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OSW Playbooks
OSW Playbooks
Drives STR & DEX INT & WIS CON & CHA
Debility: Two of your ability scores take -1 Knowledge of the area: Who here have I adventured with before?
Ongoing.
Drives Weakened Dazed Miserable what tale, song, or legend you heard that
information in.
This is what motivates your character. When a -1 ONGOING -1 ONGOING -1 ONGOING
drive triggers your actions, receive 2 XP! STR & DEX INT & WIS CON & CHA Charming and Open
When you speak frankly with someone,
(Choose one)
Experience Points (XP) you can ask them a question from the list
Enter a fight that you aren’t sure you below. They must answer it truthfully, and
can win Mark XP when you roll a result of 6- and when then they may ask you a question from the
a move tells you to. Mark 2 XP when you trigger list (which you must answer truthfully).
Provoke conflict between others your Drive Whom do you serve?
Share a passionate moment with What do you wish I would do?
another How can I get you to ____?
Spur others to significant and What are you really feeling right now?
unplanned decisive action Spend 1 XP to reroll a single die. What do you most desire?
Avoid a conflict or defuse a tense Spend 4 XP to earn an Advance. (see
situation the “Advances” section for more details)
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
CLERIC
Starting Gear You bring down the power of the divine to aid your
Character Portrait
party. Your spells bolster and heal your allies in
A Mace combat, or hold your foes at bay. Your connection
Blessed Vestments (+1 Armor) with your deity may also offer you insights into
the dangers you may face, or the divine favor
Your Holy Symbol
you desperately need. Pay special attention to
Describe it.
the Discern Realities move from the Basic &
Healing Potion Adventuring Moves insert.
When you drink it, heal 10 HP or remove
one debility, your choice.
Optional Gear
You’ll get one of these depending on your
Background. Review your background for any Your Character
associated moves. Fill out as much of the following as you can, then
o Poultices and Herbs (2 uses) tell the rest of the table what you’ve put down.
Mark this if you’ve chosen the “Green Faith” The GM and the other players will help introduce
Background.
When you carefully treat someone’s
Reference your character to the game.
wounds, heal them of 7 HP and expend a See the Basic & Adventuring Moves handout for Name:
use. information about moves and how to make them. Examples: Morr, Ravanna, Craric, Sevan, Elsa, an
animal name, a plant name, an elemental name
Your Party
o An Ironwood Club (+1 damage) Strength (STR) Hit enemies, lift large
Mark this if you’ve chosen the “The Spirit’s After everyone has been introduced, write the
objects, break down doors.
Call” Background. Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
Examples: Wise Eyes, Messy Hair, Hides, Cat Eyes, below. The GM will tell you how you all know each
quick thinking.
o Sacred Pouch (3 uses) Dexterity (DEX) Dodge out of the way, Kindly Face, Unusual Skin, Eternal Gaze, Human, other and why you are in a party. Also say, ask
Mark this if you’ve chosen the “The Face of Elf, Dwarf, Halfling, Gnome, Kobold, Golem your fellow players to help you answer them. You
jump over cliffs, throw things.
the Moon” Background. do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why):
When you spend a use from your sacred the better!
defend others, toughen things out.
pouch to mark an animal, you can use its
Wisdom (WIS) Solve puzzles, gain special Who here smells more like prey to me than
senses as if they were your own. When you
insight, detect the hidden. hunter?
spend a use to mark a person, their skin
Charisma (CHA) Command others, flatter
becomes tough as bark (+1 armor) for the
allies, make bold-faced lies.
next hour.
Forward: Apply the positive or negative Who here have I warned is in danger,
number to an ability score the next time the Examples: preservation, cleansing the area, a simply because the spirits say so?
relevant trigger is met. personal mission from the spirits, reconciliation
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU:
Who here have I shared secret rites with?
number to an ability score for every roll
using the stat until the trigger is met.
Hold: Acts as a currency. You may spend Who have I formed a blood-bond with?
hold when appropriate to act without Examples: Your first shapeshifting experience,
needing to roll. your previous existence, a fundamental truth
Debility: Two of your ability scores take -1 Knowledge of the area: Who here is familiar with the sickness in
Ongoing. these lands?
Attributes
damage). will tell you the new moves.
Shapeshifter
The spirits of the wild have marked you, When you call upon the spirits to change
and have gifted you with unusual talents. So your shape, roll+WIS. Thing-Talker
long as your feet touch the ground you have Two of the stats below will be filled in by your
Background. For the others, put +1 in one, -1 in On a 10+, hold 3. On a 7-9, hold 2. You see the spirits in the sand, the sea and
+1 armor. Additionally, when you assume a On a miss, hold 1 in addition to whatever the the stone. You may now apply your Spirit
new form with Shapeshifter, you get +1 hold, another, and leave the rest at 0.
GM says. Tongue to inanimate natural objects (plants
even on a miss. and rocks) or creatures made thereof, as well
INT Then, choose an animal from your native as animals.
Marked STR CON lands; you and your druidic trappings
+2 WIS, +1 STR meld into a perfect copy of that animal’s Elemental Mastery
You start with a sacred pouch (3 uses). form. The GM will tell you up to 3 moves
associated with that shape. The following When you call on a nature spirit for aid,
You were abandoned as a child; an elder are just a few examples: say which one and roll+Wis. On a 10+ choose
druid took you in and taught you the druidic DEX WIS CHA Wolf (Track by scent, Tear a chunk of two. On a 7–9 choose one.
arts. Choose one Advance; you start with flesh, call the pack) The effect you desire comes to pass
that move along with the rest of your Class Owl (Spot something far away, Strike You avoid paying nature’s price
moves. from above, Fly away silently) You retain control
Squirrel (Climb to safety, Hide
Weakened Dazed Miserable something for later, Snatch something Shed
-1 ONGOING -1 ONGOING -1 ONGOING shiny) When you take damage while shapeshifted
Alligator (Camouflage, Drag you may choose to revert to your natural
Drives STR & DEX INT & WIS CON & CHA
underwater, Bite it off)
Cat (Pad silently, Leap and balance with
form to negate the damage.
This is what motivates your character. When a Experience Points (XP) great agility, Miraculously survive)
drive triggers your actions, receive 2 XP! DoppelGanger
Mark XP when you roll a result of 6- and when
a move tells you to. Mark 2 XP when you trigger Spend a hold to make one of these moves; You are able to study the essence of specific
(Choose one)
your Drive no roll is necessary. If a move would deal individuals to take their exact form,
Help an NPC learn, grow, or improve damage, use your own damage die. When including humanoid creatures.
themselves. you’re out of hold, you return to your Suppressing your Tell is possible, but if you
Act (or refuse to do so) in a way that natural form. You may spend all of your hold do, take -1 Ongoing until you return to your
harms an ally or bystander. and revert back to your natural form at any own form.
Spend 1 XP to reroll a single die.
time.
Convince others to protect something Spend 4 XP to earn an Advance. (see
of the natural world. the “Advances” section for more details)
Eliminate an unnatural menace
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
FIGHTER
Starting Gear When it comes to martial combat, you’re the
Character Portrait
best around. Your signature weapon makes you
Your Signature Weapon a devastating foe to your enemies, and you can
wear heavy armor as if it were nothing. You are
Chainmail (+2 Armor) always on the front lines of battle, facing danger
head-on. Pay special attention to Hack and Slash
Bandages (3 uses)
and Defend from the Basic & Adventuring Moves
When you have a few minutes to tend
insert.
wounds, heal 4 HP and mark a use.
Optional Gear
You’ll get one of these depending on your Your Character
Background. Review your background for any Fill out as much of the following as you can, then
associated moves. tell the rest of the table what you’ve put down.
o An Heirloom The GM and the other players will help introduce
Mark this if you’ve chosen the “Bearer”
Background.
Reference your character to the game.
Provides the bearer access to a single See the Basic & Adventuring Moves handout for Name:
organization, guild hall, secret society, etc -
beyond that, it is totally useless.
information about moves and how to make them. Examples: Yggritte, Miles, Tas, Gunter, Lasoro, a
humble name, an ancient name, a royal name
Your Party
Describe it, as well as how you inherited it. Strength (STR) Hit enemies, lift large
After everyone has been introduced, write the
objects, break down doors.
o Map of the Last Patrol Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
Mark this if you’ve chosen the “The Retired Examples: Hard Eyes, Wild Hair, Calloused Skin, below. The GM will tell you how you all know each
quick thinking.
Adventurer” Background. Lithe Body, Pinched Face, Battered Helm, Human, other and why you are in a party. Also say, ask
Dexterity (DEX) Dodge out of the way,
This map, when marked with the blood of Elf, Dwarf, Halfling, Orc, Ogre, Goblin, Gnoll your fellow players to help you answer them. You
jump over cliffs, throw things.
a group of people, will always show their do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why):
location—so long as they remain within the the better!
defend others, toughen things out.
bounds of the map. Wisdom (WIS) Solve puzzles, gain special Who here was I sworn to protect? Why?
insight, detect the hidden.
o Adventuring Gear (5 uses) Charisma (CHA) Command others, flatter
Mark this if you’ve chosen the “Enforcer” allies, make bold-faced lies.
Background. Who here owes me their life, and why?
Mark off a use to find some mundane but Forward: Apply the positive or negative
useful item, such as chalk, rope, a torch, etc. Examples: personal fame, a job, a grim task, an
number to an ability score the next time the
unfulfilled promise, a legendary weapon
relevant trigger is met.
Who here makes me question whether
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU: they will survive the coming dangers?
number to an ability score for every roll
using the stat until the trigger is met.
Who here needs to be toughened up?
Hold: Acts as a currency. You may spend
hold when appropriate to act without Examples: An atrocity, a sacrifice, a victory, a
needing to roll. mentor,
Who here has proved a worthy ally?
Debility: Two of your ability scores take -1 Knowledge of the area:
Ongoing.
Attributes
You left behind a life of bloodshed years ago. known. When you throw Ironfang in
battle, you make the Volley move with Seeing Red
And while you hoped to live out the rest of STR instead of DEX, and after you
your days in peace, it doesn’t always work throw it, it magically returns to your When you Discern Realities during
out that way. When you Discern Realities Two of the stats below will be filled in by your hand.
Background. For the others, put +1 in one, -1 in combat, you take +1.
while in battle, take +1.
Isil, a graceful blade that shines like the
another, and leave the rest at 0. crescent moon. The uncanny sharpness Evil Eye
Enforcer of this blade ignores the enemy’s
+2 STR, +1 CON armor, and it glows when a type of When you Defend, you can spend 1 hold to:
STR INT CON creature of your choosing is near. Lock eyes with a foe; any damage rolls
You start with Adventuring Gear (5 uses). against you and your ward are halved,
Bielgrim, the greatsword of a legendary
For years, you served as the right-hand knight. This weapon can always rounded up.
enforcer for someone important. You did sense the taint of darkness or chaos,
what you were told, when you were told. and reacts in its presence. When you
strike a creature of darkness or chaos Battlefield Tactics
You’re alone now, but you’ve still got those with this weapon, it ignites with holy
special skills to keep you company… When DEX WIS CHA fire; you either deal +1d4 damage or When you survey a battlefield or
you parley using threats of violence as suppress one of its unnatural powers, dangerous environment, ask the GM two of
leverage, you may use STR instead of CHA. your choice. the following questions. The GM will answer
truthfully.
Bend Bars, Lift Gates Where’s the best way in, out, or
Weakened Dazed Miserable
Drives -1 ONGOING -1 ONGOING -1 ONGOING
When you use pure strength to destroy
an inanimate obstacle, roll+STR. On a 10+,
choose 3. On a 7-9, choose 2.
through?
Where is the best place to make a
This is what motivates your character. When a STR & DEX INT & WIS CON & CHA defensive stand?
drive triggers your actions, receive 2 XP! It doesn’t take a very long time Where is the best place to attack from?
Nothing of value is damaged What here is the biggest threat to me?
(Choose one) Experience Points (XP) It doesn’t make an inordinate amount
Enter a fight that you aren’t sure you Mark XP when you roll a result of 6- and when of noise
can win a move tells you to. Mark 2 XP when you trigger You can fix the thing again without a
Show off in front of NPCs who can go your Drive lot of effort
on to tell your tale
Settle a conflict or dispute without
bloodshed
Put someone in their place for Spend 1 XP to reroll a single die.
disrespecting you Spend 4 XP to earn an Advance. (see
Provoke a great danger so that others the “Advances” section for more details)
will see you are unafraid
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
PALADIN
Starting Gear You wield both martial prowess and holy power,
Character Portrait
along with powerful support abilities that heal
Halberd (+1 damage) your allies or give you miraculous abilities. Pay
special attention to both the Hack & Slash and
Chainmail (+2 Armor) Defend moves.
Optional Gear
You’ll get one of these depending on your
Background. Review your background for any
associated moves.
o Earworm Wax (1 use)
Mark this if you’ve chosen the
Your Character
“Faith Militant” Background. Fill out as much of the following as you can, then
A yellowish candle that forever burns a pale tell the rest of the table what you’ve put down.
The GM and the other players will help introduce
light. Drip the wax into the ear of a target
and gain 3 hold. Spend that hold and ask
your target a question. They will tell you the
Reference your character to the game.
truth, despite themselves. See the Basic & Adventuring Moves handout for Name:
o Healing Potion
information about moves and how to make them. Examples: Febem, Tania, Moraf, Tep, Yorash, Jesu,
a common name, an unusual name, a peasant
Your Party
Mark this if you’ve chosen the Strength (STR) Hit enemies, lift large name
“Anointed” Background. After everyone has been introduced, write the
objects, break down doors.
When you drink it, heal 10 HP or remove Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
one debility, your choice. Examples: Fiery Eyes, Styled Hair, Bloodstained below. The GM will tell you how you all know each
quick thinking.
Clothes, Bulky Body, Wizened Face, Tattooed Skin, other and why you are in a party. Also say, ask
Dexterity (DEX) Dodge out of the way,
o Adventuring Gear (5 uses) jump over cliffs, throw things. Human, Elf, Dwarf, Halfling, Gnome, Fae your fellow players to help you answer them. You
Mark this if you’ve chosen the do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why):
“Savior” Background. the better!
defend others, toughen things out.
Mark off a use to find some mundane but
Wisdom (WIS) Solve puzzles, gain special Whose misguided behavior endangers
useful item, such as chalk, rope, a torch, etc.
insight, detect the hidden. their very soul?
Charisma (CHA) Command others, flatter
allies, make bold-faced lies.
Forward: Apply the positive or negative Who has stood by me in battle and can be
Examples: a holy quest, atonement, diplomacy, trusted completely?
number to an ability score the next time the
truth-seeking
relevant trigger is met.
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU:
Who do I believe is the bravest soul
number to an ability score for every roll
amongst you?
using the stat until the trigger is met.
Optional Gear
You’ll get one of these depending on your Your Character
Background. Review your background for any Fill out as much of the following as you can, then
associated moves. tell the rest of the table what you’ve put down.
o Poultices and Herbs (2 uses) The GM and the other players will help introduce
Mark this if you’ve chosen the
“Raised by Wolves” Background.
Reference your character to the game.
When you carefully treat someone’s See the Basic & Adventuring Moves handout for Name:
wounds, heal them of 7 HP and expend a
use.
information about moves and how to make them. Examples: Fenrek, Krauss, Fitch, Wrannan, Darya,
an animal name, a posh name, a nickname
Your Party
Strength (STR) Hit enemies, lift large
After everyone has been introduced, write the
o Boots of Trackless Step objects, break down doors.
Mark this if you’ve chosen the Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
Examples: Hooded Eyes, Long Hair, Camouflage below. The GM will tell you how you all know each
“Forester” Background. quick thinking.
Clothes, Sinewy Body, Sharp Features, Bearded, other and why you are in a party. Also say, ask
So long as you travel in view of the treeline, Dexterity (DEX) Dodge out of the way,
Human, Elf, Dwarf, Halfling, Gnome, Hobgoblin your fellow players to help you answer them. You
you and those you travel with leave no trace. jump over cliffs, throw things.
do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why): the better!
o Adventuring Gear (5 uses) defend others, toughen things out.
Mark this if you’ve chosen the Wisdom (WIS) Solve puzzles, gain special Who here have I guided through the
“Warden” Background. insight, detect the hidden. wilderness before?
Mark off a use to find some mundane but Charisma (CHA) Command others, flatter
useful item, such as chalk, rope, a torch, etc. allies, make bold-faced lies.
Forward: Apply the positive or negative Who here has been a friend of nature?
Examples: providing passage, a job, hunting,
number to an ability score the next time the
investigating, a reunion
relevant trigger is met.
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU: Who here has the least respect for nature?
number to an ability score for every roll
using the stat until the trigger is met.
Who here loathes my animal companion?
Hold: Acts as a currency. You may spend
hold when appropriate to act without Examples: A tranquil glade, an offense of the city,
needing to roll. a necessary sacrifice, a resolute decision
Optional Gear
You’ll get one of these depending on your Your Character
Background. Review your background for any Fill out as much of the following as you can, then
associated moves. tell the rest of the table what you’ve put down.
o Throwing Darts (2 ammo) The GM and the other players will help introduce
Mark this if you’ve chosen the
“Life of Crime” Background.
Reference your character to the game.
Forward: Apply the positive or negative Who here have I worked with before?
Examples: treasure, revenge, escape, tracking, an
number to an ability score the next time the
assassination, information gathering
relevant trigger is met.
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU: Who here knows incriminating details
about me?
number to an ability score for every roll
using the stat until the trigger is met.
Hold: Acts as a currency. You may spend Who here knows where I stashed my loot?
hold when appropriate to act without Examples: An old partner, a botched heist, a
needing to roll. murder, an elusive legend, a loved one
Debility: Two of your ability scores take -1 Knowledge of the area: Who here doesn’t trust me? Why?
Ongoing.
(Choose one) Mark XP when you roll a result of 6- and when
Oil of Tagit (applied): the target falls
a move tells you to. Mark 2 XP when you trigger into a light sleep
Stand up to a bully or tyrant your Drive
Bloodweed (touch): the target deals
Forego comfort or advantage to do the -1d4 damage ongoing until cured
right thing
Goldenroot (applied): the target treats
Cause trouble for your allies by taking the next creature they see as a trusted
an unnecessary risk Spend 1 XP to reroll a single die. ally, until proven otherwise.
Put someone in their place for Spend 4 XP to earn an Advance. (see
Serpent’s Tears (touch): Anyone
disrespecting you the “Advances” section for more details) dealing damage to the target rolls twice
and takes the better result.
Get someone to act on false information
Inventory
This is where you keep track of stuff you’ve started
with, stuff you’ve found, and your money.
Notes
Keep track of important information about the
world here!
WIZARD
Starting Gear You’re a master of the arcane. Although you may
Character Portrait
be weak in hand-to-hand combat, your spells
A spellbook (describe it) and knowledge will make you a match for almost
any danger. With a Ritual, you can accomplish
Healing Potion
nearly anything, though you may need some help
When you drink it, heal 10 HP or remove
to achieve your goals. Read the Spout Lore move
one debility, your choice.
from the Basic & Adventuring Moves insert. It can
A staff be quite useful!
Optional Gear
You’ll get one of these depending on your
Background. Review your background for any
Your Character
associated moves. Fill out as much of the following as you can, then
tell the rest of the table what you’ve put down.
o Bag of Books (5 uses) The GM and the other players will help introduce
Mark this if you’ve chosen the
“Antiquarian” Background. Reference your character to the game.
When you Spout Lore and consult one of See the Basic & Adventuring Moves handout for Name:
your books, mark off a use and take +1 to
your roll.
information about moves and how to make them. Examples: Ebsorin, Plumanaxus, Ildra, Izohra,
Jil’Un, Steburis, An alliterative name, an alien
Your Party
Strength (STR) Hit enemies, lift large name, a pun
o Tricksy Rope objects, break down doors.
After everyone has been introduced, write the
Mark this if you’ve chosen the
Intelligence (INT) Recall facts, use magic, Look: name of one or more party members in the spaces
“Fae Foundling” Background. Examples: Haunted Eyes, Pointed Hat, Strange below. The GM will tell you how you all know each
quick thinking.
A rope that listens, and (usually) does what Robes, Thin Body, Sparkly Skin, Charmed Smile, other and why you are in a party. Also say, ask
Dexterity (DEX) Dodge out of the way,
it’s told. Tell it “Coil” or “Slack” or “Come Human, Elf, Dwarf, Halfling, Gnome, Orc your fellow players to help you answer them. You
jump over cliffs, throw things.
here, rope” and it will. do not need to answer each, but the more you do,
Constitution (CON) Withstand poison, A personal goal (and why): the better!
o Your Patron’s Token defend others, toughen things out.
Mark this if you’ve chosen the Wisdom (WIS) Solve puzzles, gain special Whose destiny have I foreseen?
“Pact” Background. insight, detect the hidden.
Charisma (CHA) Command others, flatter
allies, make bold-faced lies.
Who do I need to teach about how magic
Forward: Apply the positive or negative really works?
Examples: learning, fulfilling a ritual, a mystical
number to an ability score the next time the
pact, a special ingredient, a dream
relevant trigger is met.
Everything Else Ongoing: Apply the positive or negative A memory that made you YOU: Who is keeping a secret from me?
number to an ability score for every roll
using the stat until the trigger is met.
Who here am I experimenting on? What
Hold: Acts as a currency. You may spend have I done to them?
hold when appropriate to act without Examples: A dire omen, missed opportunities, a
needing to roll. master, a hazy vision
Debility: Two of your ability scores take -1 Knowledge of the area: Who do I believe will play an important
Ongoing. part in the events to come?