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NAME LEVEL CALLING ANCESTRY

If you chose Human, the first time you Level Up, instead of taking an Advanced
Human: Caelum, Diana, Eamon, Faelan, Gaia, Terra, Orion
Thalnor - Neutral Move, you may instead discover a latent heritage and take a second Ancestry Move.
Halfling: Bramble, Lily, Pippin, Faela, Milo, Posy, Tomlin
Spriggan: Thally, Baely, Elly, Thorny, Nyla, Oakie, Fae, Bran XP Food Sentinel: Ensure that you have ready Human
Goblin: Grizzlek, Snikrat, Gobclaw, Sprocket, Murglak, Zappix, Blaggut access to food and bounty.
Humans are versatile and
Dryad: Oakley, Willow, Aspen, Alder, Birch, Elm, Laurel
THE DRUID
start with any ability.
Ogre: Gruul, Thog, Vorg, Mok, Brunt, Shrek, Zog Level Up at Current lvl +7
Eldros - Altruistic Halfling
Surefooted: Ignore any potential penalties
from difficult terrain.
Guardian of the Old: Protect an ancient or
BONDS Max: 4 Bonds
sacred place.
Fill in at least one with the name of a companion, or write your own. Urban Jungle: The Urban Jungle is one of
Spriggan your attuned lands, letting you shape into
smells more like prey than once saw a secret rite of my Drakar - Chaotic
creatures of the city.
a hunter. land. Stonecrusher: Raze a man-made structure to
ruin. Small Fury: Take +1 on any attacks while in
is followed by great danger. has tasted my blood and I
The spirits have told me so. theirs. We are bound by it.
Goblin the shape of a small creature.

Custom Calling
Arboreal Communion: While in the
Dryad presence of trees, you act as though you
have Full Cover.
LOOK ARMOUR
Choose one for each, or write your own: Fury of the Sun: When you Hack and Slash
Ogre or Defy Danger take +1 ongoing if you are
EYES: Verdant, Stormy, Earthy, Piercing
bathed in direct sunlight.
HAIR: Tangled, Silver, Mossy, Flowing
VOICE: Soothing, Natural, Animalistic, Harmonious HIT POINTS GEAR
BODY: Lithe, Rugged, Graceful, Hardy 100 Coin, 5 Rations, Max Load
Max (6 + Constitution) 3 Ammo = 1 weight (6 +STR)
SKIN: Sun-kissed, Ruddy, Weathered, Bark-like Custom ancestry
OUTFIT: Draped, Earth-toned, Primal, Animal-hide Starting Gear:
EMBLEM: Bone-craft, Leathery, Wooden, Frayed Some Token of your land.
Choose your defences:

DAMAGE Hide Armour (1 Armour, worn, 1 weight) COIN RATIONS


Wooden Shield (+1 Armour, 1 weight)
Spent Eaten
Choose your armament:
Assign these scores to your stats: 16(+2), 15(+1), 13(+1), 12(–), 9(–), 8(-1)
Shillelagh (close, 2 weight)
Notes and other Gear:
Staff (close, two-handed, 1 weight)
Strength Dexterity Constitution Spear (close, thrown, near, 1 weight)
Choose one:

STR Weak -1 DEX Shakey -1 CON Sick -1


Adventuring Gear (5 uses, 1 weight)

Poultices & Herbs (2 uses, slow, 1 weight)

Halfling Pipeleaf (6 uses, 0 weight)

Intelligence Wisdom Charisma

INT Stunned -1 WIS Confused -1 CHA Scarred -1

Overworld is a Dungeon World Setting by Angelus Morningstar


STARTING MOVES ADVANCED MOVES
You begin with all of the marked moves. When you gain a level from 2-10, you may choose from these moves.

Born of the Soil Hunter’s Brother Communion of Whispers (WIS) Formcrafter


Your magic originates from a land imbued with Choose one move from the ranger class list. When you spend time in a place, making note of When you shapeshift choose a stat: you take +1
ancient spirits, which have claimed you as their its resident spirits and calling on the spirits of ongoing to rolls using that stat while shifted. The

THE DRUID
own. These spirits are with you wherever you go, the land, roll+WIS. You will be granted a vision of GM will choose a stat, too: you take -1 ongoing to
enabling you to transform into animals from your Red of Tooth and Claw significance to you, your allies, and the spirits rolls using that stat while shifted.
attuned Land. Choose which one: When you are in a dangerous animal form around you.
Great Forests Sapphire Islands increase your damage to d8. On a hit (10+) the vision will be clear and helpful Elemental Mastery (WIS)
Whispering Plains Open Sea to you.
When you call on the primal spirits of fire, water,
Vast Desert Towering Mountains Barkskin On a swing (7-9) the vision is unclear, its earth or air to perform a task for you roll+WIS.
Stinking Mire Frozen North meaning murky.
So long as your feet touch the ground you have On a hit (10+) choose 2. On a swing (7–9) choose
River Delta Blasted Wasteland +1 Armour. On a miss (6-), the vision is upsetting, only 1. On a miss (6-), some catastrophe occurs
Depths of the Earth frightening, or traumatising. The GM will as a result of your calling.
describe it. Take -1 forward.
Additionally, select a "tell," a physical trait Eyes of the Tiger • The effect you desire comes to pass.
reflecting your land's spirit—be it animalistic like • You avoid paying nature’s price.
antlers or leopard spots, or more elemental like When you mark an animal (with mud, dirt, or Thing-talker • You retain control.
leaf-like hair or crystal eyes. This tell persists in blood) you can see through their eyes as if your
any form you take. own, no matter the distance between you. Only You see the spirits in the sand, the sea and the
one animal at a time may be marked in this way. stone. You may now apply your spirit tongue, Balance
shapeshifting and studied essence to inanimate
By Nature Sustained natural objects (plants and rocks) or creatures When you deal damage, take 1 balance. When you
Shed made thereof, as well as animals. Thing-talker touch someone and channel the spirits of life you
You don’t need to eat or drink. If a move tells you forms can be exact copies or can be mobile may spend balance. For each balance spent, heal
to mark off a ration just ignore it. When you take damage while shapeshifted you
vaguely humanoid-shaped entities. 1d4 HP.
may choose to revert to your natural form to
negate the damage.
Spirit Tongue
When you gain a level from 6-10, you may choose from these moves.
The grunts, barks, chirps, and calls of the
creatures of the wild are as language to you. You
can understand any animal native to your land or Embracing No Form The Druid Sleep Healthy Distrust
akin to one whose essence you have studied.
When you shapeshift, roll 1d4 and add that total When you take this move, the next opportunity Whenever the unclean magic wielded by mortal
to your hold. that you have safety and time to spend in an men causes you to Defy Danger, treat any miss
Studied Essence appropriate location, you may attune yourself to (6-) as a swing (7–9).
a new land. This effect occurs only once and the
When you spend time in contemplation of an Doppleganger’s Dance GM will tell you how long it will take and what
animal spirit, you may add its species to those cost you must pay. From then on, you are Weather Weaver
You can study the essence of specific individuals
you can assume using shapeshifting. considered to be born of the soil in both lands.
to take their exact form, including humanoids. When you are under open skies at dawn the GM
Suppressing your tell is possible, but you take -1 will ask you what the weather will be that day.
Shapeshifter (WIS) ongoing until you resume your own form. World-talker Tell them what you like, it comes to pass.

When you change your shape, roll+WIS. On a hit Requires: Thing-talker


(10+) hold 3. On a swing (7-9) hold 2. On a miss Blood and Thunder Stalker’s Sister
You see the patterns that make up the fabric of
(6-) hold 1, but the GM gives you problems.
Replaces: Red of Tooth and Claw the world. You may now apply your spirit tongue, Choose one move from the ranger class list.
The GM will assign you special moves relevant to When you are in a dangerous animal form shapeshifter and studied essence moves to pure
to your new form, and you may spend 1 hold to increase your damage to d10. elements—fire, water, air and earth. Custom or Multiclass abilities
use one. If you run out of hold (or at any time at
will), return to your original form.
Chimera Formshaper
Pack Hunters Poisonous
• Summon the pack • Inflict poison on Requires: Formcrafter
When you shapeshift, you may create a merged
• Drag them to the them form of up to three different shapes. You may be You may increase your Armour by 1 or deal an
ground • Drive them back a bear with the wings of an eagle and the head of additional +1d4 damage while in an animal form.
Flying Creatures Hardy Beasts a ram, for example. Each feature will grant you a Choose which when you shapeshift.
• Escape to the air • Trample them different move to make. Your chimera form
follows the same rules as shapeshifter otherwise. Overworld is a Dungeon World Setting by Angelus Morningstar
• Pull an enemy aloft • Break through

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