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Dungeon World Lite

The Green Scar (09_2016)

2-armour (Kraken Carapace)


1-armour (Salt-soaked Skin)
1-armour (Stolen Leathers)
Engraved Skull (human)
The Tyrhennian Sea
Alternative rules for faster character creation and play

Summon Sea-devil

Heirloom Arbalest
Pouch of Sea-Salt
Cursed Compass
Brace of Pistols

Ship's Harpoon
Pet Albatross
CREATING YOUR CHARACTERS

World Map
Waterlog
Spyglass

Anchor
Fiddle
Whip
Class and Homeland: Your homeland defines one of your
attributes. Your class defines another, plus two skills.
[attributes & skills under construction.] Cross-reference
your homeland and class on the table (opposite) to find your

1-armour (Beastproof Mail)

2-armour (Templar Finery)


1-armour (Wolfskin Furs)
starting equipment.

Hipflask of Fine Whisky


Concealed Wrist-Blade
The Mirkasan Tundra

Blessed Zweihander
Vial of Satyr Blood
Other Attributes: You have 3 points to distribute as you see

Throwing Axes

Divine Symbol
fit between your remaining attributes.

Gear includes: Rope, Chalk, Paper, Torches, Bandages, Rations, Waterskin, Pouch of Coin (~5 Silver) or Lockpicks.
Elektro-rifle

Pet Direwolf

Copper Rod
Sacred Oils
Elektrobolt
Manacles

Lantern
Other Equipment: Your character is assumed to carry

Nullify
mundane dungeoneering equipment up to your gear score
(3-6, depending on class.) When you need something
mundane not included in your starting equipment, mark 1

2-armour (Steamforged Plate)


The Chalcedon Wastelands

1-armour (Treated Leather)


gear and you have it.

Children's Clockwork Toy


1-armour (Extinct Hide)
Pen & Enchanted Ink
One gear might represent: 20ft of rope; a piece of chalk;

Auroch-horn Spear
Ether-cell (empty)

Flare-gun (1-shot)
Chaotic Discharge
Protective Gloves
Crossbow Pistol

Duelist's Rapier
ink and parchment; a torch or two; a clean bandage; a day's

Absorb Essence

Pet Lionling
rations; a waterskin; a lockpick or two; about 5 silver; or

Fine Cigars

Spanner
Musket
other mundanities of the GM's choosing. (1 silver could buy a
bed for a night, a good meal, or several strong ales.)

Health: You have hit points equal to your gear score +1d6.

1-armour (Journeyman Robes)


When you rest, or receive healing, re-roll your health.

1-armour (Tempered Scale)

2-armour (Armoured Silks)


Umberto, The Iron Desert
Reduce any damage taken by your armour score.

Ornate Punch-daggers
Weapons & Damage: You deal 2d6 damage when using the

Sacrificial Dagger

Precise Longbow
Telescoping staff

Throwing Knives

Confound Senses

Pet Sand-drake
Dice and Cards

Carrier Pigeon

Ritual Incense

Encyclopedia
weapon(s) listed in your equipment, or 1d6 damage with

Prayer Mat
anything else. (Note the barbarian's pets count as 'weapons'

Buckler
Nullify

Dungeon World Lite


for the purposes of how much damage they deal.)

Magic: Magicians each have access to 2 spells, as listed in


(fast, +3 Gear/HP)

(fast, +3 Gear/HP)

(slow, +6 Gear/HP)
(slow, +6 Gear/HP)
Class/Homeland

their equipment. These cost HP to cast: 0, 1, or 2, decided by

(+3 Gear/HP)

(+4 Gear/HP)
the GM on a case-by-case basis. Casting a spell quickly, on a

Barbarian
Magician

Cavalier
Acrobat

larger scale, or to cause harm to another living being should

Ranger
Thief

all be factors when considering HP cost.

 12 13 

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