Dungeon World Book

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    Dungeon World The Bard

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    1DungeonWorld

    Dungeon World is a world of fantas-tic adventure. A world of magic, gods,demons, Good and Evil. Brave heroesventure intothe mostdangerous cornersof the landin search ofgoldand glory.

    Youare those heroes. Yougo whereoth-ers can’t or won’t. You conquer the un-beatable and laugh in the face of Death.There are monstrous things lurking in

    the world. Areyou ready to face them?

    The Bard Sure,anadventurer’slifeisallopenroadsand the glory of coin and combat. Thosetales that are told in every farmhand-lledinnhavetohavesomeringoftruthtothem,don’tthey? Thesongstoinspirepeasantry and royals alike—to soothethesavage beast or drive mento a frenzyhave to come from somewhere.

    Enter the Bard. You, with your smoothtongue andquick wit. You teller-of-talesand singer-of-songs. It takes a mereminstrel to retell a thing but a true Bard

    to live it. Strap on your boots,nobleora-tor. Sharpenthat hidden daggerand takeup the call. Someone’s got to be there,ghting shoulder-to-shoulder with thegoons andthe thugs andthe soon-to-be-heroes. Whobetterthan youto writethetale of your own heroism?

    Nobody. Get going.

    The ClericThe lands ofDungeon World are a gods-forsaken mess. They’re lousy with thewalking dead, beasts of all sorts, and thevast unnatural spaces between safe andtemple-blessed civilizations. It is a god-

    less worldout there. That’s whyit needsyou.

    Bringing the glory of your god to theheathens isn’t just in your nature—it’syour calling. It falls to you to prosely-tize with sword and mace and spell. Tocleave deep into the witless heart of thewildsandplanttheseedofdivinitythere.Some say that it is best to keep god closeto your heart. You know that’s rubbish.Godlivesattheedgeofablade. Showtheworld who is lord.

    The FighterIt’s a thankless job—living dayto daybyyour armor andthe skill of your arm. Todive heedlessly into danger. They won’tbe playing goldenhorns forthe time youtookthatknifetotheribsfortheminthebar in Bucksberg. No ock of angels tosing of the time you dragged them, stillscreaming, from the edge of the Pits of Madness, no.

    Forget them.

    You do this for the guts and the glory.The scream of battle and the hot hotblood of it. You are a beast of iron.

    Your friends may carry blades of forgedsteel but, Fighter, you are steel. Whileyour traveling companions might moanabout their wounds over a campre inthe wilderness,you bear your scars withpride.

    You are the wall—let every dangersmash itself to nothing on you. In theend, you’ll be the last onestanding.

    The Paladin Hell awaits. An eternity of torment inre or ice or whatever best suits thesins of the damned throngs of DungeonWorld. All that stands between the pitsof that grim torture andsalvation is you.Holy man, armored war machine, tem-plar of the Good and the Light, right?TheClericmaysayhisprayersatnighttothe gods, dwelling in their heavens. TheFighter maywield hissharp swordin thename of “good”but youknow. Onlyyou.

    Eyes, hands, and sweet killing blow of the gods, you are. Yours is the gift of 

    righteousness and virtue. Of justice. Vi-sion, too. A purity of intent that yourcompanions do not have. So guide thesefools, Paladin. Take up your holy causeandbring salvationto thewastrel world.

    Vae victis, right?

    The RangerThese city-born folk you travel with.Have they heardthe callof thewolf? FeltthewindshowlinthebleakdesertsoftheEast? Have they hunted their prey withthe bow and the knife like you? Hell no.That’s why they need you.

    Guide. Hunter. Creature of the wilds.

    Youarethesethingsandmore. Yourtimeinthewildernessmayhavebeensolitaryuntil now, the call of some greater thing– call it fate if you like, has cast yourlot with these folk. Brave, they may be.Powerful and strong, too. You know thesecrets of the spaces-between, though.

    Without you, they’d be lost. Blaze a trailthrough the blood anddark,strider.

    The ThiefYou’ve heard them, sitting around thecampre. Bragging about this battle orthat. About how their gods are smilingon your merry band. You count your

    coins and smile to yourself—this is thethrill above all. You alone know the se-cret of Dungeon World: lthy lthy lu-cre.

    Sure, they give you lip for all the timesyou’ve snuck off alone but without you,who among them wouldn’t have beendissected by a ying guillotine or poi-soned straight to death by some an-cientneedle-trap? Solet themcomplain.When you’re done with all this delvingyou’ll toast their heroes’ graves.

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    The Wizard Dungeon World

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    Fromyourcastle. Fullofgold. You rogue.

    The Wizard Dungeon World has rules. Not the lawsof men or the rule of some petty tyrant.Bigger, better rules. You drop some-thing—it falls. You can’t make some-thingoutofnothing. Thedeadstaydead,

    right?Oh, the things we tell ourselves to feelbetter about the long, dark nights.

    You’ve spent so very long poring overthose tomes of yours. The experimentsthat nearly drove you mad and all thebotched summonings that endangeredyour very soul. For what? For power.What else is there? Not just the powerof King or Country but the power to boila man’s blood in his veins. To call onthethunder of the sky and the churn of theroiling earth. To shrug off the rules theworld holds so dear.

    Let them cast their sidelong glances. Letthem call you “warlock” or “diabolist.”Whoamongthemcanhurlreballsfromtheir eyes?

    Yeah. We didn’t think so.

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    Setting Up Using Dice

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    2Setting Up

    To play Dungeon World, you’ll need togather yourself and 2–5 friends. A groupof 4 to 5, including you, is best. Chooseone person to be the GameMaster (here-after: GM). Everyoneelse willbe players,taking the role of the characters in thegame. The players get to say what theircharacters say, think, and do. The GMdescribes everything else in the world.

    You can play a single session or stringtogether multiple sessions into a cam-paign. Plan accordingly. Each sessionwill usually be a few hours and you’ll beable to start playing right away withinthe rst session.

    You’ll need to print some materials. Be-fore you start a new game, print off atleast:

    •   A few copies of the basic and specialmoves

    •   Onecopy of each class sheet•   One copy each of the cleric and wiz-

    ardspell sheets•   One copy of the adventure sheet and

    GM moves

    Everyone at the table will need some-thing to write with and some six-sideddice. Two dice is the minimum but twodice per player is a good idea.

    You’ll also need some specialized dice:four-sided, eight-sided, and ten-sided.Oneof each is enoughbut more is better;you won’t have to pass them around somuch.

    Using Dice When talking about dice,   dX  means adice with X sides (d4, d6, d8, etc.). A

    number before the dice size means "rollthis many and add them together," so2d6 means "roll two six-sided dice andadd them together." Sometimes you’lladdsomething to theroll,maybea staticnumberor theresult of another roll, addthat to the total. If there’s a "·b" at theendinstead of adding them together youtakethebestone(’b’for’best’),so2d6·b+1means "roll two six-sided dice and takethe best one and add one to it." A "·w" atthe endmeansyou take theworstresult,so 2d6·w means "roll two six-sided diceandtake the worst one."

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     Moves The Flow of Play

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    3The Flowof Play

    Playing Dungeon World is a conversa-tion of sorts; I say something, then youreply, maybe someone else chimes in.We talk about the ction, what’s hap-peningto thecharacters we imagine andthe world around them. We also talkaboutthe rules,howthey come from andlead back to the ction. There are noturns or rounds in Dungeon World, no

    forced order of when people talk, but aconversation means taking turns. Dun-geon World is never a monologue, al-ways a conversation.

    The rulesshape the conversation. WhiletheGMandtheplayersarehavingacon-versation the rules and the ction arehaving a conversation too. The rules af-fect the game when the ction triggersthemandarulewillalwaystellyouwhenit’s meant to trigger.

    MovesThebasicunitofrulesinDungeonWorldis the Move . A move looks like this:

    Whenyou attackanenemyinmelee , roll+Str. On a 10+ you deal your damagetothe enemyand avoidtheirattack. Atyour option, you may choose to do +1d6 damagebutexposeyourselfto theenemy’sattack. Ona 7–9, you deal your damage to the enemyandthe enemymakes anattack against you.

    Movesare rules that describe when theytrigger and what effect they have. Amove always depends on a ctional ac-tionandalwayshassomectionaleffect."Fictional" means that the action and ef-fect come from the shared imaginativespace we’re describing, not from us di-

    rectly. In the move above, the triggeris "when you attack an enemy in melee."The effect is what follows: a roll to bemadeanddifferingctionaleffectsbasedon the outcome of the roll. Most movesrely on one of a character’s stats whichrepresentthe character’s innate abilities.

    When a player says their characterdoes something that triggers a movethat move happens and its rules apply.Moves and dealing damage are the onlytimes dice are rolled. The move will tellyou what dice to roll.

    The basic rule of moves is: take the ac-tion to gain the effect  . To make themechanical aspectof a move happenthe

    character has to do something that trig-gersthatmove. Likewise,if thecharacterdoes something that triggers a move themechanical portion happens.

    Moves Are Indivisible 

    A character can’t takethe ctionalactionthat triggers a move without that moveoccurring. For example, if Isaac tellsthe GM that his character dashes past acrazed,axe-wieldingorctotheopendoor

    he makes theDefyDangermove becauseits trigger is "when you act despite animminent threat". Isaac can’t just havehis character run past the orc withoutmaking the Defy Danger move and hecan’t make the Defy Danger move with-out acting despite an imminent threat.The moves and the ction go hand-in-hand tomakeupthe game. Whena move

    is made it falls to the GM and players tomake sure that both of these things (c-tion andrules) happen.

    Takingactionalactionthatshouldtrig-ger a moveand not applyingit looks likethis: Ben says "I run past the orc to thedoor,"but doesn’t make theDefy Dangermove. In this case, the GM should sug-gest that the move applies: "So you’reDefying the Danger of the crazed orc ashe swings at you?" Ben then has to bea real adventurer and Defy Danger orback off and do something else; he can’ttake action that triggers the move with-outmaking themove. He can’t "just"runpast the orc without making the move

    that applies.Trying to apply a move without takingthe action that makes the move occurhappens when a player jumps straightto the effects of the move. The Hack andSlash move has damage as one of its ef-fects. Dan can’t just say "I’m Hackingand Slashing! I rolled +Str and got a10, I do 1d8 damage." That doesn’t workbecause his character hasn’t taken anyctional action. "Hack and Slash" isn’tsomething a character does—it’s a rulethat happens when the character fulllsits trigger. The GM’s response shouldbe "okay, how do you do that?" or "whatdoes that look like?"

    The GM’s questions are there to renethe action, notto deny it. It’s still a con-versation. TheGM asks to make sure theeveryoneunderstandswhat’shappeningandthe moves involved.

    Somemovesworkalittledifferently—theyjust provide a bonus all the time. Thesemovesarestillsayingsomethingction-ally and mechanically. They’re sayingsomething the character is or has. Forexample, the Thief move Cautious givesa constant bonus. That’s still a move,it’sjust onethat’s alwayshappening;theThief is particularly careful when look-ing for signs of traps. Maybe they’velearned their lesson from being caught

    in a trapbefore.

    Rolls and ResultsOnce a move applies, it’s time to lookat the effects. Most moves tell you toroll+something. The roll part means totake two d6s, roll them, and add themtogether. The +something part meansto add the modier associated with thatstat. So,a character with Dexmodierof +2 who launches a Volley rolls two d6s,

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    The Flow of Play Terminology

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    adds them together,and adds two. Easy.

    The result of the roll falls into three cat-egories: a 10+is a strong hit . A7–9 isaweak hit . A 6 - is a miss .

    Strong hits and weak hits are both hits. A hit means the character does whattheyset out to, moreor less. A stronghitmeanstheydoitwithoutmuchtroubleor

    complications. A weak hit means com-plications and unpleasantries. Some-times, a weak hit will mean you need tomake a hard decision about what to donext. The move will always say what todofor a strong and weakhit.

    A miss means that the character’s actionis unsuccessful or carries major conse-quences. Unlessthe move tells youwhatto do, all moves work the same on amiss—the GM takes action, doingsome-thing dangerous to the characters.

    TerminologySome moves usethe phrase"deal dam-age ."Dealingdamagemeansyourollthedamagedice foryour class andmodify itbased on the weapon you were using forthat move. You have to be wielding aweapon to use your class’s damage dice.Default damage without a weaponis 1.

    Somemovessay"take+1 forward ."Thatmeans to take +1 to your next move roll(not damage). The bonus can be greaterthan +1, or even a penalty, like -1. Therealso might be a condition, such as "take+1 forward to Hack and Slash," in whichcase the bonus applies only to the nexttime you roll Hack and Slash, not anyother move.

    Somemovessay"take+1 ongoing ."That

    means to take +1 to all move rolls (notdamage). The bonus can be larger than+1, or it can be a penalty, like -1. Therealso might be a condition, such as "take+1 ongoing to Volley." An ongoing bonusalso says what causes it to end, like "untilyoudismissthe spell"or "untilyou atoneto your deity."

    Some moves give you  hold   . Hold iscurrency that allows you to make somechoices later on by spending the hold asthemove describes. Hold is always savedup for the move that generated it; youcan’t spend your hold from Defend onTrap Sense or vice versa.

    There are some moves that all the play-

    ers have access to. These are the Basicand Special moves. Basicmoves are thethings that happen often—players willroll these a lot. Special moves aremovesthat come up less frequently, but every-one has access to them.

    Each class also has some of its ownmoves. Some of these moves are start-ing moves   that the class starts with.Others are   advanced moves  that theplayer may choose as their character

    grows.

    StatsThe basic stats are:

    Strength (Str). The character’s physi-cal force and muscle. Used for moves inmelee combat and breaking things.

    Dexterity (Dex). The character’s preci-sion and aim. Used for moves in rangedcombat and avoiding things.

    Constitution   (Con). The character’shealthand ability to take a beating. Usedformovesthatendurethingsandsurviv-ing dangers.

    Intelligence  (Int). The character’s ac-cumulated knowledge and logical think-ing. Used for moves that rely on re-membered facts and casting some kindsof spells.

    Wisdom   (Wis). The character’s keensenses and mental defenses. Used formoves that rely on noticing things andcasting some kinds of spells.

    Charisma (Cha). The character’s forceofpersonalityand charm. Used forsocialmoves.

    Each basic stat has a  score from 3 to 18and a  modier  from -3 to +3. Whena stat is spelled out (like "Strength") thatrefers to the score, when the three letterabbreviation (like "Str") is used it refersto the modier. The stat’s modier de-pends on the stat’s score:Score Modier

    1-3 -3

    4-5 -2

    6-8 -1

    9-11 012-15 +1

    16-17 +2

    18 +3

    There are also a fewspecial stats:

    Bond is howwell your character knowsanother character. You use Bond to aidanother characteror interfere with theiractions. Bond is about knowledge andnot about how well you get along orhowsimilar youare. Bondmay also be asym-metrical: the Fighter might know theWizardverywell,buttheWizarddoesn’tpay much attention to the Fighter. YourBond with someone startsbasedon your

    history with them. Each class has start-ing bonds with blanks to ll in names.When youroll+Bond, count the numberof Bonds you have with that person andadd that to the roll.

    Level  reects how your character hasgrown. Your character starts at level 1,and may advance all the way to level 10.Your level tracks how far you’ve grown.As you advance in level you gain newmoves.

    EquipmentEvery adventurer needs stuff: weapons,spellbooks,armor,holysymbols,andthelike. Each item says what it does. Ingeneral, weapons dene the way a char-acter deals damage with it and at whatrange they can do that damage. Armorand shields reduce damage taken. Other

    items have various effects.Items say what they do through theirtags . A tag isa wordor phrasethat indi-catessomecommonabilitytheitempos-sess. TheMessy tag, forexample,meanstheweapondoesdamageinaparticularlydevastating way.

    All items, unless otherwise noted, aremundane . They’re not magical in anyway. Some items are enchanted—theywork through arcane or divine tricks.These magic items are tougher to get,tougher to destroy, and more powerfulto use.

    Charactersarelimitedinhowmuchthey

    can carry by their Load . Load is deter-mined by class. Carrying items whosetotal weight is more than your loadcauses problems.

    Some classes have other specic tools attheir disposal like custom gear or ties topowerful entities or organizations. Therules for these are detailed with eachclass.

    Damage and HP Dungeon World is a dangerous place inmany ways, not least of which are thephysicalperilsthatawaitintheforgottenhalls where adventurers explore. Each

    character has  HP   . HP is short for hitpoints; it’s a number which reects acharacter’s condition. The character’sHPvalueisdeterminedbytheirclassandConstitution score. Your HP doesn’t au-tomaticallygoupasyoulevel,butifyourConstitution score changes you updateyour HP as well.

    Whenacharactertakesdamage theyre-duce their current HP by that amount. If their current HP falls to zero it meansthey’re dying and must immediatelymake the Last Breath move. HP nevergoes negative; if damage would take acharacter’s HP below zero set it to zeroinstead.

    Depending on the outcome of the LastBreath move a character may be stableat0HP.Stablemeansthecharacterwon’tget worse on their own but they won’tget better without care or time. If a sta-blecharactertakesdamagetheystayat0HP but must make the Last Breath moveagain immediately.

    Armor preventsdamage. Whenyou takedamage you subtract your armor fromthe damagedealt.

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     Advancement The Flow of Play

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    The Clericis all about healing HP. With-out the Cleric’s healing magics, adven-turers are left at the mercies of ban-dages, poultices, and other crude med-icines, plus the oddhealing potion.

    HP tracks the assorted bruises and cutsthat accumulate but some wounds godeeper. These are debilities  . Debil-ities give you a -1 to your modier for

    onestat. They don’t effectthe base score(so being Weak won’t effect your Load,just your Str modier). They’re tougherto heal than HP, your best bet is to getsomewhere safe and spend a few daysresting to get rid ofthem.

    AdvancementAdventurers in Dungeon World growand learn from their experiences. Even-tually, with time and luck, they surviveto level up.

    Experience is tracked via  XP  . PlayersmarkXPbykeepingatallyontheirchar-acter sheet. When they have XP marks

    equal to their current level + 7 they arereadytolevelup,buttheydonotactuallylevel up until they have some downtime(usually in camp or in a nearby village).Gaining a new level means choosing anew move from your class. If your newlevel is 3rd,6th, or9th you alsoget toin-crease one stat by 2, adjusting the modi-er to reect the new score.

    There are two times when you mark XP:when you roll a miss (6-) and when youmake the End of Session move.

    Whenever you roll a miss (a 6 or lower)whenmakingamoveyoumarkXP.Thesearethe tough lessons of the adventuringlife.

    At the end of each session one of yourBonds may resolve. When a Bond is nolongerapplicable it canbe resolved iftheperson you share that Bond with agrees.When a Bond is resolved you mark XPand write a new bond.

    You also look back at your alignmentover the session you just concluded. If youfullledyouralignmentatleastoncein the session you’ll get XP.

    The End of Session move also has threequestions that all the players answer asa group. Foreach "yes" answer everyonegains XP.

    SessionsA session of Dungeon World is one timeyou sit down to play. A session usuallyruns a few hours and may be a singleadventureor part of a largercampaign.

    Therstsessionofagamestartsoffalit-tle different. First you’ll need to choosea GM. Once the GM is settled, everyoneelse will need to make characters. Seethe character creation chapter for moreon that.

    During character creation, the GM willbe asking questions and making plansfor how to start the game. A game of Dungeon World always starts with ac-tion, either action already underway orimpending.

    Such a situation will lead to the charac-tersmakingmoves,whichwillcausefur-ther moves. Moves lead to more moves.

    This snowballing action from move tomove is what builds an exciting game.Onceafewmoveshavebeenmade,you’llnd it easy to keep going. The moveswill keep giving you ideas and promptsfor further action which leads to moremoves.

    Why?Why play Dungeon World?

    First, to see the characters do amazingthings . To see them explore the un-explored, slay the undying, and go fromthe deepest bowels of the world to thehighest peaks of the heavens. To see

    them caught up in momentous eventsand grand tragedies.

    Second, to see them   play off eachother   : to stand together as a unitedfront against their foes or to bicker andargue over treasure. To unite and fallapart andreunite again.

    Third, because   the world still hasso many places to explore   . Thereare unlooted tombs and dragon hordesdotting the countryside just waiting forquick-ngered and strong-armed ad-venturers to discover them. That un-explored world hasplans of its own. Weplay to seewhat they areand howthey’llchange the lives of ourcharacters.

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    Character Creation 1. Choose a Class

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    4CharacterCreation

    Making Dungeon World characters isquick and easy. You should all createyour rst characters together at the be-ginning of your rst session. Charactercreation is, just like play, a kind of con-versation—everyoneshould be thereforit. It’s somewhat likely your charactermay die along the way. if they do, noworries, the character creation process

    helps you make a newcharacter that tsinto the group in just a few minutes.

    If you’re the GM, your role during char-acter creation is to help everyone, askquestions,andtakenotes. Whenaplayermakes a choice—particularly for theirBonds—ask them about it. Get moredetail. Think about what these detailsmean.

    TheGMshouldalsosetexpectations: theplayers are to play their characters aspeople. Skilled adventurers delving intodangerous places, but real people. TheGM’s role is to play the rest of the worldas a dynamic, changingplace.

    Somequestionscommonlycomeupdur-ing character creation:

     Are the characters friends?   No, not nec-essarily, but they do work together as ateam for common goals. Their reasonsfor pursuing those goals may be differ-ent, but they generally manage to worktogether.

     Are there other Wizards? Not really. Thereare other workers of arcane magic, andthecommonfolk maycallthemwizards,butthey’re notlikeyou. They don’t havethe same abilities, though they may besimilar. Same goes for any class: there’sonly one Cleric, though there are manywith similar powers of divine servitude.

    There’sonlyoneThief,butthereareoth-ersthat ght from theshadowsand stealthings.

    What’s coin?  Coin’s the currency of therealm. It’s good pretty much every-where. It’ll buy you mundane stuff, likesteel swords and wooden staves, but thespecial stuff, like magic weapons, isn’tforsale.

    Is the GM trying to kill us?  Nope. The GMrepresents the world. It’s a dangerousplace,and yeah,you might die. Butshe’snot tryingto kill you.

    Most everything you need to createa character you’ll nd on the charac-ter sheets. These steps will walk youthrough lling out a character sheet.

    1. Choose a ClassLook over the character classes andchoose one that interests you. Everyonechoosesa differentclass;there aren’t twoWizards. If two people want the sameclass, talk it over like adults and com-promise.

    I sit downwithPaul and Shannon toplay a game run by John. I’ve got some cool ideas for a Wizard, so I mention that would bemy rst choice. No one else was thinking of 

     playing one, so I take the playbook.

    2. Choose a Race 

    Every class has a few race options.Chooseone. Yourracegivesyouaspecialmove.

    IliketheideaofsummoningupThingsFromBeyond, soI chooseHuman, sincethat givesme a bonus to Summoning spells. I thoughtabout being an Elf, but Shannon’s playingthe Cleric so I don’t think we’ll need moreCleric spells.

    3. Choose a Name Choose your character’s name from thelist.

     Avon sounds good.

    4. Choose Look Your look is your physical appearance.Choose one item from each list.

    Haunted eyes sound good, since I’ve seenThings From Beyond. No good Wizard hastimeforhairstyling,wildhairitis. Myrobesarestrange,andImentiontoeveryonethatI thinkmaybetheycamefromBeyondaspartof one of my summonings. No time to eatwith allthat magic: thin body.

    5. Choose StatsLook over thebasicmovesand the start-ing moves for your class. Pick out themove that interestsyou themost: some-thing you’ll be doing a lot, or somethingthat you excel at. Put your 17 in the statfor that move. Look over the list againand pick out the next most importantmove to your character, maybe some-thingthat supportsyour rstchoice. Putyour 15 in the stat for that move. Repeatthis process for your remaining scores:13, 11, 9,8.

    Alternatively, if everyone wants a lit-tle more randomness then you can rollstats. Roll 3d6 and assign the total to astat—repeat this until you have all yourstats.

    If you want something really randomyou can roll for stats in order (Str, Dex,Con, Int, Wis, Cha). If you choose thismethodyou getto roll beforeyou chooseyour class.

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    6. Figure Out Modiers Character Creation

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    It looks like I need Intelligence to cast spells,whichare my thing,so my17 goes there. TheDefy Danger option for Dexterity looks likesomething I might be doing to dive out of the way of a spell, so that gets my 15. A13 Wisdom will help me notice importantdetails (and maybekeepmy sanity, basedonthe DefyDanger move). Charisma might beuseful is dealing with summoned creatures

    so I’ll putmy 11 there. Livingis alwaysnice,soI put my9 inConstitution for someextraHP.Strengthgets the8.

    6. Figure Out ModiersNext you need to gure out the modi-ers for your stats. The modiers arewhat you use when a move says +Dex or+Cha. You won’t actually use the rawscores much.Score Modier

    1-3 -3

    4-5 -2

    6-8 -1

    9-11 0

    12-15 +1

    16-17 +2

    18 +3

    7. Set Starting HP Your starting HP is equal to your class’sbase HP+Constitution score.

    Base4plus9congivesmeawhopping13HP.I guess Summoningtakesa toll on thebody.

    8. Choose Starting MovesSome classes, like the Fighter, havechoices to make as part of one of theirmoves. Make these choices now. TheWizard will need to choose spells fortheir spellbook. Both the Cleric and theWizard will need to choose which spellsthey have preparedto start with.

     ASummoning spellis aneasy choice,so ItakeContact Spirits. Magic Missile will allowme to deal more damage than my pitiful d4damagedice,sothat’sintoo. IchooseAlarm

     for my last spell, since I can think of someinteresting uses for it.

    9. Choose AlignmentYour alignment is a few words that de-scribe your character’s moral outlook.These are general andtend to guide yourcharacter’s outlook rather than dictatetheiractions. Usually alignment is a sin-gle term declaring the character’s alle-giance to the forces of good, the hordesofevil,or thepathof neutralitybetween.

    Thealignmentsare Good,Evil,and Neu-tral. Some classes may only be certainalignments. Choose your alignment—itgives you more ways to earnXP.

     Avon is all about the magical mysteries,which makes the Neutral alignment standout. I’ll go with that one.

    10. Choose GearEach class has choices to make for start-ing gear. Keep your Load in mind—itlimits how much you can easily carry.Make sure to total up your armor andnote it on your character sheet.

    I’m worried about my HP, so I take armor over books. A dagger sounds about right

     for rituals, I choose that over a staff. It’s atoss up between the healing potion and theantitoxin, but healing wins out. I also endup with some rations.

    11. Introduce Your CharacterNow that you know who your characteris, it’s time to introduce them to every-one else. Wait until everyone’s nishedchoosing their name. Then go aroundthe table; each player gets to share theirlook, class and anything else about theircharacter. Youcan shareyour alignmentnow or keep it a secret if you prefer.

    This is also the time for the GM to askquestions. The GM’s questions shouldhelpestablish the relationships betweencharacters ("What do you think aboutthat?") and draw the group into the ad-

    venture ("Does that mean you’ve metGrundloch before?"). The GM shouldlisten to everything in the descriptionand ask about anything that stands out.Establish where they’re from, who theyare,howtheycametogether,oranythingelse that seems relevant or interesting.

    "ThisisAvon,summonerofThingsFromBe- yond! He’s a human wizard with hauntedeyes, wild hair, strange robes, and a thinbody. Like I mentioned before his robes arestrange because they’re literally not of thisworld: they came through as part of a sum-moning ritual." 

    12. Choose BondsOnce everyone has describedtheir char-acters you can choose your Bonds. Youmust ll in one bondbut it’s inyourbestinterest to ll in more. For each blankllin thenameof onecharacter. Youcanusethesamecharacterformorethanonestatement.

    Once everyone’s lled in their bondsreadthemouttothegroup. Whenamove

    hasyouroll+bondsyou’llcountthenum-berof Bondsyou have with thecharacterin question and add that to the roll.

    With everyone introduced I choose whichcharacter to list in each Bond, I have Paul’sFighter Gregor and Shannon’s Cleric Brin-ton to choose from. The Bond about

     prophecy sounds fun, so I choose Gregor for 

    it and end up with "Gregor will play an im- portant role in the events to come. I have foreseen it!" It seems like The Wizard whocontactsThingsFromBeyondandtheClericmight not see eye to eye, so I add Shannon’scharacter and get "Brinton is woefully mis-informed about theworld; I will teach themall that I can." I leave my last Bond blank,I’ll deal with it later. Once everyone is doneI read my Bonds aloud and we all discusswhat this means about why we’re together andwherewe’regoing.

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    Basic Moves Hack and Slash

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    5Basic Moves

    Hack and SlashWhenyou attackanenemyinmelee,roll+Str. On a 10+you deal your damageto the enemy and avoid their attack. Atyour option, you may choose to do +1d6damage but expose yourself to the en-emy’s attack. On a 7–9, you deal yourdamage to the enemy and the enemy

    makes an attack against you.

    VolleyWhen you take aim and shoot at anenemy at range , roll+Dex. On a 10+you have a clear shot—deal your dam-age. On a 7–9, choose one (whicheveryou choose you deal your damage):

    •   Youhavetomovetogettheshotplac-ing you in danger ofthe GM’s choice

    •   You have to take what you can get:-1d6 damage

    •   Youhavetotakeseveralshots,reduc-ing yourammoby one.

    Defy DangerWhen you act despite an imminentthreat or suffer a calamity , say howyou deal with it and roll. If you do it. . .

    •   . . . by powering through, +Str•   . . . bygettingout ofthe way oracting

    fast, +Dex•   . . . by enduring,+Con•   . . . with quick thinking, +Int•   . . . through mental fortitude, +Wis•   . . . using charm and social grace,

    +Cha

    On a 10+, you do what you set out to,the threat doesn’t come to bear. On a7–9, youstumble,hesitate, or inch: theGMwillofferyou a worseoutcome, hardbargain, or ugly choice.

    Defend When you stand in defense of a per-son, item, or location  under attack,roll+Con. On a 10+, hold 3. On a 7–9,hold 1. So long as you stand in defense,when you or the thing you defend is at-tacked you may spend hold, 1 for 1, tochoose an option:

    •   Redirectan attack from thething you

    defend to yourself •   Halve the attack’s effector damage•   Open up the attacker to an ally giv-

    ing that ally +1 forward against theattacker

    •   Deal damage to the attacker equal toyour level

    Spout Lore When you   consult your accumu-lated knowledge about something

    , roll+Int. On a 10+ the GM will tell yousomething interesting and useful aboutthesubjectrelevantto yoursituation. Ona7–9theGM willonlytellyousomethinginteresting—it’s on you to make it use-ful. The GMmight ask you "Howdo youknow this?" Tell them the truth, now.

    Discern RealitiesWhen you  closely study a situationor person , roll+Wis. On a 10+ ask theGM 3 questions from the list below. Ona 7–9ask 1. Take +1 forward when actingon the answers.

    •   What happened here recently?•   What is about to happen?•   What should I be on the lookout for?•   Whathereisusefulorvaluabletome?•   Who’s really in control here?•   What here is not what it appears to

    be?

    ParleyWhenyou youhaveleverageonaGMcharacter and manipulate them   ,roll+Cha. Leverage is something theyneed or want. On a hit they ask youfor something and do it if you makethem a promise rst. On a 7–9, theyneed some concrete assurance of yourpromise, right now.

    Aid or Interfere When you  help or hinder someoneyouhaveaBondwith ,roll+Bondwiththem. On a 10+ they take +1 or -2, yourchoice. Ona7–9youalsoexposeyourself to danger, retribution, or cost.

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    Last Breath Special Moves

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    6SpecialMoves

    Last BreathWhen you’redyingyoucatchaglimpseof what lies beyond the Black Gates of Death’s Kingdom (the GM will describeit), then roll (just roll, +nothing—yeah,Deathdoesn’tcarehowtoughorcoolyouare). On a 10+ you’re stable. On a 7–9Death will offer you a bargain—take it

    and stabilize or refuse and pass beyondtheBlackGatesintowhateverfateawaitsyou. On a miss, you are dead.

    Encumbrance When you  make a move while car-rying weight  up to or equal to Load,you’re ne. When you make a movewhile carrying weight equal to load+1 orload+2, you take -1. When you make amovewhilecarryingweightgreaterthanload+2, you have a choice: drop at least1 weight and roll at -1, or automaticallyfail.

    Make CampWhen you   settle in to rest  consumea ration. If you’re somewhere danger-ous decide the watch order as well. If you have enough XP you may Level Up.When you wake from at least a few un-interrupted hours of sleep heal damageequal to half your max HP.

    Take WatchWhen you   you’re on watch andsomething approaches the camproll+Wis. On a 10+ you’re able to wakethe camp and prepare a response, thecamp takes +1 forward. On a 7–9 you

    react just a moment too late; the campis awake but hasn’t had time to prepare.You have weapons and armor but littleelse. On a miss whatever lurks outsidethecampre’s light hasthe drop on you.

    Undertake a Perilous JourneyWhen you travel through hostile terri-tory, choose one member of the party toact as trailblazer,one toscoutahead,andone to be quartermaster (the same char-acter cannot have two jobs). If you don’thave enough party members or choosenot to assign a job, treat that job as if it had rolled a 6. Each character with ajob to do rolls+Wis. On a 10+ the quar-

    termaster reduces the number of rationsrequired by one. On a 10+the trailblazerreduces the amount of time it takes toreach your destination (the GM will sayby how much). On a 10+ the scout willspot any trouble quick enough to let youget the drop on it. On a 7–9 each rolesperforms their job as expected: the nor-malnumberofrationsareconsumed,thejourney takes about as long as expected,noonegetsthedroponyoubutyoudon’tget the dropon them either.

    Level UpWhen you have downtime (hours ordays) and XP equal to (or greaterthan) your current level + 7 , subtractyour current level +7 from your XP, in-crease your level by 1, and choose a newadvanced move from your class. If youare the Wizard, you alsoget toadda new

    spell to your spellbook.If your new level is 3, 6, or 9, you alsoget to increase a stat by 2. Increase thebase score of the stat of your choice by2, adjust the modier to reect the newscore. Changing your Constitution in-creases your maximum and current HP.Ability scores can’t go higherthan 18.

    End of Session When you reach theend of a session, choose one your bonds that you feel isresolved(completelyexplored,nolongerrelevant,or otherwise). Ask theplayerof the character you have the bond with if 

    they agree. If they do,markXP andwritea newbond with whomeveryou wish.

    Once bonds have been updated look atyour alignment. If you fullled thatalignment at least once this session,mark XP.Then answerthese three ques-tions as a group:

    •   Did we learn somethingnew andim-portant about the world?

    •   Did we overcome a notable monsteror enemy?

    •   Didwe loot a memorable treasure?

    For each "yes" answer everyone marksXP.

    Carouse When you  return triumphant andthrow a big party , spend 100 coinandroll + extra 100s of coin spent. On a 10+choose 3. On a 7–9 choose 1. On a miss,youstillchoose one, butthings getreallyout of hand.

    •   You befriend a usefulNPC•   You hear rumors of an opportunity•   You gain useful information•   You are not entangled, ensorcelled,

    or tricked

    SupplyWhen you go to buy something withgold on hand , if it’s something read-ily available in the settlement you’re in,you can buy it at market price. If it’ssomething special, beyond what’s usu-ally available here, or non-mundane,roll+Cha. On a 10+you ndwhat you’relooking forat a fair price. On a 7–9you’llhave to pay more or settlefor somethingsimilar.

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    Special Moves Recover  

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    RecoverWhen you   do nothing but rest incomfort and safety after a day of restyourecoverall your HP.After three daysof rest you remove one debility of yourchoice. If you’re under the care of ahealer (magical or otherwise) you heala debility for every two days of rest in-

    stead.

    RecruitWhen you put out word that you’relookingtohirehelp, roll. If youmakeit known. . .

    •   . . .that yourpay is generous, take +1•   . . . whatyou’re setting outto do,take

    +1•   . . . thatthey’llgeta shareofwhatever

    you nd,take+1

    If you have a useful reputation aroundthese parts take an additional +1. On a10+ you’ve got your pick of a numberof skilled applicants, your choice whoyouhire, no penalty for not takingthemalong. On a 7–9 you’ll have to settlefor someone close or turn them away.On a miss someone inuential and ill-suited declares they’d like to come along(a foolhardy youth, a loose-cannon, or aveiled enemy, for example), bring themand take the consequences or turn themaway. If you turn away applicants youtake -1 forward to Recruit.

    Outstanding WarrantsWhen you return to a civilized placein which you’ve caused trouble be-

    fore   , roll+Cha. On a hit, word hasspread of your deeds and everyone rec-ognizes you. On a 7–9, that, and, theGMchooses a complication:

    •   The local constabularyhas a warrantout foryour arrest

    •   Someonehasputapriceonyourhead•   Someone important to you has been

    put in a bad spot as a result of youractions

    BolsterWhen you  spend your leisure timein study,meditation, or hard prac-

    tice, you gain preparation. If you pre-pare for a week or two, 1 preparation.If you prepare for a month or longer,3 preparation. When your preparationpaysoffspend1preparationfor+1toanyroll. Youcanonlyspendonepreparationper roll.

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    Names The Bard

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    7The Bard

    Sure,anadventurer’slifeisallopenroadsandthe glory of coin andcombat. Thosetales that are told in every farmhand-lledinnhavetohavesomeringoftruthtothem,don’tthey? Thesongstoinspirepeasantry and royals alike—to soothethesavage beast ordrivemen to a frenzyhave to come from somewhere.

    Enter the Bard. You, with your smooth

    tongue and quick wit. You teller-of-talesand singer-of-songs. It takes a mereminstrel to retell a thing but a true Bardto live it. Strap on your boots,nobleora-tor. Sharpenthat hidden dagger andtakeup the call. Someone’s got to be there,ghting shoulder-to-shoulder with thegoonsand thethugs andthe soon-to-be-heroes. Who betterthanyou to writethetale of your ownheroism?

    Nobody. Get going.

    NamesElf   : Astrafel,Daelwyn,Feliana,Damarra,Sistranalle,Pendrell,Melliandre,Dagoliir

    Human   : Baldric, Leena, Dunwick,Willem, Edwyn, Florian, Seraphine,Quorra, Charlotte, Lily, Ramonde, Cas-sandra

    Look Choose one foreach:

    KnowingEyes,FieryEyes,orJoyousEyes

    FancyHair, Wild Hair, or Stylish Cap

    Finery, Traveling Clothes, or PoorClothes

    Fit Body, Well-fed Body, or Thin Body

    StatsAssignthese scores to your stats:17(+2),15 (+1), 13(+1),11 (+0), 9 (+0), 8 (-1)

    Youstart with 6+Constitution HP.

    Your base damage is d6.

    Starting MovesChoose a racial move:

    Elf

    When you enter an important location(your call) you can ask the GM for onefact from the history of that location.

    Human When you rst enter a civilized settle-ment someone who respects the customof hospitality to minstrels will take youin as their guest.You start with these moves:

    Arcane Art (Cha)

    When you weave a performance into abasic spell, choose an ally andan effect:

    •   Heal 1d8damage•   +1d4 forward to damage•   Their mind is shakenclearof oneen-

    chantment•   The next time the target is Aided, on

    a hit theyget+2 instead of+1

    Then roll+Cha. On a hit, theally gets theselected effect. On a 7-9, you also draw

    unwantedattentionoryourmagicrever-beratestoothertargetsaffectingthemaswell, GM’s choice.

    Bardic Lore 

    Choose an area of expertise:

    •   On Spells and Magicks•   The Dead andUndead•   GrandHistories of theKnown World•   A Bestiary of Creatures Unusual•   The Planar Spheres•   Legends of Heroes Past•   Gods andTheir Servants

    When you rst encounter an important

    creature,location,oritem(yourcall)cov-ered by your Bardic Lore you can askthe GM any one question about it, theGM willanswer truthfully. The GM maythen ask you what tale, song, or legendyou heard that information in.

    Charming and Open 

    When you speak frankly with someone,you canask their player a question fromthelistbelow. Iftheyanswerittruthfullythey then get to ask you a question fromthe list below.

    •   Whom do you serve?•   What do you wish I would do?•   Howcan I get you to

    ?•   What are you really feeling right

    now?•   What do youmost desire?

    A Port in the Storm

    When you return to a civilized settle-ment you’ve visited before, tell the GMwhen youwerelast here. They’ll tell youhowits changed since then.

    AlignmentChoose an alignment:

    Good 

    Perform your art to aid someone else

    Neutral 

    Avoid a conict or defuse a tense situa-tion

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    The Bard Gear  

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    Chaotic

    Spurotherstosignicantandunplanneddecisive action

    GearYour Load is 5+Str. You have dungeonrations (5 uses, 1 weight). Choose one

    instrument:

    •   Your father’s mandolin, repaired•   A ne lute, a giftfrom a noble•   The pipes with which you courted

    your rst love•   A stolen horn•   A ddle,never before played•   A songbook in a forgotten tongue

    Choose your clothing:

    •   Leather armor (1 armor,1 weight)•   Ostentatious clothes

    Choose your armament:

    •   Dueling rapier (Close, Precise, 2weight)

    •   Wornbow(Near,2weight),bundleof arrows (3 ammo, 1 weight), andshortsword (Close, 1 weight)

    Choose one:

    •   Adventuring Gear (1 weight)•   Bandages (0 weight)•   Haling pipeleaf (1 weight)•   3 coin

    BondsFill in the name of one of your compan-ions in at least one:

    This is not my rst adventure with

    .

    I sang stories of 

    longbefore I ever met them in person.

    is often the butt of my jokes.

    I am writing a ballad about the adven-

    tures of 

    .

    trusted me with a secret.

    does not trust me, and for good reason.

    Advanced MovesWhen you gain a level from 2-5,choose from these moves.

    Healing Song 

    WhenyouhealwithArcaneArt,youheal

    +1d8 damage.

    Vicious Cacophony

    When yougrant bonus damagewith Ar-cane Art, you grant an extra +1d4 dam-age.

    It Goes To Eleven 

    Whenyouunleashacrazedperformance(a righteouslute solo,mightybrass blast,confusing interpretive dance) choose atarget who can hear you and roll+Cha.On a 10+ the target ails in confusiondealing its damage to a creature of yourchoosing. On a 7–9 it deals its damage,

    but then takes +1d4 damage ongoing asthe music invigorates it.

    Metal Hurlant

    When youshoutwith great force or playa shattering note choose a target androll+Con. On a hit the target takes 2d6damage and is deafened for a few min-utes. On a 7–9it’s outof control: theGMwill choose an additional target nearby.

    A Little Help From My Friends

    WhenyousuccessfullyAidsomeoneyoutake +1 forward as well.

    Eldritch TonesWhen you use Arcane Art, you choosetwoeffects instead of one.

    Duelist’s Parry

    When you Hack and Slash, you take +1armor forward.

    Bamboozle 

    When youParley with someone, on a hityou also take +1 forward with them.

    Multiclass Dabbler

    Get one move from another class. Treatyour level as one lower for choosing themove.

    Multiclass Initiate 

    Get one move from another class. Treatyour level as one lower for choosing themove.When you gain a level from 6-10,choose from these moves or the level2-5 moves.

    Healing Chorus

    Replaces: Healing Song

    WhenyouhealwithArcaneArt,youheal+2d8 damage.

    Vicious Blast

    Replaces: Vicious Cacophony

    When yougrantbonusdamage with Ar-cane Art, you grant an extra +1d4 dam-age.

    Unforgettable Face 

    Whenyoumeetsomeoneyou’vemetbe-fore (your call)aftersometime apart youtake +1 forward against them.

    Reputation (Cha)

    When you rst meet someone who’sheard songs about you, roll+Cha. On a10+,telltheGMtwothingsthey’veheardaboutyou. Ona7-9,telltheGMonething

    they’ve heard, and the GM tells you onething.

    Eldritch Chord 

    Replaces: Eldritch Tones

    When you use Arcane Art, you choosetwoeffects. You also getto chooseone of those effects to double.

    An Ear For Magic

    Whenyouhearan enemy casta spell theGMwilltellyouthenameofthespellandits effects. Take +1 forward when actingon the answers.

    Devious

    When you use Charming and Open youmay also ask "How are you vulnerableto me?" Your subject may not ask thisquestion of you.

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     Advanced Moves The Bard

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    Duelist’s Block 

    Replaces: Duelist’s Parry

    When you Hack and Slash, you take +2armor forward.

    Con 

    Replaces: Bamboozle

    When youParley with someone, on a hityou also take +1 forward with them andgettoasktheirplayeronequestionwhichthey must answer truthfully.

    Multiclass Master

    Get one move from another class. Treatyour level as one lower for choosing themove.

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    The Cleric Names

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    8The Cleric

    The lands ofDungeon World are a gods-forsaken mess. They’re lousy with thewalking dead, beasts of all sorts, and thevast unnatural spaces between safe andtemple-blessed civilizations. It is a god-less worldout there. That’s whyit needsyou.

    Bringing the glory of your god to theheathens isn’t just in your nature—it’s

    your calling. It falls to you to prosely-tize with sword and mace and spell. Tocleave deep into the witless heart of thewildsandplanttheseedofdivinitythere.Some say that it is best to keep god closeto your heart. You know that’s rubbish.Godlivesattheedgeofablade. Showtheworld who is lord.

    NamesDwarf   : Durga, Aelfar, Gerda, Rur-gosh,Bjorn,Drummond,Helga,Siggrun,Freya

    Human   : Wesley, Brinton, Jon, Sara,Hawthorn, Elise, Clarke, Lenore, Piotr,

    Dahlia, Carmine

    Look Choose onefor each:

    Kind Eyes, Sharp Eyes, or SadEyes

    Tonsure, Strange Hair, or Bald

    Flowing Robes,Habit, or Common Garb

    ThinBody,KnobbyBody,orFlabbyBody

    StatsAssignthese scores to your stats:

    17(+2),15 (+1), 13(+1),11 (+0), 9 (+0), 8 (-1)

    You start with 8+Constitution HP.

    Your base damageis d6.

    Starting MovesChoose a racial move:

    Dwarf

    Youare onewithstone. Whenyou Com-mune youare also granted a special ver-sion of Words of the Unspeaking whichonly works onstone as a Rote.

    Human 

    Yourfaithisdiverse. ChooseoneWizardspell. You can cast and be granted that

    spell as if it was a Cleric spell.You start with these moves:

    Deity

    You serve and worship some deity orpower which grants you spells. Giveyour god a name (maybe Helferth, Su-cellus, or Zorica) and choose yourdeity’sdomain:

    •   Healing and Restoration

    •   Bloody Conquest•   Civilization•   Knowledge and Hidden Things•   The Downtrodden and Forgotten•   What Lies Beneath

    Choose one precept of your religion:

    •   Yourreligionpreachesthesanctityof 

    suffering, add Petition: Suffering•   Your religion is cultish and insular,

    add Petition: Gaining Secrets•   Your religion has important sacri-

    cial rites, add Petition: Offering•   Yourreligionbelievesintrialbycom-

    bat, add Petition: Personal Victory

    Divine Guidance 

    When you fulll your religion’s peti-tion your deity grants you some usefulknowledge or boon related to their do-main. The GM will tell youwhat.

    Turn Undead 

    When you hold your holy symbol aloftand pray aloud for protection, roll+Wis.On a hit so long as you continue to prayand brandish your holy symbol no un-dead may come within reach of you. Ona 10+ intelligent undead are momentar-ilydazedbytheradianceofyourgodandmindless undead ee. If you move ag-gressively towards an undead creaturewhile Turning them it breaks the effectsandthey areable to act as normal. Intel-ligent undead, vampires and so on, maystill nd ways to harry you from afar.They’re clever like that.

    Commune 

    Whenyou spenduninterrupted time (anhour or so) in quiet communion withyour deity, you lose any spells alreadygrantedtoyouandaregrantednewspellsof your choice whose total levels don’texceed your own+1. You also prepareyourrotes; theydon’t count against yourlimit. You can’t prepare spells that arehigherlevel than you.

    Cast a Spell 

    When youunleash a spell granted to youby your deity, roll+Wis. On a 10+, thespell is successfully cast and your deitydoesnotrevokethespell,soyoumaycast

    it again. On a 7-9, the spell is cast, butchoose one:

    •   You draw unwelcome attention orput yourself in a spot (the GM willdescribe it).

    •   Yourcastingdistances youfrom yourdeity—take -1ongoingto Cast a Spelluntil you Commune.

    •   After you cast it, the spell is revokedby your deity. You cannot cast thespell again until you Commune and

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     Alignment The Cleric

    16

    have it granted to you.

    AlignmentChoose an alignment:

    Good 

    Endanger yourself to heal another

    Lawful 

    Endanger yourself following the pre-cepts of yourchurchor god

    Evil 

    Harmanothertoprovethesuperiorityof your church or god

    GearYour Load is 7+Str. You carry dungeonrations (1 weight, 5 uses) and some sym-bol of the divine, describe it (weight 0).Choose your defenses:

    •   Chainmail (1 armor, 1 weight)•   Shield (+1armor, 2 weight)

    Choose your armament:

    •   Warhammer (Close, 1 weight)•   Mace (Close, 1 weight)•   Staff (Close, Two-handed, 1 weight)

    and bandages

    Choose one:

    •   Adventuringgear(1weight)anddun-geon rations (1 weight)

    •   Healing potion (1 weight)

    BondsFill in the name of one of your compan-ions in at least one:

    has insulted my deity; I do not trustthem.

    is a good and faithful person; I trustthem implicitly.

    is in constant danger, I will keep themsafe.

    I am working on converting

    to my faith.

    Advanced Moves

    When you gain a level from 2-5,choose from these moves.

    Chosen One 

    Choose one spell. You are granted thatspell as if it was one level lower.

    Invigorate 

    When you heal someone they take +2damage forward.

    The Scales of Life and Death

    When someone takes their Last Breathin your presencetheytake+1 to the roll.

    Serenity

    You are able to divide your power effec-tively. When you cast a spell you ignorethe rst -1 penalty from ongoing spells.

    First Aid 

    Cure Light Wounds does not count

    against your limit of granted spells.

    Divine Intervention 

    When you Commune you get 1 hold andlose any hold you already had. Spendthat hold when youor anally takes dam-age to call on your deity, they intervenein an appropriate idiom (a sudden gustofwind,a lucky slip, a burst oflight)andnegate the damage.

    Penitent

    When youtake damage andembracethepain, you maytake +1d4 damage (ignor-ing armor). If you do, take +1 forward to

    Cast a Spell.

    Empower

    WhenyouCastaSpell,ona10+youhavethe option of choosing from the 7-9 list.If you do, you may choose one of theseeffects as well:

    •   The spell’s effects aredoubled•   The spell’s targets aredoubled

    Orison for Guidance 

    When you sacrice something of valueto your deity andprayfor guidance your

    deitytellsyouwhatitwouldhaveyoudo.If you do it, mark experience.

    Divine Protection 

    When you wear no armor or shield youget2 armor.

    Devoted Healer

    When youheal someone else of damage,heal +your level damage.

    When you gain a level from 6-10,choose from these moves or the level2-5 moves.

    Anointed 

    Requires: Chosen One

    Choose one spell. You are granted thatspell as if it was one level lower.

    Vicious

    Requires: Inquisitor

    When you do damage with a spell, youdeal +1d4 damage.

    Reaper

    When you take time after a conict todedicate your victory to your deity anddeal with the dead, take +1 forward.

    Providence 

    Replaces: Serenity

    Youignorethe-1penaltyfromtwospellsyou maintain.

    Greater First Aid 

    Requires: First Aid

    Cure Moderate Wounds does not countagainst your limit of granted spells.

    Divine Invincibility

    Replaces: Divine Intervention

    When you Commune you get 2 hold andlose any hold you already had. Spendthat hold when youor anally takes dam-age to call on your deity, they intervenein an appropriate idiom (a sudden gustofwind, a lucky slip, a burst oflight)andnegate the damage.

    Martyr

    Replaces: Penitent

    When youtake damage andembrace thepain, youmay take +1d4 damage (ignor-ing armor). If you do, take +1 forwardto Cast a Spell and add your level to anydamagedone or healed by the spell.

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    The Cleric Advanced Moves

    17

    Divine Armor

    Replaces: Divine Protection

    When you wear no armor or shield youget3 armor.

    Greater Empower

    Replaces: Empower

    When you Cast a Spell, on a 10-11 youhave theoption of choosingfrom the7-9list. If you do, you may choose one of these effects as well. On a 12+ you get tochoose one of these effects forfree.

    •   The spell’s effects aredoubled•   The spell’s targets aredoubled

    Multiclass Dabbler

    Get one move from another class. Treatyour level as one lower for choosing themove.

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    Rotes Cleric Spells

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    9Cleric Spells

    RotesLight RoteAn item you touch glows with divinelight, about as bright as a torch. It givesoff noheator sound and requires nofuelbut is otherwise like a mundane torch.You have complete control of the colorof the ame. The spell lasts as long as it

    is in your presence.Sanctify RoteFood or water you hold in your handswhile you cast this spell is consecratedby your deity. In addition to now beingholy or unholy the affected substance ispuried of any mundane spoilage.

    Guidance RoteThesymbol of your deity appears beforeyou and gestures towards the directionorcourseofactionyourdeitywouldhaveyou take then disappears. The messageis through gesture only; your communi-cation through this spell is severely lim-ited.

    1st Level SpellsBless Level 1 Ongoing You deity smiles on the target in com-bat. They take +1 ongoing so long as bat-tle continues and they stand and ght.While this spell is ongoing you take-1 toCast a Spell.

    Cure Light Wounds Level 1At your touch wounds scab and bonesceaseto ache. Heal anallyof 1d8damage.

    Detect Alignment Level 1Whenyou cast this spellchoose analign-ment: Good, Evil, or Neutral. One of your senses is briey able to detect that

    alignment. The GM will tell you whathere is of that alignment.

    Cause Fear Level 1 Ongoing Choose an intelligent target you can seeand a nearby object. The target is afraidof the object so long as you maintain thespell. Their reaction is up to them: ee,panic, beg, panic, ght. While this spellis ongoing you take -1to Cast a Spell.

    Magic Weapon Level 1 OngoingTheweapon youhold while casting does+1d4damageuntilyoudismissthisspell.Untilyoudismissthisspellyoutake-1toCast a Spell.

    Sanctuary Level 1You make an area holy to your deity.Walk the perimeter of the area. Solong as you stay within that area youarealerted wheneversomeone acts withmalice within the sanctuary (includingentering with harmful intent). Anyonewho receives healing within a Sanctuaryheals +1d4 HP.

    Speak With Dead Level 1 DeathA corpse converses with you briey. Itwillansweranythreequestionsyouposetoittothebestoftheknowledgeithadin

    lifeandtheknowledgeitgainedindeath.

    3rd Level SpellsAnimate Dead Level 3 Ongoing You invoke a hungry spirit to possess arecently-dead bodyand act for you. Thisforms a zombie that follows your ordersto the best of its limited abilities. Treat

    the zombie as your character, but withaccess to only the basic moves. It has a+1 modier for all stats and 1 HP. Whilethis spell is ongoing you take -1to Cast aSpell. You get 1d4of these effects:

    •   Thezombie is talented. Give onestata +2 modier.

    •   The zombie is durable. It has +2 HPforeach level you have.

    •   The zombie has a functioning brainandcan complete complex tasks.

    •   The zombie is restored by magic—itdoes not appear obviously dead, atleast for a day or two.

    Cure Moderate Wounds Level 3

    You staunch bleeding and set bonesthrough magic. Heal an ally of 2d8dam-age.

    Darkness Level 3 Ongoing Choose an area you can see: it’s lledwithsupernaturaldarkness andshadow.While this spell is ongoing you take-1 toCast a Spell.

    Resurrection Level 3Tell the GM you would like to resurrecta corpse whose soul has not yet fullydeparted this world. The GM will tellyou "yes, you can resurrect them, butrst. . ." or "yes, you can resurrect themnow, butit won’tbe permanentuntil . . . "andthenonetoallofthethingsfromthislist:

    •   It’sgoingtotakedays/weeks/months•   You must ____•   You must get helpfrom____•   It will require a lot of money•   You must sacrice ____ to do it

    Hold Person Level 3Choosea creature youcan see. Until youCast a Spell or leave their presence theycannot act except to speak. If they’reharmedthis effect ends.

    5th Level Spells

    Revelation Level 5Your deity answers your prayers with amoment of perfect understanding. TheGMwillexplaintherootcauseofthecur-rentsituation. Whenactingontheinfor-mation, youtake +1 Forward.

    Cure Critical Wounds Level 5Heal anallyof 3d8 damage.

    Divination Level 5Name a person, place,or thing youwantto learn about. Your deity grants you

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    Cleric Spells 7th Level Spells

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    visions of the target, as clear as if youwere there.

    Contagion Level 5 Ongoing While this spell is ongoing a target youcan see suffers from the disease of yourchoice and you take -1to Cast a Spell.

    Words of the Unspeaking Level 5With a touch you speak to the spirits

    within things. Thenon-living object youtouch responds to three questions youpose, answering them as best it can.

    True Seeing Level 5 Ongoing Whilethis spell is ongoing your visionisopened to the true nature of everythingyou lay your eyes on and you take -1 toCast a Spell. Youpierce illusionsand seethings that have been hidden. The GMwilldescribetheareabeforeyouignoringany illusions and falsehoods, magical orotherwise.

    Trap Soul Level 5When cast in the presence of a ghost orrecently dead body this spell traps thesoulinagemyouprovide. Whiletrapped

    the soulanswersevery question posed toit andcan not resist your requests. Oncereleasedthesoulislikelytoholdagrudgeagainst its captor.

    7th Level SpellsWord of Recall Level 7Choose a word. The rst time after cast-ing this spell that you speak the chosenword, you and any allies touching youwhen you cast the spell are immediatelyreturned to the exact spot you cast thespell at. Casting Word of Recall againbefore speaking the word replaces theearlier recall.

    Heal Level 7Touch an ally and you may restore up toyour maximum HP to them.

    Harm Level 7Touch an enemy and strike them withdivine wrath—deal 2d8damage to themand 1d6 damage to yourself (ignores ar-mor).

    Sever Level 7 Ongoing Choose an appendage on the target suchas an arm, tentacle, or wing. The ap-pendage is magically severed from theirbody, causing no damage but consider-able pain. Missing an appendage may,for example, keep a winged creaturefrom ying, or a bull from goring you

    on its horns. While you maintain thespell you take -1to Cast a Spell.

    Mark of Death Level 7Choose a creature who’s true name youknow. Thisspellinscribes runes thatwillkillthat creature,shouldthey readthem.

    Control Weather Level 7Pray for rain—or sun, wind, or snow.Within a day or so, your god will an-swer. Theweatherwillchangeaccordingto your will and last a handful of days.

    9th Level SpellsCommand Elements Level 9A mass of oneelement (earth, air, water,or re) that you touch as you cast thisspell takes on a form similar to yoursand carries out one command you giveit. Once the command is completed ora day passes the element retakes its old

    form.Repair Level 9Chooseone event inthe target’s past. Alleffects of that event, including damage,poison, disease, and magical effects, areended andrepaired. HP anddiseases arehealed, poisons are neutralized, magicaleffects are ended.

    Divine Presence Level 9 Ongoing Everycreaturemustaskyourleavetoen-ter your presence, and you must speakpermission for them to enter. Any crea-ture that you deny permission takes anextra 1d10 damage whenever they takedamage in your presence. While thisspellisongoingyoutake-1toCastaSpell.

    Consume Unlife Level 9The mindless undead creatureyou touchis destroyed and you steal its death en-ergyto heal yourself orthe next ally youtouch of damage equal to its current HP.

    Peace Level 9Chooseonetraumaticmemoryinthetar-get’s past. The target’s memory of thatevent is calmly erased. If the target is aPC,they must be willing.

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    Names The Fighter  

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    10The Fighter

    It’s a thanklessjob—living dayto daybyyour armor andthe skill of your arm. Todive heedlessly into danger. They won’tbe playing golden horns forthe time youtookthatknifetotheribsfortheminthebar in Bucksberg. No ock of angels tosing of the time you dragged them, stillscreaming, from the edge of the Pits of Madness, no.

    Forget them.You do this for the guts and the glory.The scream of battle and the hot hotblood of it. You are a beast of iron.Your friends may carry blades of forgedsteel but, Fighter, you are steel. Whileyour traveling companions might moanabout their wounds over a campre inthewilderness, youbear your scars withpride.

    You are the wall—let every dangersmash itself to nothing on you. In theend, you’ll be the last one standing.

    NamesDwarf   : Ozruk, Surtur, Brunhilda, An-nika, Janos, Greta, Dim, Rundrig, Jarl,Xotoq

    Elf   : Elohiir, Sharaseth, Hasrith, She-varal, Cadeus, Eldar, Kithracet, Thelian

    Haling   : Finnegan, Olive, Randolph,Bartleby, Aubrey, Baldwin, Becca

    Human : Hawke, Rudiger, Gregor, Bri-anne, Walton, Castor, Shanna, Ajax, Hob

    Look Choose one foreach:

    Hard Eyes, Dead Eyes, or Eager Eyes

    Wild Hair, Shorn Hair, or Battered HelmCalloused Skin, Tanned Skin, or ScarredSkin

    Built Body, Lithe Body, orRavagedBody

    StatsAssignthese scores to your stats:

    17(+2),15 (+1), 13(+1),11 (+0), 9 (+0), 8 (-1)

    You start with 10+Constitution HP.

    Your base damage is d10.

    Starting MovesChoose a racial move:

    DwarfWhen you share a drink with someone,you may Parley with them with Con in-stead of Cha.

    Elf

    Choose one weapon—you can alwaystreat weapons of that type as if theyhadthe Precise tag.

    Haling 

    When you Defy Danger and use yoursmall size to your advantage, take +1.

    Human 

    Onceperbattleyoumaychooseadamageroll (yours or someone else’s) and reroll

    it.You start with these moves:

    Bend Bars, Lift Gates (Str)

    When you use pure strength to destroyan inanimateobstacle, roll+Str. On a 10+choose 3. On a 7-9 choose 2.

    •   It doesn’t take a very longtime•   Nothing of value is damaged•   Itdoesn’tmakeaninordinateamount

    of noise•   You can x the thing again without a

    lot of effort

    Armored Youignore theClumsy tagon armor youwear.

    Signature Weapon 

    Thisisyourweapon. Therearemanylikeit, but this one is yours. Your weapon isyour best friend. It is your life. Youmaster it as you master your life. Yourweapon, without you, is useless. With-out your weapon, you are useless. Youmust wield your weapontrue.

    Choose a base description, all are 2weight:

    •   Sword•   Axe•   Hammer•   Spear•   Flail•   Fists

    Choose the range that best ts yourweapon:

    •   Hand•   Close•   Reach

    Choose two enhancements:

    •   Hooks and spikes. +1 damage, but +1weight.

    •   Sharp. +2 piercing.•   Perfectly weighted. +precise.•   Serrated edges. +1 damage.•   Glows in the presence of one type of 

    creature, your choice.•   Huge. +messy, +forceful.•   Versatile. Choose another range.•   Well-crafted. -1 weight.

    Choose a look:

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    The Fighter Alignment

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    •   Ancient•   Unblemished•   Ornate•   Blood-stained•   Sinister

    AlignmentChoose an alignment:

    Good 

    Defend those weakerthan you

    Neutral 

    Defeat a worthy opponent

    Evil 

    Kill a defenseless or surrendered enemy

    GearYour Load is 9+Str. You carry your sig-nature weapon and dungeon rations (1weight, 5 uses). Choose your defenses:

    •   Chainmail(1armor,1weight)andAd-venturing gear (1 weight)

    •   Scale armor (2 armor,3 weight)

    Choose two:

    •   2 Healing potions (2 weight)•   shield (+1 armor, 2 weight)•   Antitoxin,dungeonrations(1weight),

    andpoultices andherbs (1 weight)•   22 Gold

    BondsFill in the name of one of your compan-

    ions in at least one:

    owes me their life, whether they admitit or not.

    I have sworn to protect

    .

    I worry about the ability of 

    to survive in the dungeon.

    is soft, but I will make them hardlikeme.

    Advanced MovesWhen you gain a level from 2-5,choose from these moves.

    Merciless

    When you deal damage, deal +1d4 dam-age.

    Heirloom

    When you consult the spirits of thatreside within your signature weapon,roll+Cha. The spirits will give you aninsight relating to the current situation,

    andmightask yousome questionsin re-turn. Ona 10+, theGMwillgiveyou gooddetail. Ona 7-9,the GMwillgive you animpression.

    Armor Mastery

    When you take damage you can chooseto let your armor take the brunt of it.Thedamageisnegatedbutyourarmororshield(yourchoice) is -1 armor until youget it repaired at a smithy or workshop.

    Improved Weapon 

    Choose one extra enhancement for yoursignature weapon.

    Seeing Red 

    WhenyouDiscernRealitiesduringcom-bat, you take +1.

    Interrogator

    When you Parley using threats of im-pending violence as leverage you mayuse Str instead of Cha.

    Scent of Blood 

    WhenyouHackandSlashanenemy,youtake +1d4 damage forward against thatenemy.

    Multiclass Dabbler

    Get one move from another class. Forthe purposes of Multiclass Dabbler theWizard’s Spellbook, Prepare Spells, andCast a Spell moves count as one move.The Cleric’s Commune and Cast a Spellmoves also count as one move. If yougain the ability to cast spells you castthem as if you were one level lower.

    Iron Hide 

    You gain +1 armor.

    Blacksmith

    When you haveaccess to a forge you cangraft the magical powers of a weapononto your signature weapon. Thisprocess destroys the magical weapon.Your signature weapon gains the mag-ical powers of the destroyed weapon.When you gain a level from 6-10,choose from these moves or the level2-5 moves.

    Bloodthirsty

    Replaces: Merciless

    When you deal damage, deal +1d8 dam-age.

    Armored Perfection 

    Replaces: Armor Mastery

    When you take damage you can choosetoletyourarmortakethebruntofit. Thedamage is negated and you take +1 for-wardagainsttheattackerbutyourarmoror shield (your choice) is -1 armor untilyou get it repaired at a smithy or work-shop.

    Evil Eye 

    Requires: Seeing Red

    When yougo into a dangeroussituation,roll+Cha. On a 10+, hold 2. On a 7-9,hold 1. Spendyourholdto make eyecon-tact with anNPC present, who freezes orinches and can’t act until you break itoff. On a miss, your enemies immedi-ately identify youas their biggest threat.

    Taste of Blood 

    Replaces: Scent of Blood

    WhenyouHackandSlashanenemy,youtake +1d8 damage forward against thatenemy.

    Multiclass Initiate 

    Required: Multiclass Dabbler

    Get one move from another class. Treatyour level as one lower for choosing themove.

    Steel Hide 

    Replaces: Iron Hide

    Yougain +2 armor.

    Through Death’s Eyes

    When you go into battle, roll+Wis. Ona 10+, name someone who will live andsomeone who will die. On a 7-9, namesomeone who will live or someone whowill die. Name NPCs, not player char-acters. The GM will make your visioncome true, if it’s even remotely possible.Ona 6-yousee yourowndeathand con-sequentlytakea-1throughoutthebattle.

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     Advanced Moves The Fighter 

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    Eye for Weaponry

    Whenyoulookoveranenemy’sweaponry,ask the GMhow muchdamage they do.

    Superior Warrior

    When you Hack and Slash on a 12+ youdealyourdamage,avoidtheir attack, and

    impress, dismay, or frighten your en-emy.

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    The Paladin Names

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    11The Paladin

    Hell awaits. An eternity of torment inre or ice or whatever best suits thesins of the damned throngs of DungeonWorld. All that stands between the pitsof that grim torture andsalvation is you.Holy man, armored war machine, tem-plar of the Good and the Light, right?TheClericmaysayhisprayersatnighttothe gods, dwelling in their heavens. The

    Fightermaywieldhissharpswordinthename of “good” butyou know. Only you.

    Eyes, hands, and sweet killing blow of the gods, you are. Yours is the gift of righteousness and virtue. Of justice. Vi-sion, too. A purity of intent that yourcompanions do not have. So guide thesefools, Paladin. Take up your holy causeandbring salvationto thewastrel world.

    Vae victis, right?

    NamesThaddeus, Augustine, Lux, Cassius,Hadrian, Lucia, Octavia, Regulus, Vale-ria, Sanguinus, Titanius

    Look Choose onefor each:

    Kind Eyes, Fiery Eyes, or Glowing Eyes

    Helmet, Styled Hair, or Bald

    Worn Holy Symbol or Fancy Holy Sym-bol

    Fit Body, Bulky Body, or Thin Body

    StatsAssignthese scores to your stats:

    17(+2),15 (+1), 13(+1),11 (+0), 9 (+0), 8 (-1)

    You start with 10+Constitution HP.

    Your base damageis d10.

    Starting MovesYou are human, so you get this move.

    Human 

    When you pray, even for a moment, toyour deity and ask "What here is evil?"the GM will tell you, honestly.You start with these moves:

    Lay on Hands (Cha)

    When you touch someone, skin to skin,and pray for your deity to cure them,

    roll+Cha. On a 10+ you heal 1d8damageor remove one disease. On a 7-9, theyare healed, but the damage or disease istransferred to you.

    Armored 

    Youignore theClumsy tagon armor youwear.

    I Am the Law

    When you give an NPC an order based

    on yourdivine authority,roll+Cha. On ahit, they choose one:

    •   They do it•   They back away cautiously, then ee•   They attackyou

    Ona10+,youalsotake+1forwardagainstthem. On a miss, they do as they please

    andyou take -1 Forward against them.

    Quest

    When youdedicateyourself to a missionthroughprayerandritualcleansingstatewhat you set out to do:

    •   Slay

    , a great blight onthe land•   Defend

    from the inequities that beset them•   Discover the truth of 

    Then choose upto two boons:

    •   An unwavering sense of directionto

    .•   Invulnerability to

    (ex: edged weapons, re,enchantment, etc.)

    •   A mark of divine authority•   Senses that piercelies•   A voice that transcends language•   A freedom from hunger, thirst, and

    sleep

    The GM will then tell you what vow orvows is required of youto maintain yourblessing:

    •   Honor (forbidden: cowardly tacticsand tricks)

    •   Temperance (forbidden: gluttony in

    food, drink, andpleasure ofthe esh)•   Piety (required: observance of daily

    holy services)•   Valor (forbidden: suffering an evil

    creatureto live)•   Truth (forbidden: lies)•   Hospitality (required: comfort to

    those in need, no matter who theyare)

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     Alignment The Paladin

    24

    AlignmentChoose an alignment:

    Lawful 

    Deny mercy to a criminal or unbeliever

    Good 

    Endanger yourself to protect someoneweakerthan you

    GearYour Load is 8+Str. You start with dun-geon rations (1 weight, 5 uses), scale ar-mor (2 armor,3 weight), and some markof faith, describe it (0 Weight). Chooseyour weapon:

    •   Halberd (Reach, +1 damage, two-handed, 2 weight)

    •   Long sword (Close, +1 damage, 1weight) and shield (+1 armor, 2weight)

    Choose one:

    •   Adventuring gear (1 weight)•   dungeon rations (1 weight) and heal-

    ing potion

    BondsFill in the name of one of your compan-ions in at least one:

    ’s misguided behavior endangers theirvery soul!

    has stood byme in battle and can betrusted completely.

    I respect the beliefs of 

    but hope they will someday see the trueway.

    is a brave soul, I have muchto learnfrom them.

    Advanced MovesWhen you gain a level from 2-5,choose from these moves.

    Divine Favor

    You gain the Commune and Cast a SpellCleric move. Your level for the pur-posesofthatmoveis1+thelevelsyou’vegainedsince youtook Divine Favor.

    Bloody Aegis

    Whenyoutakedamageyoucanuseyourbody to deect the blow. If you do youtake no damage but instead suffer a de-bility of your choice. If youalready haveall six debilities youcan’t use this move.

    Smite 

    While ona Quest you deal+1d4damage.

    Exterminatus

    When you speak aloud your promise todefeat an enemy, you deal +2d4 dam-age against that enemy and -4 damageagainst anyoneelse. This effectlasts un-til the enemy is defeated or you admityour failure andprove your worth.

    Charge!

    When you lead the charge into combat,those you lead take +1 forward.

    Staunch DefenderWhenyouDefendyoualwaysget+1hold.Even on a failure you get 1 hold.

    Setup Strike 

    When you Hack and Slash, choose anally. Their next attack against your tar-getdoes +1d4 damage.

    Holy Protection 

    You get +1armor while ona Quest.

    Voice of Authority

    Take +1 to Order Hirelings.

    Hospitaller

    When you heal an ally, you heal +1d8damage.When you gain a level from 6-10,choose from these moves or the level2-5 moves.

    Evidence of Faith

    Requires: Divine Favor

    Whenyouseedivinemagicasithappens,youcan askthe GM which deity grantedthe spell and its effects. Take +1 whenacting on the answers.

    Holy Smite 

    Replaces: Smite

    While on a Quest you deal +1d8damage.

    Ever Onward 

    Replaces: Charge!

    When you lead the charge into combat,those you lead take +1 forward and +2

    armor forward.

    Impervious Defender

    Replaces: Staunch Defender

    WhenyouDefendyoualwaysget+1hold.Even on a failure you get 1 hold. Whenyou get a 12+ to Defend instead of get-ting hold the nearest attacking creature

    is stymied giving you a clear advantage,the GM will describe it.

    Tandem Strike 

    Replaces: Setup Strike

    When you Hack and Slash, choose anally. Their next attack against your tar-get does +1d4 damage and they take +1forward against them.

    Divine Protection 

    Replaces: Holy Protection

    You get +2 armor while ona Quest.

    Divine AuthorityReplaces: Voice of Authority

    Take +1 to Order Hirelings. When youroll a 12+ to Order Hirelingsthe hirelingtranscends their moment of fear anddoubt to perform at the peak of poten-tial.

    Perfect Hospitaller

    Replaces: Hospitaller

    When you heal an ally, you heal +2d8damage.

    Indomitable 

    Whenyousufferadebility(eventhroughBloody Aegis) take +1 forward againstwhatever caused it.

    Perfect Knight

    When youQuest youchoose three boonsinstead of two.

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    The Ranger Names

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    12The Ranger

    These city-born folk you travel with.Have they heardthe call ofthe wolf? FeltthewindshowlinthebleakdesertsoftheEast? Have they hunted their prey withthe bow and the knife like you? Hell no.That’s whythey need you.

    Guide. Hunter. Creature of the wilds.Youarethesethingsandmore. Yourtimein the wildernessmay havebeen solitary

    until now, the call of some greater thing– call it fate if you like, has cast yourlot with these folk. Brave, they may be.Powerful and strong, too. You know thesecrets of the spaces-between, though.

    Without you, they’dbe lost. Blaze a trailthrough the blood anddark, strider.

    NamesElf  : Throndir, Elrosine,Aranwe,Celion,Dambrath, Lanethe

    Human : Jonah, Halek, Brandon, Emory,Shrike, Nora,Diana

    Look Choose onefor each:Wild Eyes, Sharp Eyes, or Animal Eyes

    HoodedHead, Wild Hair, or Bald

    Cape, Camouage, or Traveling Clothes

    Lithe Body, Wild Body, or Sharp Body

    StatsAssignthese scores to your stats:

    17(+2),15 (+1), 13(+1),11 (+0), 9 (+0), 8 (-1)

    You start with 8+Constitution HP.

    Your base damageis d8.

    Starting MovesChoose a racial move:

    Elf

    When you undertake a Perilous Journeythrough wilderness whatever role youtake you succeed as if you rolleda 10+.

    Human 

    When you Make Camp in a dungeon orcity, youdon’tneed to consume a ration.You start with these moves:

    Hunt and Track (Wis)

    When you follow a trail of clues left be-hind by passing creatures, roll+Wis. Ona hit, youfollow the creature’s trail untilthere’s a signicant change in its direc-tionormodeoftravel. Ona10+,youalsochoose 1:

    •   Gainausefulbitofinformationaboutyour quarry, the GM will tell youwhat

    •   Determine what caused the trail toend

    Called Shot

    When you attack a defenseless or sur-prised enemy at range, you can chooseto deal your damage or name your targetand roll+Dex.

    •   Head – 10+: As 7–9, plus your dam-age; 7-9: They do nothing but stand

    anddroolfor a fewmoments.•   Arms – 10+: As 7-9, plus your dam-

    age; 7-9: They drop anything they’reholding.

    •   Legs – 10+: As 7-9, plus your dam-age; 7-9: They’re hobbled and slowmoving.

    Animal Companion 

    Youhaveasupernaturalconnectionwitha loyal animal. You can’t talk to it per sebutitalwaysactsasyouwishitto. Nameyour animal companion and choose aspecies:

    Wolf, cougar, bear, eagle, dog, hawk, cat,owl, pigeon, rat, mule

    Choose a base:

    •   Ferocity+2, Cunning +1,1 Armor, In-stinct+1

    •   Ferocity +2, Cunning +2, 0 Armor,Instinct +1

    •   Ferocity+1, Cunning+2, 1 Armor, In-stinct+1

    •   Ferocity +3, Cunning +1,1 Armor,In-stinct+2

    Chooseas many strengthsas itsferocity:

    Fast, burly, huge, calm, adaptable, quick re- exes, tireless, camouage,ferocious, intim-idating, keen senses, stealthy

    Your animal companion is trained toght humanoids. Choose as many ad-ditional trainings as its cunning:

    Hunt, search, scout, guard, ght monsters, perform, labor, travel

    Choose as many weaknesses as its in-stinct:

    Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame

    Command 

    When you work with your animal com-panion on somethingit’s trained in. . .

    •   . . .and you attack the same target,addits ferocity to your damage

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     Alignment The Ranger 

    26

    •   . . .and you track, add its cunning toyour roll

    •   . . . and you take damage, add its ar-morto your armor

    •   . . . and you discern realities, add itscunning to your roll

    •   . . . andyouparley,addits cunning toyour roll

    •   . . . andsomeone interferes with you,

    add its instinct to your roll

    AlignmentChoose an alignment:

    Chaotic

    Free someone from literal or gurativebonds

    Good 

    Endanger yourself to combat an unnat-ural threat

    Neutral 

    Help an animal orspirit of the wild

    GearYour Load is 6+Str. You start with dun-geon rations (1 weight, 5 uses), leatherarmor (1 armor, 1 weight), and a bundleor arrows (3 ammo, 2 weight). Chooseyour armament:

    •   Hunter’s bow (Near, Far, 1 weight)andshort sword (Close, 1 weight)

    •   Hunter’s bow (Near, Far, 1 weight)andspear(Reach, 1 weight)

    Choose one:

    •   Adventuringgear(1weight)anddun-geon rations (1 weight)

    •   adventuring gear(1 weight) and bun-dle of arrows(3 ammo, 2 weight)

    BondsFill in the name of one of your compan-ions in at least one:

    I have guided

    before and they owe me for it.

    is a friend ofnature, so I will be theirfriend as well.

    has norespect for nature, so I have norespect forthem.

    does not understandlife in the wild, so Iwill teach them.

    Advanced MovesTake this move only if it is your firstadvancement

    Half-Elven 

    Somewhere in your lineage lies mixedblood andit begins to show its presence.YougaintheElfstartingmoveifyoutookthe Human one at character creation orvice versa.When you gain a level from 2-5,choose from these moves.

    Wild Empathy

    Youcan speak with andunderstand ani-mals.

    Familiar Prey

    When you Spout Lore about a monsteryou use Wis instead of Int.

    Viper’s Strike 

    Whenstrikeanenemywithtwoweaponsatonce,addanextra1d4damageforyouroff-hand strike.

    Camouage 

    When you’re still in natural surround-ings, enemies never spot you until youmake a movement.

    Man’s Best Friend’

    When you take damage and you allowyour animalcompanion to take theblowthe damage is negated and your animalcompanion’s Ferocity becomes 0. If itsFerocity was already 0 youcan’t use thisability. When you have a few hours of rest with your animalcompanion its Fe-rocity returns to normal.

    Blot out the Sun 

    When you Volley you may spend extraammo before rolling, for each point of ammo spent you may choose an extratarget. Roll once andapply damage toalltargets.

    Well Trained 

    Choose another training for youranimalcompanion.

    God Amidst the Wastes

    You gain the Commune and Cast a SpellCleric move. Your level for the pur-posesofthatmoveis1+thelevelsyou’vegained since you took God Amidst theWastes.

    Follow Me 

    When youUndertake a Perilous Journeyyou can take two roles. You make a rollfor each.

    A Safe Place 

    When you set the watch for the nighteveryone takes +1 to Take Watch.When you gain a level from 6-10,

    choose from these moves or the level2-5 moves.

    Wild Speech

    Replaces: Wild Empathy

    You can speak with and understand anynon-magical non-planar creature.

    Hunter’s Prey

    Replaces: Familiar Prey

    When you Spout Lore about a monsteryou use Wis instead of Int. On a 12+ yougettoasktheGManyonequestionaboutthe subject.

    Viper’s Fangs

    Replaces: Viper’s Strike

    Whenstrikeanenemywithtwoweaponsatonce,addanextra1d8damageforyouroff-hand strike.

    Smaug’s Belly

    When you know your target’s weakestpoint your arrows have 2 piercing.

    Strider

    Replaces: Follow Me

    When you Undertake a Perilous journey

    you can take two roles. Roll twice anduse the better result forboth roles.

    A Safer Place 

    Replaces: A Safe Place

    When you set the watch for the nighteveryone takes +1 to Take Watch. Aftera night in camp when you set the watcheveryone takes +1 forward.

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    The Ranger Advanced Moves

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    Observant

    When you Hunt and Track, on a hit youmayalsoaskonequestionaboutthecrea-ture you are tracking from the DiscernRealities list forfree.

    Special Trick 

    Choose a move from another class. Solongasyouareworkingwithyouranimalcompanionyouhaveaccesstothatmove.

    Unnatural Ally

    Youranimalcompanionisamonster,notan animal. Describe it. Give it +2 Feroc-ity and+1 Instinct,plus a newtraining.

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