Plopping a bunch of Info Here so I don't forget, will be tweaking it and adding info as I play:
The way DungeonWorld is built, is to take some of the narrative power from the GM and give it to the players. So instead of being railroaded down a certain path, there are instead situations where you are required to roll dice, and then act off of the result.
When in a game that uses dice, you end up using dice syntax a lot; which is as follows XdY+(modifier)
X = How many Dice
Y= How many sides the dice have
(modifier) = What you add.
When in a game that uses dice, you end up using dice syntax alot; which is as follows XdY+(modifier)
X = How many Dice
Y= How many sides the dice have
(modifier) = What you add.
At the end of this post, you'll notice a character Named Iris Zelenki who is an Elvish Bard, we'll use her for our examples. If Iris were going to swing her sword at someone. What would she roll?
Well, let's see.
In the hider below, listed are different situations in which you'd be required to roll. The first one is "When trying to damage something in melee range, roll 2d6+STR."
So that means, 2 Dice with 6 sides + Strength modifiers.
Modifiers, are how much you add to the dice, which is based off of your Attribute score.
Any score from 1-4 gives you a -2 Modifier
9-11 = -1
13-15 = +1
16 - 18 = +2
>19 = +3
Iris has a strength of 8, which means we subtract 1 frm her roll. So whenever tries to damage something within melee range, she rolls 2 dice, with 6 sides, minus 1. Or in dice syntax 2d6-1. After that, she would roll damage (her DMG is d6, meaning she always rolls 1d6+ whatever modifiers to her damage that might come up.)
Keep Dice syntax in mind as you read WHEN you HAVE to roll.
Stats:
In Dungeon World your stats are the backbone of your character. They decide what your character IS and IS NOT good at.
(STR) Strength: Strength is how hard you can hit, how high you can lift, how much you can carry, and if you can just bullrush your way through attacks. Strength seperates the weaklings from the Olympiads.
(CON) Constitution: Constitution decides your health, how well you can take a punch, if you can just shrug off attacks, and helps you block others from getting hurt (with your rippling bounds of sensory deprived flesh.)
(DEX) Dexterity: How well you can aim, dodge, point a rapier, or shoot a bow.
(INT) Intelligence: Effects how much you know about the world, you use this when trying to remember things, or trying to think your way out of a situation
(WIS) Wisdom: You use this when you start studying a person or situation, it's also good for when you need the willpower to continue on.
(CHA) Charisma: This is what you use for when you lie, try to seduce that cute guy behind the bar, or convince a guard you're telling the truth
Now, you have your stats, you have your character, and you're writing your post, but when exactly are you supposed to roll? Well, I've written this bit up to explain when you absolutely have to roll, no if ands or buts.
When trying to damage something in melee range... roll 2d6+STR
10+ You deal your damage to the enemy, and you avoid their attack. (You can choose to take an extra 1d6 damage, but then you expose yourself to an attack) on a
7-9 You hit them but you also get hit, and will have to roll the enemies Damage Die
1-6 Roll the enemies Damage Die, you've been hurt.
When trying to damage something with a ranged weapon... roll 2d6+DEX
10+ You have a clear shot deal your damage, (Roll your damage Die)
7-9 You have to choose one of the following:
Move to get the shot placing you in danger (your RPing make it up!)
You have to take what you can get: -1d6 damage
You have to take several shots, reducing your ammo by one
6- You miss, and have to subtract one ammo.
When you're trying to defy danger, or do something in the face of impending peril... roll 2d6+Whatever skill you're using to get out of it.
10+ You succeed,
7-9 you almost succeed but have to face "consequences" OOC Your GM will give you one of the following:
a worse outcome,
a hard bargain, or
an ugly choice for you to make
1-6 You fail to avoid danger, take the damage or whatever happens.
Examples of using stats:
By powering through, +Str,
by dodging +DEX,
by just shrugging it off +CON,
with quick thinking +INT,
through mental fortitude +WIS,
or using charm and social grace +CHA.
Let's go back to Iris, Iris has just been informed by the GM, that a cannonball is coming straight for her. She has to decided the best way to avoid. She can Either Dodge it, try to shrug it off, or try to break it with her bear hands.
She's not very Strong, and isn't really built to take damage, so she decides to get out of the way. She has a Dexterity skill of 13 (+1) which means she rolls 2d6+1
The result, sadly is 8. She gets in touch with her GM, and explains the situation, he gives her a worse outcome. "Not only are you going to get hit by that cannonball, but it's going to explode and kill a puppy." This makes Iris sad.
When defending another player, thing, or place... roll 2d6+CON
10+ you get 3 defense points,
7-9 you get 1.
6- you get 0
Spend these defense points 1 for 1 to do the following:
Redirect an attack from the thing you defend to yourself,
Halve the attack’s effect or damage,
Open up the attacker to an ally giving that ally +1 to the next roll against the attacker,
Deal damage to the attacker equal to your level
Iris decides, "NO! I won't let that puppy be harmed!" and decides to defend it, so with her CON of 12 (+0) she ends up just rolling 2d6.
Instead of letting the puppy get hurt, she takes the full brunt of the damage, effecting taking twice the amount of damage.
When you're trying to consult your accumulated knowledge about something... roll 2d6+INT
10+ Contact your GM OOC, They will tell you something interesting and useful about the subject relevant to your situation,
7-9 they will only tell you something interesting (it's on you to make it useful)
It's up to you to explain how you know this.
Iris tries to rack her brain to figure out why the hell random cannonballs are falling from the sky. so she rolls 2d6+0 and gets a 10. I tell her OOC she's in a tutorial, and bombs are an easy way to explain things.
ICly, she mentions how absurd it is for bombs to be falling from the sky, she realizes that the materialization of cannonballs were in her lessons as a Bard! She must be in a Tutorial!
When you close study a situation or person... roll 2d6+WIS
10+, ask the GM 3 questions from the list below.
7–9, ask 1. Either way, take +1 to any rolls when acting on the answers.
6- You get no questions
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Who’s really in control here?
What here is not what it appears to be?
Iris is sick and tired of being in a goddamn Tutorial, and she wants to learn more about the situation so she can get the hell out. She rolls 2d6+Wis and get's a 12 Which means she can get 3 questions!
She makes an OOC post to her GM:
'What should I be on the lookout for?'
'Who's really in control?'
'What her is not what it seems?'
The GM posts back to her, "The puppy is about to talk, he's also the one in control! He's also not what he appears to be!"
Iris posts ICly about how she notices the puppy is not really a puppy, and should just spit out what it has to say.
When you try to leverage something out of a pc using social skills... roll 2d6+CHA
10+ They do what you ask if you first promise something important, (If you follow through on it or not is up to you!)
7-9+ They will do what you ask but need some concrete assurance right now.
6- They flat out refuse.
At this point, the puppy turns into a Wizard, and cusses! Iris demands to be let out, and she rolls 2d6+2, but she only gets 7! The Wizard will help her, but only if she does something first. Iris groans and makes up a thing to do. She then says, "I'll help you kill an ogre!" and she points to the ogre.
She then mentions the ogre has been in the room the whole time.
When you work with someone else on a task... roll 2d6+ any Bonds you have with that person, (something your GM will give you that signifies your friendship / rivalry,)
10+[/i[ You can receive a +1 to a roll
[i]9-7 You receive a +1 to a roll, but somehow it ends up harming (whether physically, mentally, or socially) the person you're working with (State before the roll EVERYONE you're working with that you have bonds with)
6- You receive no bonus, and the person gets harmed
The wizard Rushes the ogre, and swings his big flaming sword, rolling 2d6 plus his strength (-1), but he only gets 6, and so manages to get back handed by the ogre. Iris, in her post, decides to help the wizard, so first she rolls 2d6+1 (She mentions that her and the wizard are lifelong friends!) and gets 11. This means she can add +1 to her next roll!
Then she takes aim with her bow, and rolls to shoot. That's 2d6+1 (and another +1 from the bond roll!). She gets a 12, and hits the bastard right between the eyes! Killing it in one shot.
If you reach -10 health... roll 2d6,
10+ you've cheated death, you're in a bad spot but you maange to stabilize / not die (your health is raised to 0)
7-9 Death will offer you a baragin, take it and stabilize, or create a new character (your old one is dead)
6- You're just dead.
The wizard then offers to help her out. She agrees!
He smashes her with a giant boulder, which does 28d1 damage, she's now at -10 hp. (She realizes the Wizard is a bit of a jerk.)
Iris briefly considers just letting herself die at this point, life is too hard what with the dickhead wizards, the non-puppy puppies, and constant heavy things being materialized to bludgeon her to death.
Then she realizes that this might be her way out. If she survives this, maybe she'll be free of the terrible Tutorial Dungeon!
She rolls 2d6 and gets 12
The rock is moved aside by the wizard, and she finds herself extremely battered, but alive. The wizard heals her broken bones and shows her to a door. She finally is able to leave.
The items in DungeonWorld use a narrative based "Tag" system to describe the aspects of the item, and it's uses. These tags are explained below.
General Tags
Applied: It’s only useful when carefully applied to a person or to something they eat or drink.
Awkward: It’s unwieldy and tough to use.
+Bonus: It modifies your effectiveness in a specified situation. It might be “+1 forward to spout lore” or “-1 ongoing to hack and slash.”
Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions.
Ration: It’s edible, more or less.
Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all.
Slow: It takes minutes or more to use.
Touch: It’s used by touching it to the target’s skin.
Two-handed: It takes two hands to use it effectively.
n weight: Count the listed amount against your Load. Something with no listed weight isn’t designed to be carried. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter or heavier.
Worn: To use it, you have to be wearing it.
n Uses: It can only be used n times.
Weapon Tags
n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.
Forceful: It can knock someone back a pace, maybe even off their feet.
+n Damage: It is particularly harmful to your enemies. When you deal damage, you add n to it.
Ignores Armor: Don’t subtract armor from the damage taken.
Messy: It does damage in a particularly destructive way, ripping people and things apart.
n Piercing: It goes right through armor. When you deal damage with n piercing, you subtract n from the enemy’s armor for that attack.
Precise: It rewards careful strikes. You use DEX to hack and slash with this weapon, not STR.
Reload: After you attack with it, it takes more than a moment to reset for another attack.
Stun: When you attack with it, it does stun damage instead of normal damage.
Thrown: Throw it at someone to hurt them. If you volley with this weapon, you can’t choose to mark off ammo on a 7–9; once you throw it, it’s gone until you can recover it.
Weapons have tags to indicate the range at which they are useful. Dungeon World doesn’t inflict penalties or grant bonuses for “optimal range” or the like, but if your weapon says Hand and an enemy is ten yards away, a player would have a hard time justifying using that weapon against him.
Hand: It’s useful for attacking something within your reach, no further.
Close: It’s useful for attacking something at arm’s reach plus a foot or two.
Reach: It’s useful for attacking something that’s several feet away—maybe as far as ten.
Near: It’s useful for attacking if you can see the whites of their eyes.
Far: It’s useful for attacking something in shouting distance.
Armor Tags
n Armor: It protects you from harm and absorbs damage. When you take damage, subtract your armor from the total. If you have more than one item with n Armor, only the highest value counts.
+n Armor: It protects you and stacks with other armor. Add its value to your total armor.
Clumsy: It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative.
Character Creation is based off of "Classes" or "Playbooks" The extra tidbits that are unique to your character are in your playbook. Your class gives you extra abilities and extra chances to roll dice! When Creating a character, make sure to copy ALL of the playbook and ONLY delete what's missing: At the end you'll see an example of a properly done sheet.
Rotes
Every time you commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells.
Light Rote
An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.
Sanctify Rote
Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.
Guidance Rote
The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.
LEVEL 1 SPELLS
Bless Level 1 Ongoing
Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.
Cure Light Wounds Level 1
At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.
Detect Alignment Level 1
When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment.
Cause Fear Level 1 Ongoing
Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).
Magic Weapon Level 1 Ongoing
The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.
Sanctuary Level 1
As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.
Speak With Dead Level 1
A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 6+Con (The number not the modifier)
DMG: d6 (whenever rolling for damage, always use a base of 1d6)
Race (Choose one, delete the other):
Elf
The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.
Human
As your people learned to bind animals to field and farm, so too are you bound to them. You may always take the shape of any domesticated animal, in addition to your normal options.
Halfling
You sing the healing songs of spring and brook. When you make camp, you and your allies heal +1d6.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Born of the Soil
You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land. (Choose one Land)
The Great Forests
The Whispering Plains
The Vast Desert
The Stinking Mire
The River Delta
The Depths of the Earth
The Sapphire Islands
The Open Sea
The Towering Mountains
The Frozen North
The Blasted Wasteland
Choose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.
By Nature Sustained
You don’t need to eat or drink.
Spirit Tongue
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 akin to one whose essence you have studied.
Shapeshifter
When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. (As things make it harder for you to maintain control of your animal form, you'll start to lose hold, at 0 hold you revert to your natural form.)
Studied Essence
When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
______________________
Gear: (Your current total weight of all items) / (6 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 6 + your strength
You carry some token of your land, describe it
Hide armor (1 armor, 1 weight)
Wooden shield (+1 armor, 1 weight)
Adventuring gear (1 weight)
Poultices and herbs (2 uses, 1 weight)
Halfling pipeleaf (0 weight)
3 antitoxin (0 weight)
1 Weapon:
Shillelagh (close, 2 weight)
Staff (close, two-handed, 1 weight)
Spear (close, thrown, near, 1 weight)
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 10+Con (The number not the modifier)
DMG: d10 (whenever rolling for damage, always use a base of 1d10)
Race (Choose one, delete the others):
Dwarf
When you share a drink with someone, you may parley with them using CON instead of CHA.
Elf
Choose one weapon—you can always treat weapons of that type as if they had the precise tag.
Halfling
When you defy danger and use your small size to your advantage, take +1.
Human
Once per battle you may reroll a single damage roll (yours or someone else’s).
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+Str. ✴On a 10+, choose 3. ✴On a 7-9 choose 2.
It doesn’t take a very long time
Nothing of value is damaged
It doesn’t make an inordinate amount of noise
You can fix the thing again without a lot of effort
Armored
You ignore the clumsy tag on armor you wear.
Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.
Choose a base description, all are 2 weight:
Sword
Axe
Hammer
Spear
Flail
Fists
Choose the range that best fits your weapon:
Hand
Close
Reach
Choose two enhancements:
Hooks and spikes. +1 damage, but +1 weight.
Sharp. +2 piercing.
Perfectly weighted. Add precise (precises uses DEX instead of STR for hurting people).
Serrated edges. +1 damage.
Glows in the presence of one type of creature, your choice.
Huge. Add messy and forceful.
Versatile. Choose an additional range.
Well-crafted. -1 weight.
Choose a look:
Ancient
Unblemished
Ornate
Blood-stained
Sinister
_________________
Gear: (Your current total weight of all items) / (12 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 12 + your strength
Signature Weapon
Dungeon Rations (5 uses 1 weight)
2 Healing potions (0 weight)
Shield (+1 armor, 2 weight)
Antitoxin (0 weight), dungeon rations (1 weight), and poultices and herbs (1 weight)
22 coins
Also choose 1 Armor:
Chainmail (1 armor, 1 weight)
Scale armor (2 armor, 3 weight)
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 10+Con (The number not the modifier)
DMG: d10 (whenever rolling for damage, always use a base of 1d10)
Race: Only Human's are allowed to become Paladin's after the great war, as they're the only one who were taught how to do so by the Fairy King:
Human
When you pray for guidance, even for a moment, and ask, “What here is evil?” I will tell you, honestly.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Lay on Hands
When you touch someone, skin to skin, and pray for their well-being , roll+CHA. ✴On a 10+ you heal 1d8 damage or remove one disease. ✴On a 7–9, they are healed, but the damage or disease is transferred to you.
Armored
You ignore the clumsy tag on armor you wear.
I Am the Law
When you give an NPC an order based on your divine authority, roll+Cha. ✴On a 7+, they choose one:
Do what you say
Back away cautiously, then flee
Attack you
On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.
Quest
When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:
Slay _______, a great blight on the land
Defend _______ from the iniquities that beset them
Discover the truth of _______
Then choose up to two boons:
An unwavering sense of direction to _______.
Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.)
A mark of divine authority
Senses that pierce lies
A voice that transcends language
A freedom from hunger, thirst, and sleep
The GM will then tell you what vow or vows is required of you to maintain your blessing:
Honor (forbidden: cowardly tactics and tricks)
Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
Piety (required: observance of daily holy services)
Valor (forbidden: suffering an evil creature to live)
Truth (forbidden: lies)
Hospitality (required: comfort to those in need, no matter who they are)
__________________
Gear: (Your current total weight of all items) / (12 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 12 + your strength
You start with dungeon rations (5 uses, 1 weight)
Adventuring Gear (1 weight)
scale armor (2 armor, 3 weight)
some mark of faith, describe it (0 weight).
and a healing potion
Choose 1 weapon:
Halberd (reach, +1 damage, two-handed, 2 weight)
Long sword (close, +1 damage, 1 weight) and shield (+1 armor, 2 weight)
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 8+Con (The number not the modifier)
DMG: d8 (whenever rolling for damage, always use a base of 1d8)
Race (Choose one, delete the other):
Elf
When you make camp in the wilderness, you don't need to consume a ration
Human
When you make camp in a dungeon or city, you don’t need to consume a ration.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Hunt and Track
When you follow a trail of clues left behind by passing creatures, roll+WIS. ✴On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. ✴On a 10+, you also choose 1:
Gain a useful bit of information about your quarry, the GM will tell you what
Determine what caused the trail to end
Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
Head ✴10+: As 7–9, plus your damage ✴7-9: They do nothing but stand and drool for a few moments.
Arms ✴10+: As 7-9, plus your damage ✴7-9: They drop anything they’re holding.
Legs ✴10+: As 7-9, plus your damage ✴7-9: They’re hobbled and slow moving.
Animal Companion
You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:
Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule
Choose a base:
Ferocity +2, Cunning +1, 1 Armor, Instinct +1
Ferocity +2, Cunning +2, 0 Armor, Instinct +1
Ferocity +1, Cunning +2, 1 Armor, Instinct +1
Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Choose as many strengths as its ferocity:
Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy
Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning:
Hunt, search, scout, guard, fight monsters, perform, labor, travel
Choose as many weaknesses as its instinct:
Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame
Command
When you work with your animal companion on something it’s trained in…
…and you attack the same target, add its ferocity to your damage
…and you track, add its cunning to your roll
…and you take damage, add its armor to your armor
…and you discern realities, add its cunning to your roll
…and you parley, add its cunning to your roll
…and someone interferes with you, add its instinct to their
________________
Gear: (Your current total weight of all items) / (11 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 11 + your strength
Dungeon Rations (5 uses, 1 weight)
Leather Armor (1 armor, 1 weight)
Bundle of arrows, (3 ammo, 1 weight) (Only subtract when told too by the GM)
Hunter's Bow (Near, far, 1 weight)
Choose one Melee Weapon:
short sword (close, 1 weight)
spear (reach, 1 weight)
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 6+Con (The number not the modifier)
DMG: d8 (whenever rolling for damage, always use a base of 1d8)
Race (Choose one, delete the other):
Halfling
When you attack with a ranged weapon, deal +2 damage.
Human
You are a professional. When you spout lore or discern realities about criminal activities, take +1.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX. ✴On a 10+, hold 3. ✴On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
Is there a trap here and if so, what activates it?
What does the trap do when activated?
What else is hidden here?
Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7–9, you still do it, but you have to choose between raising suspicion, causing danger, or increasing the cost.
Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. ✴On a 10+ choose two. ✴On a 7–9 choose one.
You don’t get into melee with them
You deal your damage+1d6
You create an advantage, +1 forward to you or an ally acting on it
Reduce their armor by 1 until they repair it
Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.
Poisoner
You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.
Oil of Tagit (applied): The target falls into a light sleep
Bloodweed (touch): The target deals -1d4 damage ongoing until cured
Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise
Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.
___________________
Gear: (Your current total weight of all items) / (9 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 9 + your strength
Leather Armor (1 armor, 1 weight)
3 uses of your chosen poison
10 coins
Adventuring Gear
Healing Potion
1 weapon:
Dagger (hand, 1 weight) and short sword (close, 1 weight)
Rapier (close, precise, 1 weight)
1 ranged weapon
3 throwing daggers (thrown, near, 0 weight)
Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
Cantrips
You prepare all of your cantrips every time you prepare spells without having to select them or count them toward your allotment of spells.
Light Cantrip
An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.
Unseen Servant Cantrip Ongoing
You conjure a simple invisible construct that can do nothing but carry items. It has Load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell.
Prestidigitation Cantrip
You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them.
LEVEL 1 SPELLS
Contact Spirits Level 1 Summoning
Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.
Detect Magic Level 1 Divination
One of your senses is briefly attuned to magic. The GM will tell you what here is magical.
Telepathy Level 1 Divination ongoing
You form a telepathic bond with a single person you touch, enabling you to converse with that person through your thoughts. You can only have one telepathic bond at a time.
Charm Person Level 1 Enchantment ongoing
The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.
Invisibility Level 1 Illusion Ongoing
Touch an ally: nobody can see them. They’re invisible! The spell persists until the target attacks or you dismiss the effect. While the spell is ongoing you can’t cast a spell.
Magic Missile Level 1 Evocation
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
Alarm Level 1
Walk a wide circle as you cast this spell. Until you prepare spells again your magic will alert you if a creature crosses that circle. Even if you are asleep, the spell will shake you from your slumber.
Example Sheet:
Name Iris Zelenki
Stats
STR: 8 (-1)
CON: 12 (+0)
DEX: 13 (+1)
INT: 9 (+0)
WIS: 15 (+1)
CHA: 16 (+2)
HP: 6+12 Con = 18 HP
DMG: d6 (whenever rolling for damage, always use a base of 1d6)
Race
Elf
When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
Physical Description:
Tall, and rather curvy. Pale skinned. Long, loosely wavy red hair, often tied back in a bun or pulled into a ponytail. Brilliant emerald eyes. Pointed ears, like any elf, and multiple piercings on them.
________________
Moves
Arcane Art
When you weave a performance into a basic spell, choose an ally and an effect:
Heal 1d8 damage
+1d4 forward to damage
Their mind is shaken clear of one enchantment
The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets (You can't choose target's that would help you if they received the magic) affecting them as well, player's choice.
Bardic Lore
Area of Expertise:
Grand Histories of the Known World
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
Whom do you serve?
What do you wish I would do?
How can I get you to ______?
What are you really feeling right now?
What do you most desire?
A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
_________________
Gear 4 / 17 (9 + 8 Str)
A fiddle, never before played ( 0 weight)
Leather armor (1 armor, 1 weight)
Dueling rapier (close, precise, 2 weight)
Adventuring gear (1 weight) (Basically a kit of things you might need at the moment, tents, backpacks, ropes, camping stuff.)
Bandages (0 weight)
Halfling pipeleaf (0 weight)
3 coins
The way DungeonWorld is built, is to take some of the narrative power from the GM and give it to the players. So instead of being railroaded down a certain path, there are instead situations where you are required to roll dice, and then act off of the result.
When in a game that uses dice, you end up using dice syntax a lot; which is as follows XdY+(modifier)
X = How many Dice
Y= How many sides the dice have
(modifier) = What you add.
When in a game that uses dice, you end up using dice syntax alot; which is as follows XdY+(modifier)
X = How many Dice
Y= How many sides the dice have
(modifier) = What you add.
At the end of this post, you'll notice a character Named Iris Zelenki who is an Elvish Bard, we'll use her for our examples. If Iris were going to swing her sword at someone. What would she roll?
Well, let's see.
In the hider below, listed are different situations in which you'd be required to roll. The first one is "When trying to damage something in melee range, roll 2d6+STR."
So that means, 2 Dice with 6 sides + Strength modifiers.
Modifiers, are how much you add to the dice, which is based off of your Attribute score.
Any score from 1-4 gives you a -2 Modifier
9-11 = -1
13-15 = +1
16 - 18 = +2
>19 = +3
Iris has a strength of 8, which means we subtract 1 frm her roll. So whenever tries to damage something within melee range, she rolls 2 dice, with 6 sides, minus 1. Or in dice syntax 2d6-1. After that, she would roll damage (her DMG is d6, meaning she always rolls 1d6+ whatever modifiers to her damage that might come up.)
Keep Dice syntax in mind as you read WHEN you HAVE to roll.
Stats:
In Dungeon World your stats are the backbone of your character. They decide what your character IS and IS NOT good at.
(STR) Strength: Strength is how hard you can hit, how high you can lift, how much you can carry, and if you can just bullrush your way through attacks. Strength seperates the weaklings from the Olympiads.
(CON) Constitution: Constitution decides your health, how well you can take a punch, if you can just shrug off attacks, and helps you block others from getting hurt (with your rippling bounds of sensory deprived flesh.)
(DEX) Dexterity: How well you can aim, dodge, point a rapier, or shoot a bow.
(INT) Intelligence: Effects how much you know about the world, you use this when trying to remember things, or trying to think your way out of a situation
(WIS) Wisdom: You use this when you start studying a person or situation, it's also good for when you need the willpower to continue on.
(CHA) Charisma: This is what you use for when you lie, try to seduce that cute guy behind the bar, or convince a guard you're telling the truth
Now, you have your stats, you have your character, and you're writing your post, but when exactly are you supposed to roll? Well, I've written this bit up to explain when you absolutely have to roll, no if ands or buts.
When trying to damage something in melee range... roll 2d6+STR
10+ You deal your damage to the enemy, and you avoid their attack. (You can choose to take an extra 1d6 damage, but then you expose yourself to an attack) on a
7-9 You hit them but you also get hit, and will have to roll the enemies Damage Die
1-6 Roll the enemies Damage Die, you've been hurt.
When trying to damage something with a ranged weapon... roll 2d6+DEX
10+ You have a clear shot deal your damage, (Roll your damage Die)
7-9 You have to choose one of the following:
Move to get the shot placing you in danger (your RPing make it up!)
You have to take what you can get: -1d6 damage
You have to take several shots, reducing your ammo by one
6- You miss, and have to subtract one ammo.
When you're trying to defy danger, or do something in the face of impending peril... roll 2d6+Whatever skill you're using to get out of it.
10+ You succeed,
7-9 you almost succeed but have to face "consequences" OOC Your GM will give you one of the following:
a worse outcome,
a hard bargain, or
an ugly choice for you to make
1-6 You fail to avoid danger, take the damage or whatever happens.
Examples of using stats:
By powering through, +Str,
by dodging +DEX,
by just shrugging it off +CON,
with quick thinking +INT,
through mental fortitude +WIS,
or using charm and social grace +CHA.
Let's go back to Iris, Iris has just been informed by the GM, that a cannonball is coming straight for her. She has to decided the best way to avoid. She can Either Dodge it, try to shrug it off, or try to break it with her bear hands.
She's not very Strong, and isn't really built to take damage, so she decides to get out of the way. She has a Dexterity skill of 13 (+1) which means she rolls 2d6+1
The result, sadly is 8. She gets in touch with her GM, and explains the situation, he gives her a worse outcome. "Not only are you going to get hit by that cannonball, but it's going to explode and kill a puppy." This makes Iris sad.
When defending another player, thing, or place... roll 2d6+CON
10+ you get 3 defense points,
7-9 you get 1.
6- you get 0
Spend these defense points 1 for 1 to do the following:
Redirect an attack from the thing you defend to yourself,
Halve the attack’s effect or damage,
Open up the attacker to an ally giving that ally +1 to the next roll against the attacker,
Deal damage to the attacker equal to your level
Iris decides, "NO! I won't let that puppy be harmed!" and decides to defend it, so with her CON of 12 (+0) she ends up just rolling 2d6.
Instead of letting the puppy get hurt, she takes the full brunt of the damage, effecting taking twice the amount of damage.
When you're trying to consult your accumulated knowledge about something... roll 2d6+INT
10+ Contact your GM OOC, They will tell you something interesting and useful about the subject relevant to your situation,
7-9 they will only tell you something interesting (it's on you to make it useful)
It's up to you to explain how you know this.
Iris tries to rack her brain to figure out why the hell random cannonballs are falling from the sky. so she rolls 2d6+0 and gets a 10. I tell her OOC she's in a tutorial, and bombs are an easy way to explain things.
ICly, she mentions how absurd it is for bombs to be falling from the sky, she realizes that the materialization of cannonballs were in her lessons as a Bard! She must be in a Tutorial!
When you close study a situation or person... roll 2d6+WIS
10+, ask the GM 3 questions from the list below.
7–9, ask 1. Either way, take +1 to any rolls when acting on the answers.
6- You get no questions
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Who’s really in control here?
What here is not what it appears to be?
Iris is sick and tired of being in a goddamn Tutorial, and she wants to learn more about the situation so she can get the hell out. She rolls 2d6+Wis and get's a 12 Which means she can get 3 questions!
She makes an OOC post to her GM:
'What should I be on the lookout for?'
'Who's really in control?'
'What her is not what it seems?'
The GM posts back to her, "The puppy is about to talk, he's also the one in control! He's also not what he appears to be!"
Iris posts ICly about how she notices the puppy is not really a puppy, and should just spit out what it has to say.
When you try to leverage something out of a pc using social skills... roll 2d6+CHA
10+ They do what you ask if you first promise something important, (If you follow through on it or not is up to you!)
7-9+ They will do what you ask but need some concrete assurance right now.
6- They flat out refuse.
At this point, the puppy turns into a Wizard, and cusses! Iris demands to be let out, and she rolls 2d6+2, but she only gets 7! The Wizard will help her, but only if she does something first. Iris groans and makes up a thing to do. She then says, "I'll help you kill an ogre!" and she points to the ogre.
She then mentions the ogre has been in the room the whole time.
When you work with someone else on a task... roll 2d6+ any Bonds you have with that person, (something your GM will give you that signifies your friendship / rivalry,)
10+[/i[ You can receive a +1 to a roll
[i]9-7 You receive a +1 to a roll, but somehow it ends up harming (whether physically, mentally, or socially) the person you're working with (State before the roll EVERYONE you're working with that you have bonds with)
6- You receive no bonus, and the person gets harmed
The wizard Rushes the ogre, and swings his big flaming sword, rolling 2d6 plus his strength (-1), but he only gets 6, and so manages to get back handed by the ogre. Iris, in her post, decides to help the wizard, so first she rolls 2d6+1 (She mentions that her and the wizard are lifelong friends!) and gets 11. This means she can add +1 to her next roll!
Then she takes aim with her bow, and rolls to shoot. That's 2d6+1 (and another +1 from the bond roll!). She gets a 12, and hits the bastard right between the eyes! Killing it in one shot.
If you reach -10 health... roll 2d6,
10+ you've cheated death, you're in a bad spot but you maange to stabilize / not die (your health is raised to 0)
7-9 Death will offer you a baragin, take it and stabilize, or create a new character (your old one is dead)
6- You're just dead.
The wizard then offers to help her out. She agrees!
He smashes her with a giant boulder, which does 28d1 damage, she's now at -10 hp. (She realizes the Wizard is a bit of a jerk.)
Iris briefly considers just letting herself die at this point, life is too hard what with the dickhead wizards, the non-puppy puppies, and constant heavy things being materialized to bludgeon her to death.
Then she realizes that this might be her way out. If she survives this, maybe she'll be free of the terrible Tutorial Dungeon!
She rolls 2d6 and gets 12
The rock is moved aside by the wizard, and she finds herself extremely battered, but alive. The wizard heals her broken bones and shows her to a door. She finally is able to leave.
The items in DungeonWorld use a narrative based "Tag" system to describe the aspects of the item, and it's uses. These tags are explained below.
General Tags
Applied: It’s only useful when carefully applied to a person or to something they eat or drink.
Awkward: It’s unwieldy and tough to use.
+Bonus: It modifies your effectiveness in a specified situation. It might be “+1 forward to spout lore” or “-1 ongoing to hack and slash.”
Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions.
Ration: It’s edible, more or less.
Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all.
Slow: It takes minutes or more to use.
Touch: It’s used by touching it to the target’s skin.
Two-handed: It takes two hands to use it effectively.
n weight: Count the listed amount against your Load. Something with no listed weight isn’t designed to be carried. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter or heavier.
Worn: To use it, you have to be wearing it.
n Uses: It can only be used n times.
Weapon Tags
n Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent individual arrows or sling stones, but represents what you have left on hand.
Forceful: It can knock someone back a pace, maybe even off their feet.
+n Damage: It is particularly harmful to your enemies. When you deal damage, you add n to it.
Ignores Armor: Don’t subtract armor from the damage taken.
Messy: It does damage in a particularly destructive way, ripping people and things apart.
n Piercing: It goes right through armor. When you deal damage with n piercing, you subtract n from the enemy’s armor for that attack.
Precise: It rewards careful strikes. You use DEX to hack and slash with this weapon, not STR.
Reload: After you attack with it, it takes more than a moment to reset for another attack.
Stun: When you attack with it, it does stun damage instead of normal damage.
Thrown: Throw it at someone to hurt them. If you volley with this weapon, you can’t choose to mark off ammo on a 7–9; once you throw it, it’s gone until you can recover it.
Weapons have tags to indicate the range at which they are useful. Dungeon World doesn’t inflict penalties or grant bonuses for “optimal range” or the like, but if your weapon says Hand and an enemy is ten yards away, a player would have a hard time justifying using that weapon against him.
Hand: It’s useful for attacking something within your reach, no further.
Close: It’s useful for attacking something at arm’s reach plus a foot or two.
Reach: It’s useful for attacking something that’s several feet away—maybe as far as ten.
Near: It’s useful for attacking if you can see the whites of their eyes.
Far: It’s useful for attacking something in shouting distance.
Armor Tags
n Armor: It protects you from harm and absorbs damage. When you take damage, subtract your armor from the total. If you have more than one item with n Armor, only the highest value counts.
+n Armor: It protects you and stacks with other armor. Add its value to your total armor.
Clumsy: It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative.
Character Creation is based off of "Classes" or "Playbooks" The extra tidbits that are unique to your character are in your playbook. Your class gives you extra abilities and extra chances to roll dice! When Creating a character, make sure to copy ALL of the playbook and ONLY delete what's missing: At the end you'll see an example of a properly done sheet.
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 6+Con (The number not the modifier)
DMG: d6 (whenever rolling for damage, always use a base of 1d6)
Race (Choose one, delete the other):
Elf
When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
Human
When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
You get these moves:
Arcane Art
When you weave a performance into a basic spell, choose an ally and an effect:
Heal 1d8 damage
+1d4 forward to damage
Their mind is shaken clear of one enchantment
The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets (You can't choose target's that would help you if they received the magic) affecting them as well, player's choice.
Bardic Lore
Choose an area of expertise:
Spells and Magicks
The Dead and Undead
Grand Histories of the Known World
A Bestiary of Creatures Unusual
The Planar Spheres
Legends of Heroes Past
Gods and Their Servants
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
Whom do you serve?
What do you wish I would do?
How can I get you to ______?
What are you really feeling right now?
What do you most desire?
A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
_________________________
Gear: (Your current total weight of all items) / (9 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 9 + your strength
Choose 1 Instrument (all are 0 weight):
Your father’s mandolin, repaired
A fine lute, a gift from a noble
The pipes with which you courted your first love
A stolen horn
A fiddle, never before played
A songbook in a forgotten tongue
Choose 1 Clothing:
Leather armor (1 armor, 1 weight)
Ostentatious clothes (0 weight)
Choose 1 Weapon:
Dueling rapier (close, precise, 2 weight)
Worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and short sword (close, 1 weight)
and the following:
Adventuring gear (1 weight) (Basically a kit of things you might need at the moment, tents, backpacks, ropes, camping stuff.)
Bandages (0 weight)
Halfling pipeleaf (0 weight)
3 coins
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 6+Con (The number not the modifier)
DMG: d6 (whenever rolling for damage, always use a base of 1d6)
Race (Choose one, delete the other):
Elf
When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
Human
When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
You get these moves:
Arcane Art
When you weave a performance into a basic spell, choose an ally and an effect:
Heal 1d8 damage
+1d4 forward to damage
Their mind is shaken clear of one enchantment
The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets (You can't choose target's that would help you if they received the magic) affecting them as well, player's choice.
Bardic Lore
Choose an area of expertise:
Spells and Magicks
The Dead and Undead
Grand Histories of the Known World
A Bestiary of Creatures Unusual
The Planar Spheres
Legends of Heroes Past
Gods and Their Servants
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
Whom do you serve?
What do you wish I would do?
How can I get you to ______?
What are you really feeling right now?
What do you most desire?
A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
_________________________
Gear: (Your current total weight of all items) / (9 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 9 + your strength
Choose 1 Instrument (all are 0 weight):
Your father’s mandolin, repaired
A fine lute, a gift from a noble
The pipes with which you courted your first love
A stolen horn
A fiddle, never before played
A songbook in a forgotten tongue
Choose 1 Clothing:
Leather armor (1 armor, 1 weight)
Ostentatious clothes (0 weight)
Choose 1 Weapon:
Dueling rapier (close, precise, 2 weight)
Worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and short sword (close, 1 weight)
and the following:
Adventuring gear (1 weight) (Basically a kit of things you might need at the moment, tents, backpacks, ropes, camping stuff.)
Bandages (0 weight)
Halfling pipeleaf (0 weight)
3 coins
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 8+Con (The number not the modifier)
DMG: d6 (whenever rolling for damage, always use a base of 1d6)
Race (Choose one, delete the other):
Dwarf
You are one with stone. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone.
Human
Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Deity:
Deity
You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain:
Healing and Restoration
Bloody Conquest
Civilization
Knowledge and Hidden Things
The Downtrodden and Forgotten
What Lies Beneath
Choose one precept of your religion:
Your religion preaches the sanctity of suffering, add Petition: Suffering
Your religion is cultish and insular, add Petition: Gaining Secrets
Your religion has important sacrificial rites, add Petition: Offering
Your religion believes in trial by combat, add Petition: Personal Victory
_____________________
Moves
Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.
Turn Undead
When you hold your holy symbol aloft and call on your deity for protection, roll+Wis. ✴On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. ✴On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
Lose any spells already granted to you.
Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
Prepare all of your rotes, which never count against your limit.
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. On a 7–9, the spell is cast, but choose one:
- You draw unwelcome attention or put yourself in a spot. Choose one of the following.
- Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
- After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell. (You know your character, and would know when this is.)
_________________
Gear: (Your current total weight of all items) / (10 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 10 + your strength
Dungeon Rations
Some Symbol of your deity (you describe it)
Chainmail (1 armor, 1 weight)
Shield (+1 armor, 2 weight)
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Healing potion (0 weight) (+1d6 hp)
Choose 1 weapon:
Warhammer (close, 1 weight)
Mace (close, 1 weight)
Staff (close, two-handed, 1 weight) and bandages (0 weight)
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 8+Con (The number not the modifier)
DMG: d6 (whenever rolling for damage, always use a base of 1d6)
Race (Choose one, delete the other):
Dwarf
You are one with stone. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on stone.
Human
Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Deity:
Deity
You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain:
Healing and Restoration
Bloody Conquest
Civilization
Knowledge and Hidden Things
The Downtrodden and Forgotten
What Lies Beneath
Choose one precept of your religion:
Your religion preaches the sanctity of suffering, add Petition: Suffering
Your religion is cultish and insular, add Petition: Gaining Secrets
Your religion has important sacrificial rites, add Petition: Offering
Your religion believes in trial by combat, add Petition: Personal Victory
_____________________
Moves
Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.
Turn Undead
When you hold your holy symbol aloft and call on your deity for protection, roll+Wis. ✴On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. ✴On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
Lose any spells already granted to you.
Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
Prepare all of your rotes, which never count against your limit.
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. On a 7–9, the spell is cast, but choose one:
- You draw unwelcome attention or put yourself in a spot. Choose one of the following.
- Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
- After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell. (You know your character, and would know when this is.)
_________________
Gear: (Your current total weight of all items) / (10 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 10 + your strength
Dungeon Rations
Some Symbol of your deity (you describe it)
Chainmail (1 armor, 1 weight)
Shield (+1 armor, 2 weight)
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Healing potion (0 weight) (+1d6 hp)
Choose 1 weapon:
Warhammer (close, 1 weight)
Mace (close, 1 weight)
Staff (close, two-handed, 1 weight) and bandages (0 weight)
Rotes
Every time you commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells.
Light Rote
An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.
Sanctify Rote
Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.
Guidance Rote
The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.
LEVEL 1 SPELLS
Bless Level 1 Ongoing
Your deity smiles upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.
Cure Light Wounds Level 1
At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.
Detect Alignment Level 1
When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment.
Cause Fear Level 1 Ongoing
Choose a target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot target entities with less than animal intelligence (magical constructs, undead, automatons, and the like).
Magic Weapon Level 1 Ongoing
The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.
Sanctuary Level 1
As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.
Speak With Dead Level 1
A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 6+Con (The number not the modifier)
DMG: d6 (whenever rolling for damage, always use a base of 1d6)
Race (Choose one, delete the other):
Elf
The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.
Human
As your people learned to bind animals to field and farm, so too are you bound to them. You may always take the shape of any domesticated animal, in addition to your normal options.
Halfling
You sing the healing songs of spring and brook. When you make camp, you and your allies heal +1d6.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Born of the Soil
You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land. (Choose one Land)
The Great Forests
The Whispering Plains
The Vast Desert
The Stinking Mire
The River Delta
The Depths of the Earth
The Sapphire Islands
The Open Sea
The Towering Mountains
The Frozen North
The Blasted Wasteland
Choose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.
By Nature Sustained
You don’t need to eat or drink.
Spirit Tongue
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 akin to one whose essence you have studied.
Shapeshifter
When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9 hold 2. ✴On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. (As things make it harder for you to maintain control of your animal form, you'll start to lose hold, at 0 hold you revert to your natural form.)
Studied Essence
When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
______________________
Gear: (Your current total weight of all items) / (6 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 6 + your strength
You carry some token of your land, describe it
Hide armor (1 armor, 1 weight)
Wooden shield (+1 armor, 1 weight)
Adventuring gear (1 weight)
Poultices and herbs (2 uses, 1 weight)
Halfling pipeleaf (0 weight)
3 antitoxin (0 weight)
1 Weapon:
Shillelagh (close, 2 weight)
Staff (close, two-handed, 1 weight)
Spear (close, thrown, near, 1 weight)
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 10+Con (The number not the modifier)
DMG: d10 (whenever rolling for damage, always use a base of 1d10)
Race (Choose one, delete the others):
Dwarf
When you share a drink with someone, you may parley with them using CON instead of CHA.
Elf
Choose one weapon—you can always treat weapons of that type as if they had the precise tag.
Halfling
When you defy danger and use your small size to your advantage, take +1.
Human
Once per battle you may reroll a single damage roll (yours or someone else’s).
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+Str. ✴On a 10+, choose 3. ✴On a 7-9 choose 2.
It doesn’t take a very long time
Nothing of value is damaged
It doesn’t make an inordinate amount of noise
You can fix the thing again without a lot of effort
Armored
You ignore the clumsy tag on armor you wear.
Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.
Choose a base description, all are 2 weight:
Sword
Axe
Hammer
Spear
Flail
Fists
Choose the range that best fits your weapon:
Hand
Close
Reach
Choose two enhancements:
Hooks and spikes. +1 damage, but +1 weight.
Sharp. +2 piercing.
Perfectly weighted. Add precise (precises uses DEX instead of STR for hurting people).
Serrated edges. +1 damage.
Glows in the presence of one type of creature, your choice.
Huge. Add messy and forceful.
Versatile. Choose an additional range.
Well-crafted. -1 weight.
Choose a look:
Ancient
Unblemished
Ornate
Blood-stained
Sinister
_________________
Gear: (Your current total weight of all items) / (12 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 12 + your strength
Signature Weapon
Dungeon Rations (5 uses 1 weight)
2 Healing potions (0 weight)
Shield (+1 armor, 2 weight)
Antitoxin (0 weight), dungeon rations (1 weight), and poultices and herbs (1 weight)
22 coins
Also choose 1 Armor:
Chainmail (1 armor, 1 weight)
Scale armor (2 armor, 3 weight)
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 10+Con (The number not the modifier)
DMG: d10 (whenever rolling for damage, always use a base of 1d10)
Race: Only Human's are allowed to become Paladin's after the great war, as they're the only one who were taught how to do so by the Fairy King:
Human
When you pray for guidance, even for a moment, and ask, “What here is evil?” I will tell you, honestly.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Lay on Hands
When you touch someone, skin to skin, and pray for their well-being , roll+CHA. ✴On a 10+ you heal 1d8 damage or remove one disease. ✴On a 7–9, they are healed, but the damage or disease is transferred to you.
Armored
You ignore the clumsy tag on armor you wear.
I Am the Law
When you give an NPC an order based on your divine authority, roll+Cha. ✴On a 7+, they choose one:
Do what you say
Back away cautiously, then flee
Attack you
On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.
Quest
When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:
Slay _______, a great blight on the land
Defend _______ from the iniquities that beset them
Discover the truth of _______
Then choose up to two boons:
An unwavering sense of direction to _______.
Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.)
A mark of divine authority
Senses that pierce lies
A voice that transcends language
A freedom from hunger, thirst, and sleep
The GM will then tell you what vow or vows is required of you to maintain your blessing:
Honor (forbidden: cowardly tactics and tricks)
Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
Piety (required: observance of daily holy services)
Valor (forbidden: suffering an evil creature to live)
Truth (forbidden: lies)
Hospitality (required: comfort to those in need, no matter who they are)
__________________
Gear: (Your current total weight of all items) / (12 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 12 + your strength
You start with dungeon rations (5 uses, 1 weight)
Adventuring Gear (1 weight)
scale armor (2 armor, 3 weight)
some mark of faith, describe it (0 weight).
and a healing potion
Choose 1 weapon:
Halberd (reach, +1 damage, two-handed, 2 weight)
Long sword (close, +1 damage, 1 weight) and shield (+1 armor, 2 weight)
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 8+Con (The number not the modifier)
DMG: d8 (whenever rolling for damage, always use a base of 1d8)
Race (Choose one, delete the other):
Elf
When you make camp in the wilderness, you don't need to consume a ration
Human
When you make camp in a dungeon or city, you don’t need to consume a ration.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Hunt and Track
When you follow a trail of clues left behind by passing creatures, roll+WIS. ✴On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel. ✴On a 10+, you also choose 1:
Gain a useful bit of information about your quarry, the GM will tell you what
Determine what caused the trail to end
Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
Head ✴10+: As 7–9, plus your damage ✴7-9: They do nothing but stand and drool for a few moments.
Arms ✴10+: As 7-9, plus your damage ✴7-9: They drop anything they’re holding.
Legs ✴10+: As 7-9, plus your damage ✴7-9: They’re hobbled and slow moving.
Animal Companion
You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:
Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule
Choose a base:
Ferocity +2, Cunning +1, 1 Armor, Instinct +1
Ferocity +2, Cunning +2, 0 Armor, Instinct +1
Ferocity +1, Cunning +2, 1 Armor, Instinct +1
Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Choose as many strengths as its ferocity:
Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy
Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning:
Hunt, search, scout, guard, fight monsters, perform, labor, travel
Choose as many weaknesses as its instinct:
Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame
Command
When you work with your animal companion on something it’s trained in…
…and you attack the same target, add its ferocity to your damage
…and you track, add its cunning to your roll
…and you take damage, add its armor to your armor
…and you discern realities, add its cunning to your roll
…and you parley, add its cunning to your roll
…and someone interferes with you, add its instinct to their
________________
Gear: (Your current total weight of all items) / (11 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 11 + your strength
Dungeon Rations (5 uses, 1 weight)
Leather Armor (1 armor, 1 weight)
Bundle of arrows, (3 ammo, 1 weight) (Only subtract when told too by the GM)
Hunter's Bow (Near, far, 1 weight)
Choose one Melee Weapon:
short sword (close, 1 weight)
spear (reach, 1 weight)
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 6+Con (The number not the modifier)
DMG: d8 (whenever rolling for damage, always use a base of 1d8)
Race (Choose one, delete the other):
Halfling
When you attack with a ranged weapon, deal +2 damage.
Human
You are a professional. When you spout lore or discern realities about criminal activities, take +1.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX. ✴On a 10+, hold 3. ✴On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
Is there a trap here and if so, what activates it?
What does the trap do when activated?
What else is hidden here?
Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7–9, you still do it, but you have to choose between raising suspicion, causing danger, or increasing the cost.
Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. ✴On a 10+ choose two. ✴On a 7–9 choose one.
You don’t get into melee with them
You deal your damage+1d6
You create an advantage, +1 forward to you or an ally acting on it
Reduce their armor by 1 until they repair it
Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.
Poisoner
You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon.
Oil of Tagit (applied): The target falls into a light sleep
Bloodweed (touch): The target deals -1d4 damage ongoing until cured
Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise
Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.
___________________
Gear: (Your current total weight of all items) / (9 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 9 + your strength
Leather Armor (1 armor, 1 weight)
3 uses of your chosen poison
10 coins
Adventuring Gear
Healing Potion
1 weapon:
Dagger (hand, 1 weight) and short sword (close, 1 weight)
Rapier (close, precise, 1 weight)
1 ranged weapon
3 throwing daggers (thrown, near, 0 weight)
Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
Name:
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 4+Con (The number not the modifier)
DMG: d4 (whenever rolling for damage, always use a base of 1d4)
Race (Choose one, delete the other):
Elf
Magic is as natural as breath to you. Detect Magic is a cantrip for you.
Human
Choose one cleric spell. You can cast it as if it was a wizard spell.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Spellbook
You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight. (Copy 3 spells from the Wizard Spells Tab, and paste them here)
Prepare Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:
Lose any spells you already have prepared
Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1.
Prepare your cantrips which never count against your limit.
Cast a Spell
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but choose one:
You draw unwelcome attention or put yourself in a spot. You choose how.
The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Spell Defense
You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.
Ritual
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
It’s going to take days/weeks/months
First you must ____
You’ll need help from ____
It will require a lot of money
The best you can do is a lesser version, unreliable and limited
You and your allies will risk danger from ____
You’ll have to disenchant ____ to do it
__________________
Gear: (Your current total weight of all items) / (7 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 7 + your strength
Spellbook 1 weight
Leather Armor (1 armor, 1 weight)
Bag of Books (2 weight)
4 Healing Potions
3 Anti-Toxins
Choose 1 Weapon
Dagger (hand, 1 weight)
Staff (close, two-handed, 1 weight)
Stats
Assign the following numbers to your stats (What's in parenthesis will be what that score adds to your roll, IE: STR: 16 (+2) means when rolling STR roll 2d6+2 :
16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR:
CON:
DEX:
INT:
WIS:
CHA:
HP: 4+Con (The number not the modifier)
DMG: d4 (whenever rolling for damage, always use a base of 1d4)
Race (Choose one, delete the other):
Elf
Magic is as natural as breath to you. Detect Magic is a cantrip for you.
Human
Choose one cleric spell. You can cast it as if it was a wizard spell.
Physical Description
Briefly describe how your character looks. Refer back to the Race hider above for certain features specific to races.
____________________
Moves
Spellbook
You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight. (Copy 3 spells from the Wizard Spells Tab, and paste them here)
Prepare Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:
Lose any spells you already have prepared
Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1.
Prepare your cantrips which never count against your limit.
Cast a Spell
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but choose one:
You draw unwelcome attention or put yourself in a spot. You choose how.
The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Spell Defense
You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.
Ritual
When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions:
It’s going to take days/weeks/months
First you must ____
You’ll need help from ____
It will require a lot of money
The best you can do is a lesser version, unreliable and limited
You and your allies will risk danger from ____
You’ll have to disenchant ____ to do it
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Gear: (Your current total weight of all items) / (7 + Strength, the whole number, not the modifier) <-- This is your encumbrance level, you can't carry more than 7 + your strength
Spellbook 1 weight
Leather Armor (1 armor, 1 weight)
Bag of Books (2 weight)
4 Healing Potions
3 Anti-Toxins
Choose 1 Weapon
Dagger (hand, 1 weight)
Staff (close, two-handed, 1 weight)
Cantrips
You prepare all of your cantrips every time you prepare spells without having to select them or count them toward your allotment of spells.
Light Cantrip
An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.
Unseen Servant Cantrip Ongoing
You conjure a simple invisible construct that can do nothing but carry items. It has Load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell.
Prestidigitation Cantrip
You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them.
LEVEL 1 SPELLS
Contact Spirits Level 1 Summoning
Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.
Detect Magic Level 1 Divination
One of your senses is briefly attuned to magic. The GM will tell you what here is magical.
Telepathy Level 1 Divination ongoing
You form a telepathic bond with a single person you touch, enabling you to converse with that person through your thoughts. You can only have one telepathic bond at a time.
Charm Person Level 1 Enchantment ongoing
The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.
Invisibility Level 1 Illusion Ongoing
Touch an ally: nobody can see them. They’re invisible! The spell persists until the target attacks or you dismiss the effect. While the spell is ongoing you can’t cast a spell.
Magic Missile Level 1 Evocation
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
Alarm Level 1
Walk a wide circle as you cast this spell. Until you prepare spells again your magic will alert you if a creature crosses that circle. Even if you are asleep, the spell will shake you from your slumber.
Example Sheet:
Name Iris Zelenki
Stats
STR: 8 (-1)
CON: 12 (+0)
DEX: 13 (+1)
INT: 9 (+0)
WIS: 15 (+1)
CHA: 16 (+2)
HP: 6+12 Con = 18 HP
DMG: d6 (whenever rolling for damage, always use a base of 1d6)
Race
Elf
When you enter an important location (your call) you can ask the GM for one fact from the history of that location.
Physical Description:
Tall, and rather curvy. Pale skinned. Long, loosely wavy red hair, often tied back in a bun or pulled into a ponytail. Brilliant emerald eyes. Pointed ears, like any elf, and multiple piercings on them.
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Moves
Arcane Art
When you weave a performance into a basic spell, choose an ally and an effect:
Heal 1d8 damage
+1d4 forward to damage
Their mind is shaken clear of one enchantment
The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets (You can't choose target's that would help you if they received the magic) affecting them as well, player's choice.
Bardic Lore
Area of Expertise:
Grand Histories of the Known World
When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.
Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
Whom do you serve?
What do you wish I would do?
How can I get you to ______?
What are you really feeling right now?
What do you most desire?
A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.
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Gear 4 / 17 (9 + 8 Str)
A fiddle, never before played ( 0 weight)
Leather armor (1 armor, 1 weight)
Dueling rapier (close, precise, 2 weight)
Adventuring gear (1 weight) (Basically a kit of things you might need at the moment, tents, backpacks, ropes, camping stuff.)
Bandages (0 weight)
Halfling pipeleaf (0 weight)
3 coins