it. On with the following:
bargain, or ugly choice. about something, roll+INT. On a 10+, the GM will a 7+, you pull your weight. On a 10+, you can get • Give an example of how you’ve met your Drive’s
tell you something interesting, useful, and relevant someone out of a spot. If you roll 6- but someone requirement; if you can, mark XP
DISCERN REALITIES • Point out something awesome that another
When you closely study a situation or person, roll about the subject. On a 7–9, the GM will only tell saves you, don’t mark XP
you something interesting, it’s on you to make it character did, that no one else has mentioned yet;
+WIS: on a 10+, ask the GM 3 questions from TAKE WATCH if you do, mark XP
the list below; on a 7-9, ask 1; either way, take ad- useful. Either way, the GM may ask you “How do When you’re on watch and something approach-
you know this?” Then answer these three questions as a group:
vantage on your next move to act on the answers. es, roll+Wis. On a 10+ you’re able to wake the • Did we learn something new and important
• What happened here recently? ADVANTAGE/DISADVANTAGE camp and prepare a response, take +1 forward. about the world?
• What is about to happen? When you make a roll with advantage, roll an On a 7–9 the camp is awake but hasn’t had time • Did we overcome a notable monster or enemy?
• What should I be on the lookout for? extra die and discard the lowest result. to prepare. On a miss whatever lurks outside the • Did we loot a memorable treasure?
• What here is useful or valuable to me? When you make a roll with disadvantage, roll an campfire’s light has the drop on you. For each “yes” answer everyone marks XP. If you
• Who or what is really in control here? extra die and discard the highest result. have accrued 5 XP or more, you may spend them
• What here is not what it appears to be? When you make a roll with both advantage and to take an advance.
disadvantage, they cancel each other out.
Basic Moves: HACK AND SLASH
When you fight in melee or close quarters, roll
+STR. On a 10+, you Deal Damage and pick 1:
DEAL DAMAGE
When you harm a foe but don’t murder them, roll
your damage and say the result plus any modifiers
UNDERTAKE A PERILOUS JOURNEY
When you travel through hostile territory, choose
one member of the party to act as a trailblazer,
AID
When you help another character who’s about to • Evade, prevent, or counter the enemy’s attack and tags like messy, forceful, etc. The GM will re- one to scout, and one to be the
roll, they gain advantage, but you are exposed to • Strike hard and fast, for 1d6 extra damage, but duce the victim’s HP by that amount (less armor) quartermaster (the same character cannot
any risks, costs, or consequences. suffer the enemy’s attack and either describe the result or ask you to do so. have two jobs). If you don’t have enough party
When you jump in to help another character who On a 7-9, you Deal Damage, but suffer the enemy’s When a creature is reduced to 0 HP, they are out members, or choose not to assign a job, treat that
just rolled, tell us how and ask the GM what what attack. of the action: dead, unconscious, cowering, etc. job as if it had rolled a 6.
that consequences will be. If you accept, increase VOLLEY If you have advantage or disadvantage to damage, Each character with a job to do rolls+Wis. On a
your ally’s roll by +1. When you take aim and attack an enemy at range, roll your damage die twice and take the higher or 10+ the quartermaster reduces the number of
roll +DEX. On a 10+, you have a clear shot, and lower result; then add any bonuses that apply. rations required by 1d4 (min 1). On a 10+ the
DEFEND trailblazer reduces the amount of time it takes to
When you take up a defensive stance or jump in to Deal Damage! On a 7-9, Deal Damage but TAKE DAMAGE
choose 1 from the list below. When you are injured, roughed up, or other- reach your destination (the GM will say by how
protect others, roll +CON. On a 10+, hold 3. On a much). On a 10+ the scout will spot any trouble
7-9, hold 1. You can spend hold 1-for-1 to: • You have to move/hold steady to get the shot, wise suffer harm, the GM will tell you to roll the
placing you in danger of the GM’s choice. damage die and add in additional effects. Reduce quick enough to let you get the drop on it. On a
• Suffer an attack’s damage/effects instead of 7–9 each roles performs their job as expected:
your ward • Take what you can get: Deal Damage with the damage by your armor (if any) and lose that
disadvantage. many HP. When you are reduced to 0 HP, you have the normal number of rations are consumed, the
• Halve an attack’s damage/effects. journey takes about as long as expected, no one
• Draw all attention from your ward to yourself. • Mark off a box of ammo. suffered potentially deadly harm, and are dying.
gets the drop on you but you don’t get the drop on
• Strike back at an attacker (Deal Damage with PARLEY LAST BREATH them either.
disadvantage) When you press or entice an NPC, say what you When you are dying, you catch a glimpse of what
When you go on the offense, cease to focus on want them to do (or not do). If they have reason lies beyond the Black Gates of Death (describe MAKE CAMP
defense, or the threat passes, lose any hold. to resist, roll +CHA. On a 10+, they either do as it). Then roll +nothing. On a 10+, you’ve cheated When you settle in to rest in a dangerous area,
you want or reveal the easiest way to convince death,you’re no longer dying but you’re still in a each character must mark a provision box. If they
DEFY DANGER do, and rest for at least a few hours,
When you act despite imminent threat or suffer a them. On a 7-9, they reveal something you can bad place. On a 7-9, Death will offer you a bar-
do to convince them, though it’ll likely be costly, gain, take it and stabilize or refuse and pass be- choose 1.
calamity, say how you deal with it and roll... • Regain HP equal to 1/2 your maximum.
... +STR to employ brute force tricky, or distasteful. yond the Black Gates . On a 6-, your fate is sealed.
When you press or entice a PC and they resist, you You’re marked as Death’s own and you’ll cross the • Clear a debility.
... +DEX to act with speed or finesse • Gain advantage on your next roll.
... +CON to endure or hold steady can roll +CHA. On a 10+, both. On a 7-9, pick 1: threshold soon. The GM will tell you when.
• If they do it, they mark XP If you are playing a One-Shot styled game, also
... +INT to think fast or employ expertise STRUGGLE AS ONE perform the end of session move as well.
... +WIS to apply mental fortitude or sharp senses • If they don’t do it, they must reveal a way you When you the GM calls on you to Defy Danger as
... +CHA to use charm, subterfuge, social grace could convince them to do it. a group, they’ll describe the struggle you face. Say END OF SESSION
On a 10+, you do what you set out to do. On a SPOUT LORE how you deal with it and roll +STAT: on a 6-, you When you reach the end of a session, take turns
7-9, the GM will offer you a worse outcome, hard When you consult your accumulated knowledge find yourself in a spot, the GM will describe it. On with the following:
bargain, or ugly choice. about something, roll+INT. On a 10+, the GM will a 7+, you pull your weight. On a 10+, you can get • Give an example of how you’ve met your Drive’s
tell you something interesting, useful, and relevant someone out of a spot. If you roll 6- but someone requirement; if you can, mark XP
DISCERN REALITIES • Point out something awesome that another
When you closely study a situation or person, roll about the subject. On a 7–9, the GM will only tell saves you, don’t mark XP
you something interesting, it’s on you to make it character did, that no one else has mentioned yet;
+WIS: on a 10+, ask the GM 3 questions from TAKE WATCH if you do, mark XP
the list below; on a 7-9, ask 1; either way, take ad- useful. Either way, the GM may ask you “How do When you’re on watch and something approach-
you know this?” Then answer these three questions as a group:
vantage on your next move to act on the answers. es, roll+Wis. On a 10+ you’re able to wake the • Did we learn something new and important
• What happened here recently? ADVANTAGE/DISADVANTAGE camp and prepare a response, take +1 forward. about the world?
• What is about to happen? When you make a roll with advantage, roll an On a 7–9 the camp is awake but hasn’t had time • Did we overcome a notable monster or enemy?
• What should I be on the lookout for? extra die and discard the lowest result. to prepare. On a miss whatever lurks outside the • Did we loot a memorable treasure?
• What here is useful or valuable to me? When you make a roll with disadvantage, roll an campfire’s light has the drop on you. For each “yes” answer everyone marks XP. If you
• Who or what is really in control here? extra die and discard the highest result. have accrued 5 XP or more, you may spend them
• What here is not what it appears to be? When you make a roll with both advantage and to take an advance.
disadvantage, they cancel each other out.
Basic Moves: HACK AND SLASH
When you fight in melee or close quarters, roll
+STR. On a 10+, you Deal Damage and pick 1:
DEAL DAMAGE
When you harm a foe but don’t murder them, roll
your damage and say the result plus any modifiers
UNDERTAKE A PERILOUS JOURNEY
When you travel through hostile territory, choose
one member of the party to act as a trailblazer,
AID
When you help another character who’s about to • Evade, prevent, or counter the enemy’s attack and tags like messy, forceful, etc. The GM will re- one to scout, and one to be the
roll, they gain advantage, but you are exposed to • Strike hard and fast, for 1d6 extra damage, but duce the victim’s HP by that amount (less armor) quartermaster (the same character cannot
any risks, costs, or consequences. suffer the enemy’s attack and either describe the result or ask you to do so. have two jobs). If you don’t have enough party
When you jump in to help another character who On a 7-9, you Deal Damage, but suffer the enemy’s When a creature is reduced to 0 HP, they are out members, or choose not to assign a job, treat that
just rolled, tell us how and ask the GM what what attack. of the action: dead, unconscious, cowering, etc. job as if it had rolled a 6.
that consequences will be. If you accept, increase VOLLEY If you have advantage or disadvantage to damage, Each character with a job to do rolls+Wis. On a
your ally’s roll by +1. When you take aim and attack an enemy at range, roll your damage die twice and take the higher or 10+ the quartermaster reduces the number of
roll +DEX. On a 10+, you have a clear shot, and lower result; then add any bonuses that apply. rations required by 1d4 (min 1). On a 10+ the
DEFEND trailblazer reduces the amount of time it takes to
When you take up a defensive stance or jump in to Deal Damage! On a 7-9, Deal Damage but TAKE DAMAGE
choose 1 from the list below. When you are injured, roughed up, or other- reach your destination (the GM will say by how
protect others, roll +CON. On a 10+, hold 3. On a much). On a 10+ the scout will spot any trouble
7-9, hold 1. You can spend hold 1-for-1 to: • You have to move/hold steady to get the shot, wise suffer harm, the GM will tell you to roll the
placing you in danger of the GM’s choice. damage die and add in additional effects. Reduce quick enough to let you get the drop on it. On a
• Suffer an attack’s damage/effects instead of 7–9 each roles performs their job as expected:
your ward • Take what you can get: Deal Damage with the damage by your armor (if any) and lose that
disadvantage. many HP. When you are reduced to 0 HP, you have the normal number of rations are consumed, the
• Halve an attack’s damage/effects. journey takes about as long as expected, no one
• Draw all attention from your ward to yourself. • Mark off a box of ammo. suffered potentially deadly harm, and are dying.
gets the drop on you but you don’t get the drop on
• Strike back at an attacker (Deal Damage with PARLEY LAST BREATH them either.
disadvantage) When you press or entice an NPC, say what you When you are dying, you catch a glimpse of what
When you go on the offense, cease to focus on want them to do (or not do). If they have reason lies beyond the Black Gates of Death (describe MAKE CAMP
defense, or the threat passes, lose any hold. to resist, roll +CHA. On a 10+, they either do as it). Then roll +nothing. On a 10+, you’ve cheated When you settle in to rest in a dangerous area,
you want or reveal the easiest way to convince death,you’re no longer dying but you’re still in a each character must mark a provision box. If they
DEFY DANGER do, and rest for at least a few hours,
When you act despite imminent threat or suffer a them. On a 7-9, they reveal something you can bad place. On a 7-9, Death will offer you a bar-
do to convince them, though it’ll likely be costly, gain, take it and stabilize or refuse and pass be- choose 1.
calamity, say how you deal with it and roll... • Regain HP equal to 1/2 your maximum.
... +STR to employ brute force tricky, or distasteful. yond the Black Gates . On a 6-, your fate is sealed.
When you press or entice a PC and they resist, you You’re marked as Death’s own and you’ll cross the • Clear a debility.
... +DEX to act with speed or finesse • Gain advantage on your next roll.
... +CON to endure or hold steady can roll +CHA. On a 10+, both. On a 7-9, pick 1: threshold soon. The GM will tell you when.
• If they do it, they mark XP If you are playing a One-Shot styled game, also
... +INT to think fast or employ expertise STRUGGLE AS ONE perform the end of session move as well.
... +WIS to apply mental fortitude or sharp senses • If they don’t do it, they must reveal a way you When you the GM calls on you to Defy Danger as
... +CHA to use charm, subterfuge, social grace could convince them to do it. a group, they’ll describe the struggle you face. Say END OF SESSION
On a 10+, you do what you set out to do. On a SPOUT LORE how you deal with it and roll +STAT: on a 6-, you When you reach the end of a session, take turns
7-9, the GM will offer you a worse outcome, hard When you consult your accumulated knowledge find yourself in a spot, the GM will describe it. On with the following:
bargain, or ugly choice. about something, roll+INT. On a 10+, the GM will a 7+, you pull your weight. On a 10+, you can get • Give an example of how you’ve met your Drive’s
tell you something interesting, useful, and relevant someone out of a spot. If you roll 6- but someone requirement; if you can, mark XP
DISCERN REALITIES • Point out something awesome that another
When you closely study a situation or person, roll about the subject. On a 7–9, the GM will only tell saves you, don’t mark XP
you something interesting, it’s on you to make it character did, that no one else has mentioned yet;
+WIS: on a 10+, ask the GM 3 questions from TAKE WATCH if you do, mark XP
the list below; on a 7-9, ask 1; either way, take ad- useful. Either way, the GM may ask you “How do When you’re on watch and something approach-
you know this?” Then answer these three questions as a group:
vantage on your next move to act on the answers. es, roll+Wis. On a 10+ you’re able to wake the • Did we learn something new and important
• What happened here recently? ADVANTAGE/DISADVANTAGE camp and prepare a response, take +1 forward. about the world?
• What is about to happen? When you make a roll with advantage, roll an On a 7–9 the camp is awake but hasn’t had time • Did we overcome a notable monster or enemy?
• What should I be on the lookout for? extra die and discard the lowest result. to prepare. On a miss whatever lurks outside the • Did we loot a memorable treasure?
• What here is useful or valuable to me? When you make a roll with disadvantage, roll an campfire’s light has the drop on you. For each “yes” answer everyone marks XP. If you
• Who or what is really in control here? extra die and discard the highest result. have accrued 5 XP or more, you may spend them
• What here is not what it appears to be? When you make a roll with both advantage and to take an advance.
disadvantage, they cancel each other out.
Basic Moves: HACK AND SLASH
When you fight in melee or close quarters, roll
+STR. On a 10+, you Deal Damage and pick 1:
DEAL DAMAGE
When you harm a foe but don’t murder them, roll
your damage and say the result plus any modifiers
UNDERTAKE A PERILOUS JOURNEY
When you travel through hostile territory, choose
one member of the party to act as a trailblazer,
AID
When you help another character who’s about to • Evade, prevent, or counter the enemy’s attack and tags like messy, forceful, etc. The GM will re- one to scout, and one to be the
roll, they gain advantage, but you are exposed to • Strike hard and fast, for 1d6 extra damage, but duce the victim’s HP by that amount (less armor) quartermaster (the same character cannot
any risks, costs, or consequences. suffer the enemy’s attack and either describe the result or ask you to do so. have two jobs). If you don’t have enough party
When you jump in to help another character who On a 7-9, you Deal Damage, but suffer the enemy’s When a creature is reduced to 0 HP, they are out members, or choose not to assign a job, treat that
just rolled, tell us how and ask the GM what what attack. of the action: dead, unconscious, cowering, etc. job as if it had rolled a 6.
that consequences will be. If you accept, increase VOLLEY If you have advantage or disadvantage to damage, Each character with a job to do rolls+Wis. On a
your ally’s roll by +1. When you take aim and attack an enemy at range, roll your damage die twice and take the higher or 10+ the quartermaster reduces the number of
roll +DEX. On a 10+, you have a clear shot, and lower result; then add any bonuses that apply. rations required by 1d4 (min 1). On a 10+ the
DEFEND trailblazer reduces the amount of time it takes to
When you take up a defensive stance or jump in to Deal Damage! On a 7-9, Deal Damage but TAKE DAMAGE
choose 1 from the list below. When you are injured, roughed up, or other- reach your destination (the GM will say by how
protect others, roll +CON. On a 10+, hold 3. On a much). On a 10+ the scout will spot any trouble
7-9, hold 1. You can spend hold 1-for-1 to: • You have to move/hold steady to get the shot, wise suffer harm, the GM will tell you to roll the
placing you in danger of the GM’s choice. damage die and add in additional effects. Reduce quick enough to let you get the drop on it. On a
• Suffer an attack’s damage/effects instead of 7–9 each roles performs their job as expected:
your ward • Take what you can get: Deal Damage with the damage by your armor (if any) and lose that
disadvantage. many HP. When you are reduced to 0 HP, you have the normal number of rations are consumed, the
• Halve an attack’s damage/effects. journey takes about as long as expected, no one
• Draw all attention from your ward to yourself. • Mark off a box of ammo. suffered potentially deadly harm, and are dying.
gets the drop on you but you don’t get the drop on
• Strike back at an attacker (Deal Damage with PARLEY LAST BREATH them either.
disadvantage) When you press or entice an NPC, say what you When you are dying, you catch a glimpse of what
When you go on the offense, cease to focus on want them to do (or not do). If they have reason lies beyond the Black Gates of Death (describe MAKE CAMP
defense, or the threat passes, lose any hold. to resist, roll +CHA. On a 10+, they either do as it). Then roll +nothing. On a 10+, you’ve cheated When you settle in to rest in a dangerous area,
you want or reveal the easiest way to convince death,you’re no longer dying but you’re still in a each character must mark a provision box. If they
DEFY DANGER do, and rest for at least a few hours,
When you act despite imminent threat or suffer a them. On a 7-9, they reveal something you can bad place. On a 7-9, Death will offer you a bar-
do to convince them, though it’ll likely be costly, gain, take it and stabilize or refuse and pass be- choose 1.
calamity, say how you deal with it and roll... • Regain HP equal to 1/2 your maximum.
... +STR to employ brute force tricky, or distasteful. yond the Black Gates . On a 6-, your fate is sealed.
When you press or entice a PC and they resist, you You’re marked as Death’s own and you’ll cross the • Clear a debility.
... +DEX to act with speed or finesse • Gain advantage on your next roll.
... +CON to endure or hold steady can roll +CHA. On a 10+, both. On a 7-9, pick 1: threshold soon. The GM will tell you when.
• If they do it, they mark XP If you are playing a One-Shot styled game, also
... +INT to think fast or employ expertise STRUGGLE AS ONE perform the end of session move as well.
... +WIS to apply mental fortitude or sharp senses • If they don’t do it, they must reveal a way you When you the GM calls on you to Defy Danger as
... +CHA to use charm, subterfuge, social grace could convince them to do it. a group, they’ll describe the struggle you face. Say END OF SESSION
On a 10+, you do what you set out to do. On a SPOUT LORE how you deal with it and roll +STAT: on a 6-, you When you reach the end of a session, take turns
7-9, the GM will offer you a worse outcome, hard When you consult your accumulated knowledge find yourself in a spot, the GM will describe it. On with the following:
bargain, or ugly choice. about something, roll+INT. On a 10+, the GM will a 7+, you pull your weight. On a 10+, you can get • Give an example of how you’ve met your Drive’s
tell you something interesting, useful, and relevant someone out of a spot. If you roll 6- but someone requirement; if you can, mark XP
DISCERN REALITIES • Point out something awesome that another
When you closely study a situation or person, roll about the subject. On a 7–9, the GM will only tell saves you, don’t mark XP
you something interesting, it’s on you to make it character did, that no one else has mentioned yet;
+WIS: on a 10+, ask the GM 3 questions from TAKE WATCH if you do, mark XP
the list below; on a 7-9, ask 1; either way, take ad- useful. Either way, the GM may ask you “How do When you’re on watch and something approach-
you know this?” Then answer these three questions as a group:
vantage on your next move to act on the answers. es, roll+Wis. On a 10+ you’re able to wake the • Did we learn something new and important
• What happened here recently? ADVANTAGE/DISADVANTAGE camp and prepare a response, take +1 forward. about the world?
• What is about to happen? When you make a roll with advantage, roll an On a 7–9 the camp is awake but hasn’t had time • Did we overcome a notable monster or enemy?
• What should I be on the lookout for? extra die and discard the lowest result. to prepare. On a miss whatever lurks outside the • Did we loot a memorable treasure?
• What here is useful or valuable to me? When you make a roll with disadvantage, roll an campfire’s light has the drop on you. For each “yes” answer everyone marks XP. If you
• Who or what is really in control here? extra die and discard the highest result. have accrued 5 XP or more, you may spend them
• What here is not what it appears to be? When you make a roll with both advantage and to take an advance.
disadvantage, they cancel each other out.
Basic Moves: HACK AND SLASH
When you fight in melee or close quarters, roll
+STR. On a 10+, you Deal Damage and pick 1:
DEAL DAMAGE
When you harm a foe but don’t murder them, roll
your damage and say the result plus any modifiers
UNDERTAKE A PERILOUS JOURNEY
When you travel through hostile territory, choose
one member of the party to act as a trailblazer,
AID
When you help another character who’s about to • Evade, prevent, or counter the enemy’s attack and tags like messy, forceful, etc. The GM will re- one to scout, and one to be the
roll, they gain advantage, but you are exposed to • Strike hard and fast, for 1d6 extra damage, but duce the victim’s HP by that amount (less armor) quartermaster (the same character cannot
any risks, costs, or consequences. suffer the enemy’s attack and either describe the result or ask you to do so. have two jobs). If you don’t have enough party
When you jump in to help another character who On a 7-9, you Deal Damage, but suffer the enemy’s When a creature is reduced to 0 HP, they are out members, or choose not to assign a job, treat that
just rolled, tell us how and ask the GM what what attack. of the action: dead, unconscious, cowering, etc. job as if it had rolled a 6.
that consequences will be. If you accept, increase VOLLEY If you have advantage or disadvantage to damage, Each character with a job to do rolls+Wis. On a
your ally’s roll by +1. When you take aim and attack an enemy at range, roll your damage die twice and take the higher or 10+ the quartermaster reduces the number of
roll +DEX. On a 10+, you have a clear shot, and lower result; then add any bonuses that apply. rations required by 1d4 (min 1). On a 10+ the
DEFEND trailblazer reduces the amount of time it takes to
When you take up a defensive stance or jump in to Deal Damage! On a 7-9, Deal Damage but TAKE DAMAGE
choose 1 from the list below. When you are injured, roughed up, or other- reach your destination (the GM will say by how
protect others, roll +CON. On a 10+, hold 3. On a much). On a 10+ the scout will spot any trouble
7-9, hold 1. You can spend hold 1-for-1 to: • You have to move/hold steady to get the shot, wise suffer harm, the GM will tell you to roll the
placing you in danger of the GM’s choice. damage die and add in additional effects. Reduce quick enough to let you get the drop on it. On a
• Suffer an attack’s damage/effects instead of 7–9 each roles performs their job as expected:
your ward • Take what you can get: Deal Damage with the damage by your armor (if any) and lose that
disadvantage. many HP. When you are reduced to 0 HP, you have the normal number of rations are consumed, the
• Halve an attack’s damage/effects. journey takes about as long as expected, no one
• Draw all attention from your ward to yourself. • Mark off a box of ammo. suffered potentially deadly harm, and are dying.
gets the drop on you but you don’t get the drop on
• Strike back at an attacker (Deal Damage with PARLEY LAST BREATH them either.
disadvantage) When you press or entice an NPC, say what you When you are dying, you catch a glimpse of what
When you go on the offense, cease to focus on want them to do (or not do). If they have reason lies beyond the Black Gates of Death (describe MAKE CAMP
defense, or the threat passes, lose any hold. to resist, roll +CHA. On a 10+, they either do as it). Then roll +nothing. On a 10+, you’ve cheated When you settle in to rest in a dangerous area,
you want or reveal the easiest way to convince death,you’re no longer dying but you’re still in a each character must mark a provision box. If they
DEFY DANGER do, and rest for at least a few hours,
When you act despite imminent threat or suffer a them. On a 7-9, they reveal something you can bad place. On a 7-9, Death will offer you a bar-
do to convince them, though it’ll likely be costly, gain, take it and stabilize or refuse and pass be- choose 1.
calamity, say how you deal with it and roll... • Regain HP equal to 1/2 your maximum.
... +STR to employ brute force tricky, or distasteful. yond the Black Gates . On a 6-, your fate is sealed.
When you press or entice a PC and they resist, you You’re marked as Death’s own and you’ll cross the • Clear a debility.
... +DEX to act with speed or finesse • Gain advantage on your next roll.
... +CON to endure or hold steady can roll +CHA. On a 10+, both. On a 7-9, pick 1: threshold soon. The GM will tell you when.
• If they do it, they mark XP If you are playing a One-Shot styled game, also
... +INT to think fast or employ expertise STRUGGLE AS ONE perform the end of session move as well.
... +WIS to apply mental fortitude or sharp senses • If they don’t do it, they must reveal a way you When you the GM calls on you to Defy Danger as
... +CHA to use charm, subterfuge, social grace could convince them to do it. a group, they’ll describe the struggle you face. Say END OF SESSION
On a 10+, you do what you set out to do. On a SPOUT LORE how you deal with it and roll +STAT: on a 6-, you When you reach the end of a session, take turns
7-9, the GM will offer you a worse outcome, hard When you consult your accumulated knowledge find yourself in a spot, the GM will describe it. On with the following:
bargain, or ugly choice. about something, roll+INT. On a 10+, the GM will a 7+, you pull your weight. On a 10+, you can get • Give an example of how you’ve met your Drive’s
tell you something interesting, useful, and relevant someone out of a spot. If you roll 6- but someone requirement; if you can, mark XP
DISCERN REALITIES • Point out something awesome that another
When you closely study a situation or person, roll about the subject. On a 7–9, the GM will only tell saves you, don’t mark XP
you something interesting, it’s on you to make it character did, that no one else has mentioned yet;
+WIS: on a 10+, ask the GM 3 questions from TAKE WATCH if you do, mark XP
the list below; on a 7-9, ask 1; either way, take ad- useful. Either way, the GM may ask you “How do When you’re on watch and something approach-
you know this?” Then answer these three questions as a group:
vantage on your next move to act on the answers. es, roll+Wis. On a 10+ you’re able to wake the • Did we learn something new and important
• What happened here recently? ADVANTAGE/DISADVANTAGE camp and prepare a response, take +1 forward. about the world?
• What is about to happen? When you make a roll with advantage, roll an On a 7–9 the camp is awake but hasn’t had time • Did we overcome a notable monster or enemy?
• What should I be on the lookout for? extra die and discard the lowest result. to prepare. On a miss whatever lurks outside the • Did we loot a memorable treasure?
• What here is useful or valuable to me? When you make a roll with disadvantage, roll an campfire’s light has the drop on you. For each “yes” answer everyone marks XP. If you
• Who or what is really in control here? extra die and discard the highest result. have accrued 5 XP or more, you may spend them
• What here is not what it appears to be? When you make a roll with both advantage and to take an advance.
disadvantage, they cancel each other out.
Basic Moves: HACK AND SLASH
When you fight in melee or close quarters, roll
+STR. On a 10+, you Deal Damage and pick 1:
DEAL DAMAGE
When you harm a foe but don’t murder them, roll
your damage and say the result plus any modifiers
UNDERTAKE A PERILOUS JOURNEY
When you travel through hostile territory, choose
one member of the party to act as a trailblazer,
AID
When you help another character who’s about to • Evade, prevent, or counter the enemy’s attack and tags like messy, forceful, etc. The GM will re- one to scout, and one to be the
roll, they gain advantage, but you are exposed to • Strike hard and fast, for 1d6 extra damage, but duce the victim’s HP by that amount (less armor) quartermaster (the same character cannot
any risks, costs, or consequences. suffer the enemy’s attack and either describe the result or ask you to do so. have two jobs). If you don’t have enough party
When you jump in to help another character who On a 7-9, you Deal Damage, but suffer the enemy’s When a creature is reduced to 0 HP, they are out members, or choose not to assign a job, treat that
just rolled, tell us how and ask the GM what what attack. of the action: dead, unconscious, cowering, etc. job as if it had rolled a 6.
that consequences will be. If you accept, increase VOLLEY If you have advantage or disadvantage to damage, Each character with a job to do rolls+Wis. On a
your ally’s roll by +1. When you take aim and attack an enemy at range, roll your damage die twice and take the higher or 10+ the quartermaster reduces the number of
roll +DEX. On a 10+, you have a clear shot, and lower result; then add any bonuses that apply. rations required by 1d4 (min 1). On a 10+ the
DEFEND trailblazer reduces the amount of time it takes to
When you take up a defensive stance or jump in to Deal Damage! On a 7-9, Deal Damage but TAKE DAMAGE
choose 1 from the list below. When you are injured, roughed up, or other- reach your destination (the GM will say by how
protect others, roll +CON. On a 10+, hold 3. On a much). On a 10+ the scout will spot any trouble
7-9, hold 1. You can spend hold 1-for-1 to: • You have to move/hold steady to get the shot, wise suffer harm, the GM will tell you to roll the
placing you in danger of the GM’s choice. damage die and add in additional effects. Reduce quick enough to let you get the drop on it. On a
• Suffer an attack’s damage/effects instead of 7–9 each roles performs their job as expected:
your ward • Take what you can get: Deal Damage with the damage by your armor (if any) and lose that
disadvantage. many HP. When you are reduced to 0 HP, you have the normal number of rations are consumed, the
• Halve an attack’s damage/effects. journey takes about as long as expected, no one
• Draw all attention from your ward to yourself. • Mark off a box of ammo. suffered potentially deadly harm, and are dying.
gets the drop on you but you don’t get the drop on
• Strike back at an attacker (Deal Damage with PARLEY LAST BREATH them either.
disadvantage) When you press or entice an NPC, say what you When you are dying, you catch a glimpse of what
When you go on the offense, cease to focus on want them to do (or not do). If they have reason lies beyond the Black Gates of Death (describe MAKE CAMP
defense, or the threat passes, lose any hold. to resist, roll +CHA. On a 10+, they either do as it). Then roll +nothing. On a 10+, you’ve cheated When you settle in to rest in a dangerous area,
you want or reveal the easiest way to convince death,you’re no longer dying but you’re still in a each character must mark a provision box. If they
DEFY DANGER do, and rest for at least a few hours,
When you act despite imminent threat or suffer a them. On a 7-9, they reveal something you can bad place. On a 7-9, Death will offer you a bar-
do to convince them, though it’ll likely be costly, gain, take it and stabilize or refuse and pass be- choose 1.
calamity, say how you deal with it and roll... • Regain HP equal to 1/2 your maximum.
... +STR to employ brute force tricky, or distasteful. yond the Black Gates . On a 6-, your fate is sealed.
When you press or entice a PC and they resist, you You’re marked as Death’s own and you’ll cross the • Clear a debility.
... +DEX to act with speed or finesse • Gain advantage on your next roll.
... +CON to endure or hold steady can roll +CHA. On a 10+, both. On a 7-9, pick 1: threshold soon. The GM will tell you when.
• If they do it, they mark XP If you are playing a One-Shot styled game, also
... +INT to think fast or employ expertise STRUGGLE AS ONE perform the end of session move as well.
... +WIS to apply mental fortitude or sharp senses • If they don’t do it, they must reveal a way you When you the GM calls on you to Defy Danger as
... +CHA to use charm, subterfuge, social grace could convince them to do it. a group, they’ll describe the struggle you face. Say END OF SESSION
On a 10+, you do what you set out to do. On a SPOUT LORE how you deal with it and roll +STAT: on a 6-, you When you reach the end of a session, take turns
7-9, the GM will offer you a worse outcome, hard When you consult your accumulated knowledge find yourself in a spot, the GM will describe it. On with the following:
bargain, or ugly choice. about something, roll+INT. On a 10+, the GM will a 7+, you pull your weight. On a 10+, you can get • Give an example of how you’ve met your Drive’s
tell you something interesting, useful, and relevant someone out of a spot. If you roll 6- but someone requirement; if you can, mark XP
DISCERN REALITIES • Point out something awesome that another
When you closely study a situation or person, roll about the subject. On a 7–9, the GM will only tell saves you, don’t mark XP
you something interesting, it’s on you to make it character did, that no one else has mentioned yet;
+WIS: on a 10+, ask the GM 3 questions from TAKE WATCH if you do, mark XP
the list below; on a 7-9, ask 1; either way, take ad- useful. Either way, the GM may ask you “How do When you’re on watch and something approach-
you know this?” Then answer these three questions as a group:
vantage on your next move to act on the answers. es, roll+Wis. On a 10+ you’re able to wake the • Did we learn something new and important
• What happened here recently? ADVANTAGE/DISADVANTAGE camp and prepare a response, take +1 forward. about the world?
• What is about to happen? When you make a roll with advantage, roll an On a 7–9 the camp is awake but hasn’t had time • Did we overcome a notable monster or enemy?
• What should I be on the lookout for? extra die and discard the lowest result. to prepare. On a miss whatever lurks outside the • Did we loot a memorable treasure?
• What here is useful or valuable to me? When you make a roll with disadvantage, roll an campfire’s light has the drop on you. For each “yes” answer everyone marks XP. If you
• Who or what is really in control here? extra die and discard the highest result. have accrued 5 XP or more, you may spend them
• What here is not what it appears to be? When you make a roll with both advantage and to take an advance.
disadvantage, they cancel each other out.

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