Вы находитесь на странице: 1из 46

Basic MMoves

oves
Basic

Hack and Slash

STR On a 10+ you deal your damage


When you attack an enemy in melee, roll+Str.
to the enemy and avoid their attack. At your option, you may choose to do +1d6
damage but expose yourself to the enemys attack. On a 79, you deal your damage
to the enemy and the enemy makes an attack against you.

Volley
Volley

DEX On a 10+ you have


When you take aim and shoot at an enemy at range, roll+Dex.
a clear shotdeal your damage. On a 79, choose one (whichever you choose
you deal your damage):
You have to move to get the shot placing you in danger of the GMs choice
You have to take what you can get: -1d6 damage
You have to take several shots, reducing your ammo by one.

Defy Danger
Defy
Danger

When you act despite an imminent threat or suffer a calamity, say how you deal
with it and roll. If you do it
by powering through, +Str
STR
by getting out of the way or acting fast, +Dex
DEX
by enduring, +Con
CON
INT
with quick thinking, +Int
WIS
through mental fortitude, +Wis
using charm and social grace, +Cha
CHA
On a 10+, you do what you set out to, the threat doesnt come to bear. On a 79,
you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard
bargain, or ugly choice.

Defend
Defend

When you stand in defense of a person, item, or location under attack, roll+Con.
CON
On a 10+, hold 3. On a 79, hold 1. So long as you stand in defense, when you or
the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
Redirect an attack from the thing you defend to yourself
Halve the attacks effect or damage
Open up the attacker to an ally giving that ally +1 forward against the attacker
Deal damage to the attacker equal to your level

Spout
Spout Lore
Lore

INT
When you consult your accumulated knowledge about something, roll+Int.
On a 10+ the GM will tell you something interesting and useful about the
subject relevant to your situation. On a 79 the GM will only tell you something
interestingits on you to make it useful. The GM might ask you How do you
know this? Tell them the truth, now.

Discern Realities
Realities

When you closely study a situation or person, roll+Wis.


WIS On a 10+ ask the GM
3 questions from the list below. On a 79 ask 1. Take +1 forward when acting
on the answers.
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?
Whos really in control here?
What here is not what it appears to be?

Parley
Parley

When you you have leverage on a GM character and manipulate them, roll+Cha.
CHA
Leverage is something they need or want. On a hit they ask you for something
and do it if you make them a promise first. On a 79, they need some concrete
assurance of your promise, right now.

Aid
or Interfere
Interfere
Aid or

When you help or hinder someone you have a bond with, roll+Bond with them.
On a 10+ they take +1 or -2, your choice. On a 79 you also expose yourself to
danger, retribution, or cost.

Last Breath
Breath

When youre dying you catch a glimpse of what lies beyond the Black Gates of
Deaths Kingdom (the GM will describe it). Then roll (just roll, +nothingyeah,
Death doesnt care how tough or cool you are). On a 10+ youve cheated death
youre in a bad spot but youre still alive. On a 79 Death will offer you a bargain.
Take it and stabilize or refuse and pass beyond the Black Gates into whatever
fate awaits you. On a miss, your fate is sealed. Youre marked as Deaths own and
youll cross the threshold soon. The GM will tell you when.

Encumbrance
Encumbrance

When you make a move while carrying weight up to or equal to Load, youre
fine. When you make a move while carrying weight equal to load+1 or load+2,
you take -1. When you make a move while carrying weight greater than load+2,
you have a choice: drop at least 1 weight and roll at -1, or automatically fail.

Make
Camp
Make Camp

When you settle in to rest consume a ration. If youre somewhere dangerous


decide the watch order as well. If you have enough XP you may Level Up. When
you wake from at least a few uninterrupted hours of sleep heal damage equal to
half your max HP.

Watch
Take Watch

When you youre on watch and something approaches the camp roll+Wis.
WIS On
a 10+ youre able to wake the camp and prepare a response, the camp takes +1
forward. On a 79 you react just a moment too late; the camp is awake but hasnt
had time to prepare. You have weapons and armor but little else. On a miss
whatever lurks outside the campfires light has the drop on you.

Undertake a Perilous Journey

When you travel through hostile territory, choose one member of the party to
act as trailblazer, one to scout ahead, and one to be quartermaster (the same
character cannot have two jobs). If you dont have enough party members or
choose not to assign a job, treat that job as if it had rolled a 6. Each character
with a job to do rolls+Wis.
WIS On a 10+ the quartermaster reduces the number of
rations required by one. On a 10+ the trailblazer reduces the amount of time it
takes to reach your destination (the GM will say by how much). On a 10+ the
scout will spot any trouble quick enough to let you get the drop on it. On a 79
each roles performs their job as expected: the normal number of rations are
consumed, the journey takes about as long as expected, no one gets the drop on
you but you dont get the drop on them either.

Level Up
Up

When you have downtime (hours or days) and XP equal to (or greater than) your
current level + 7, subtract your current level +7 from your XP, increase your level
by 1, and choose a new advanced move from your class. If you are the wizard,
you also get to add a new spell to your spellbook.
Choose one of your stats and increase it by 1 (this may change your modifier).
Changing your Constitution increases your maximum and current HP. Ability
scores cant go higher than 18.

End
End of
of Session
Session

When you reach the end of a session, choose one your bonds that you feel is
resolved (completely explored, no longer relevant, or otherwise). Ask the player
of the character you have the bond with if they agree. If they do, mark XP and
write a new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you fulfilled that
alignment at least once this session, mark XP. Then answer these three questions
as a group:
Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each yes answer everyone marks XP.

Carouse
Carouse

When you return triumphant and throw a big party, spend 100 coin and roll +
extra 100s of coin spent. On a 10+ choose 3. On a 79 choose 1. On a miss, you
still choose one, but things get really out of hand.
You befriend a useful NPC
You hear rumors of an opportunity
You gain useful information
You are not entangled, ensorcelled, or tricked

Supply
Supply

When you go to buy something with gold on hand, if its something readily
available in the settlement youre in, you can buy it at market price. If its something
CHA On a
special, beyond whats usually available here, or non-mundane, roll+Cha.
10+ you find what youre looking for at a fair price. On a 79 youll have to pay
more or settle for something similar.

Recover
Recover

When you do nothing but rest in comfort and safety after a day of rest you recover
all your HP. After three days of rest you remove one debility of your choice. If
youre under the care of a healer (magical or otherwise) you heal a debility for
every two days of rest instead.

Recruit

When you put out word that youre looking to hire help, roll. If you make it
known
that your pay is generous, take +1
what youre setting out to do, take +1
that theyll get a share of whatever you find, take +1
If you have a useful reputation around these parts take an additional +1. On a 10+
youve got your pick of a number of skilled applicants, your choice who you hire,
no penalty for not taking them along. On a 79 youll have to settle for someone
close or turn them away. On a miss someone influential and ill-suited declares
theyd like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy,
for example), bring them and take the consequences or turn them away. If you
turn away applicants you take -1 forward to Recruit.

Outstanding
OUtstanding Warrants
Warrants

When you return to a civilized place in which youve caused trouble before,
CHA On a hit, word has spread of your deeds and everyone recognizes you.
roll+Cha.
On a 79, that, and, the GM chooses a complication:
The local constabulary has a warrant out for your arrest
Someone has put a price on your head
Someone important to you has been put in a bad spot as a result of your actions

Bolster
Bolster

When you spend your leisure time in study, meditation, or hard practice, you
gain preparation. If you prepare for a week or two, 1 preparation. If you prepare
for a month or longer, 3 preparation. When your preparation pays off spend
1 preparation for +1 to any roll. You can only spend one preparation per roll.

Special MMoves
oves
Special

Name
N
ame
Name
Elf: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir
Name
Names:
Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte,

Look
Look
Look
Knowing Eyes,
Fiery Eyes,
Joyous
Eyes
eyes,
bright
eyes, or
or
hard
eyes
Look
Tormented
eyes,
Haunted
eyes,
Wild
eyes, or Shrouded eyes
Fancy
Hair, Wild
Hair,
or Stylish
Cap
Close-cropped
hair,
unkempt
hair,
or bald

Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty thews, Long shanks, Scrawny body, or Supple body
Names:
Gorm, Cassandra
Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,
Haunted
Wild
eyes, or
Shrouded eyes
Work
clothes,
travelling
clothes,
scholars
robes
Lily,
Ramonde,
Finery,
Traveling
Clothes,
oreyes,
Pooror
Clothes
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Th
in
body,
stocky
body,
or
pudgy
body
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body,
or
Supple body
Fit Body, Well-fed Body, or Thin Body
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Strange
tattoos,
Unusual
jewelry,
or
Unmarred
by decoration
Titles: the Glorious, the Hungry, the Irascible,
the
Undefeated,
the
Gluttonous,
Foesmasher,
Assignthese
thesescores
scores to
to your
(+1),
1212
(+0),
9 (+0),
8 (-1)
Assign
your stats:
stats:16
16(+2),
(+2),1515(+1),
(+1),1313
(+1),
(+0),
9 (+0),
8 (-1)
Scraps,
Silks,
Scavenger's
outfit,
or
Weather-inappropriate
Bonebreaker,
the
Mirthful,
the
Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma clothes
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

WEAK
Weak
WEAK

-1
-1

SHAKY
Weak
SHAKY

-1
-1

SICK
Weak
SICK

-1
-1

STUNNED
Stunned
STUNNED

-1
-1

CONFUSED -1
Confused -1
CONFUSED

SCARRED
Scarred
SCARRED

-1
-1

WEAK

-1

SHAKY

-1

SICK

-1

STUNNED

-1

CONFUSED -1

SCARRED

-1

STR
STR
STR

DEX
DEX
DEX
d6

CON
Con
CON
CON

INT
INT
INT
INT

WIS
WIS
WIS

CHA
CHA
CHA

Your Max HP is
d10
Damage
Armor
HP
Armor
Damage
HP
Damage
A
rmor
HP
6+Constitution
d10
Damage
Armor
HP
Name
Look
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes
Starting
Moves
Alignment
Qua,
Sacer,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty
thews, Long shanks, Scrawny body, or Supple body
Starting
Moves
A
lignment
S
tarting
M
oves
Alignment
Strange
tattoos, Unusual jewelry, or Unmarred by decoration
Titles:
the
Glorious,
the
Hungry,
the
Irascible,
the
Undefeated,
the
Gluttonous,
Foesmasher,
Good
Arcane
Art
Area
of
Expertise
Choose
one of
these to start with:
Starting
Moves
Good the Mirthful, the Melancholic, All-Mighty, the Giant, the
Alignment
Chaotic
Scraps,
Silks,
Scavenger's
outfit,
or Weather-inappropriate
clothes
Bonebreaker,
Triumphant
Your magical
studies
have focused
on aone
type
of magic
item.
Choose
oneeffect:
of the following.
Perform your art to aid someone else.
When
you weave
a performance
into
basic
spell,
choose
an
ally
and an
Current
YourMax
MaxHP
HPisis
Current Your
MAX
MAX
8+Constitution
6+Constitution
Your Max HP is
Current
MAX
8+Constitution

Help someone
directlyofusing
something
you created.
Eschew
a convention
the civilized
world.

Choose
onedamage
of
to
start
with:
Assign these scores to your stats:
161d8
(+2),
15these
(+1),
13
(+1),
12
(+0),
(+0), Steel
8 (-1)
Chaotic
It
is the
only
type
of magic
item
you
can9 produce
yourself - when infusing a magic item you
Full
Plate
and
Packing

Heal
Lawful
Neutral
Strength
Dexterity
Constitution
Intelligence
Wisdom
may
imbue
the
magic
into
any
item
that
is
within
your area of expertise. Charisma
Eschew
a
convention
of
the
civilized
world.
You
ignore
clumsy
tag
on
armor
you
wear.
Neutral
Full
+1d4 forward
to damage
Plate
and Packing Steel
Create or discover something to better society.
Avoid a conflict or defuse a tense situation.
Teach someone the ways of your people.

Rods,mind
Staves,
and
Wands
You
Their
isclumsy
shaken
clear
one enchantment
ignore
theSchemata
tag
onofarmor
you wear.
Unencumbered,
Unharmed
Scrolls
and
The next time someone successfully assists the target with aid, they get +2 instead of +1
SICK
STUNNED
CONFUSED
SCARRED
-1
-1 as and
-1 and neither
-1
SoPotions
long
you Oils
are below
your Load
wear armor-1
nor carry a shield,
take +1 armor.
Unencumbered,
Unharmed
Then
roll+Cha.and
On
a 10+, the ally
gets the selected effect. On a 7-9, your spell still works,
Spur others to significant and unplanned decisive action.
Constructs
Homunculi
SoElemental
longdraw
as you
are belowattention
your Load
armor nor
shield,affecting
take +1 armor.
but
you
unwanted
orand
yourneither
magicwear
reverberates
to carry
other atargets
them
Binding
Outsider
You
also
start
with
all
of
these:
as well, GMs choice. INT
STR
DEX
CON
WIS
CHA
YouDwarf
may be elf, dwarf, halfling, or human, but you and your people Infusion
Outsider
You
also
with
of these:
Herculean
Appetites
When
youstart
spend
anall
hour
or so tinkering with the magic in your items, you:
are
not
from around
At mercantile
the beginning
of each
session,
GM Bardic
Elf
Lore
Yourmay
experience
wit here.
various
houses
hasand
leftyour
youthe
apeople
You
be elf, dwarf,
halfling,
or human,
but you
Others
may
content
themselves
just infused.
a taste of wine, orCurrent
dominion over
a servant
two,
Remove
any
magic
item
tagswith
already
will
ask
you
something
about
your
homeland,
whyyou
you
left,
or what
Your
Maxor
HP
is but
canny
haggler.
You
can
reduce
the
price
of
anyting
you
purchase
When
you
enter
an
important
location
(your
call)
can
ask
the
Choose
an
area
of
expertise:
Appetites
are not from around here. At the beginning
d10 of each session, the GM Herculean
MAX
Apply
a
number
of
new
magic
item
tags
equal
to
your
level+1.
8+Constitution
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
roll
for
you
left behind.
If youthe
answer
them,
mark
XP.
by your
INT+3. from
GM
history
ofhomeland,
that
location.
Spellsmay
andcontent
Magicksthemselves with just a taste of wine, or dominion over a servant or two, but
Others
willfor
askone
youfact
something
about
your
why you left, or what
Note
thatinstead
you cannot
have2d6
more
magic
item tags Ifinfused
into
a higher
single item
than
yourthe
INT.GM
a
move,
of
rolling
you
roll
1d6+1d8.
the
d6
is
the
die
of
the
pair,
you
The
Dead
andChoose
Undeadtwo appetites. While pursuing one of your appetites if you would roll for
want
more.
youGnome
left behind. If you answer them, mark XP.
For
example,
you could
have a staffor
(earthbound,
or adue
staffto(defender)
and apursuits.
rod
Human
will
also Histories
introduce
a complication
danger thatdefender)
comes about
your heedless
You may ask the GM three questions when using Hands-On

Grand
of
World
a move, instead
of rolling
2d6
you
roll
1d6+1d8.
If the d6 is the
highercompass).
die of the pair, the GM
(earthbound)
with
an the
INTKnown
of +2,
but
not
a staff (earthbound,
defender,
When
you
first
enter
a
civilized
settlement
someone
who
respects

Pure
destruction
Knowledge.
will
A Bestiary
of Creatures
Unusual or danger that comes about due to your heedless pursuits.
also introduce
a complication
Fill
in the name of one of your companions in at least one:
Magic
Item
(INT)
the custom of hospitality to minstrels will take you in as their guest. Activate

Power
over
others

The
Planar
Spheres
Human or Half-Elf
Pure
_______________
is puny and foolish, but amusing to me.
When
youdestruction
activate
an item youve infused, describe what you intend to achieve with it
Fill in the name of one of your companions in at least one:

Mortal
pleasures
When
you roll a 10+ on
Ooh,
Does
is Button Do?, you

of
Heroes
Past
Legends
Power
over
others
_______________s
ways
areWhat
strange
andThconfusing.
Choose
one
of
these
to the
startitem
with:
Chaotic
and
roll+INT.
On
a 10+,
is activated successfully. On a 7-9, the item is activated but
_______________
is puny
andbetter.
foolish, but amusing to me.
Gods
Conquest
can
decide
how
the
item
works

and
Their
Servants
Mortal
pleasures
_______________
isofalways
gettingworld.
into troubleI must protect choose
one:
Eschew
a
convention
the
civilized
_______________s
ways
arecompanions
strange andin
confusing.
Riches
and
property
Full
Plate
and
Packing
Steel
Fill
in
the
name
of one of
your
at least one:
When
you
first
encounter
an important
location,
oreitem
Warforged
draw
unwelcome
attention
or putcreature,
yourself
in
a spot. Th
GM (your
will tellcall)
youcovered
how. by
You
Conquest
them
from
themselves.
_______________
is
always
getting
into
troubleI
must
protect

Fame
and
glory
You
ignore
the
clumsy
tag
on
armor
you
wear.
Neutral
This
is
not
my
first
adventure
with
_______________.
You
are
intimately
familiar
with
constructs,
being
one
yourself.
A
magic
item
tag
on
the
item
fi
zzles
out.
You
cannot
utilize
that
tag
until
you
infuse
your
your
bardic
lore
you
can
ask
the
GM
any
one
question
about
it;
the
GM
will
answer
truthfully.
_______________ shares my hunger for glory; the earth will Riches and property
them
from
themselves.
Teach
someone
the
ways
of
your
people.
You
gain
Constructs
and
Homunculi
as
a
second
area
of
expertise.
I
sang
stories
of
_______________
long
before
I
ever
met
them
items
again.
The
GM
may
then
ask
you
what
tale,
song,
or
legend
you
heard
that
information
in.
Fame
and gloryHand Unharmed
tremble at our passing!
Upper
Unencumbered,
_______________ shares my hunger for glory; the earth will The
A strange or unhelpful side effect manifests. The GM will tell you what.
in person.
You
take
+1
ongoing
to last
breath
take
your nor
last carry
breath,
on a 79
you+1make
an
So
long
as
you
are below
your
Loadrolls.
and When
neitheryou
wear
armor
a shield,
take
armor.
tremble
at our passing!
Charming
and
Open
The Upper
Hand
_______________
is often the butt of my jokes.
Ooh,
What
Does
This
Button
Do? (INT)
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
When
you
frankly
someone,
you
can take
ask your
their
player
aOn
question
from
the
list
You take
+1speak
ongoing
lastwith
breath
rolls.
you
last
breath,
on
a 79
you
an
I am
a ballad
thecompanions
adventures of
When
you
attempt
totoactivate
an
item When
you
didnt
create,
roll+INT.
a hit,
the
itemmake
is acFill
inwriting
the name
of oneabout
of your
in_______________.
at least one:
Outsider
You
also
start
with
all
of
these:
below.
They
must
answer
it
truthfully,
then
they
may
ask
you
a
question
from
the
list
(which
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
tivated
successfully. On a 10+, the item works better than intended, GMs choice (it doesnt
Musclebound
_______________
trusted
me or
with
a secret.
IYou
built
________________.
may
be elf, dwarf,
halfling,
human,
but you and your people you must answer truthfully).
up you
any ammo,
has a benefi
cialthe
side
effect, and
etc).messy tags.
________________
does not
not trust
knowme,
much
about
the true
nature of use
While
wield a itweapon
it gains
forceful
_______________
does
and
for
good
reason.
Herculean
Appetites
are not from around here. At the beginning of each session, the GM Musclebound
Whom
do
you
serve?
magic; I shall enlighten them.
Hands-On
Knowledge
Othersyou
maywield
content
themselves
withthe
justforceful
a taste
of
wine,
or dominion
over a servant or two, but
will ask you something
yourcompanion;
homeland, Iwhy
left,
or what
While
a weapon
it do?
gains
and
messy
tags.
What
Are
Waiting
For?
________________
is aabout
stalwart
canyou
learn
much
Whatyou
do handle
you wish
I would
When
aYou
magic
item and examine
it, you may ask the GM any two questions
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if you
would
for
you
left
behind.
If
you
answer
them,
mark
XP.
When
cry
out
ato
challenge
to your enemies, roll+Con. On a 10+ they
treat
you roll
as the
from them.
about
ThAre
will
answer
truthfully.

Howit.you
can
Iey
get
you
______?
What
You
Waiting
For?
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
I aided ________________ in the Last War, whether they know it most
obvious
tofeeling
be dealt
with
and ignore your companions, take +2 damage ongoing
What
are cry
youthreat
really
right
now?
When
you
out
challenge
to your
enemies,
On
a 10+
theyheedless
treat you
as the
will also
introduce
aaacomplication
or (the
danger
that roll+Con.
comes
about
due
to your
or not.
against
them.
On
79 only a few
weakest
or most
foolhardy
among
them) pursuits.
fall prey
most
What
do
you
most
desire?
obvious
threat
to
be
dealt
with
and
ignore
your
companions,
take
+2
damage
ongoing
your
Puretaunting.
destruction
to
Fill in the name of one of your companions in at least one:
against
them.
On
a 79Storm
only a few (the weakest or most foolhardy among them) fall prey
Port
Power
over
others
A
in
the
_______________ is puny and foolish, but amusing to me.
to
your
taunting.
Mortal
pleasures
When
you return
to a civilized settlement youve visited before, tell the GM when you were
_______________s ways are strange and confusing.
here.
Conquest
last
Theyll
tell
you how its changed since then.
_______________ is always getting into troubleI must protect
Riches and property
them from themselves.
Fame and glory
_______________ shares my hunger for glory; the earth will
tremble at our passing!
The Upper Hand

Neutral
Neutral
Chaotic
WEAK
SHAKY
Teach
someone
the -1
ways
Discover
an arcane
secret.of your people.

Race
Race
Race
Race

Damage
Bonds
Bonds
Alignment
Bonds

Armor

HP

Starting Moves

Bonds
Race

Bonds

The
Bard
Barbarian
T
he
A
rtificer
The Barbarian

You take +1 ongoing to last breath rolls. When you take your last breath, on a 79 you make an
offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.

Level
Level
Level
XP
Musclebound
Level
XP
XP
While you wield a weapon it gains the forceful and messy tags.
XP

Gear
G
ear

Your Load
Loadisis8+Str.
14+STR.
You
start
out with
your (5
work
tools
(hand,a1dagger
weight), an assortment of components related to your area of expertise (4 weight), a permaYour
You
carry
dungeon
rations
uses,
1 weight),
nently infused item of your choice (must be within your area of expertise and have GM approval, 1 weight) and 40 coin.
(hand, 1 weight) some token of where youve travelled or where youre
Choose your defenses:
from,
and your
of weapon:
Leather
armorchoice
(1 armor,
1 weight)
Work
Axe clothes
(close, 1(0weight)
weight) and a bag of books (5 uses, 2 weight)
Two-handed
sword (close, +1 damage, 2 weight)
Choose
your weapon:
Choose
one:
Crossbow (+1 damage, near, reload, 2 weight) and bolts (3 ammo, 1 weight)
firegear
(near,
ammo, 2rations
weight)(5 uses, 1 weight)
Alchemists
Adventuring
(1 dangerous,
weight) and3dungeon
Choose
two: (1 armor, 1 weight)
Chainmail
Adventuring gear (5 uses, 1 weight)
Dungeon rations (5 uses, 1 weight)
Construct repair kit (5 uses, 2 weight)
2 oils of repair (0 weight)

A
dvanced MMoves
oves
Advanced

When you
you gain
gain aa level
level from
from 25,
2-5, choose from these moves.
When

Canny Dabbler

Still
Hungry
Gain one non-multiclass move from any class list. Choose the move as if you

Choose
additional
appetite.
were oneanlevel
lower than
you are, unless that move rolls +INT or is magic- or
engineering-based.

Appetite for Destruction

Companion
TakeConstruct
a move from the fighter,
bard or thief class list. You may not take multiclass
You have
craft
ed aclasses.
homunculus, a construct designed to be your companion.
moves
from
those
Choose a specialization for your companion.
Assistant:
YourFor
construct
will always
give you
whatever you need the
My
Love
You
Is Like
a Truck
moment
need it,a iffeat
its of
somewhere
he cansomeone
get it for present
you. Youwhom
never you
needhave
to
When
youyou
perform
strength, name
reload or dig
pouches
in a tight
spot.
impressed
andthrough
take +1your
forward
to parley
with them.
Guard: Gain +1 hold when you Defend.
Research: Take
+1 whenIn
youLife
Spout Lore.
What
Is Best
+1 when
you Undertake
A Perilous
At Scout:
the endTake
of a session,
if during
this session
you haveJourney.
crushed your enemies, seen
them
driven before
you, or have heard the lamentations of their kinfolk mark XP.
Identify
Aura
When you spout lore about a magical item or effect, the GM will always tell
Wide-Wanderer
you some additional obscure fact about the item or effect, even on a miss.
Youve travelled the wide world over. When you arrive someplace ask the GM about
Jack of All Trades
any
traditions,
and so on, theyll tell you what you need to know.
Youimportant
gain another
area ofrituals,
expertise.
Jury Rig
Usurper

When you
you prove
quickly
fix or create
a complex
magic
item without
properwith
When
yourself
superior
to a person
in power,
take +1the
forward
supplies, tools, or time, roll+INT. On a 10+, it works just fine. On a 7-9, itll
their followers, underlings, and hangers on.
work, but only for one more use or a short amount of time.

Khan
Khans
Knightof
in Magic
Armor

Add arms
andalways
armoraccept
as onethe
of gratuitous
your areas fulfillment
of expertise.of one of your appetites
Your
hirelings
as payment.
Logical
When you use strict deduction to analyze your surroundings, you can disSamson
cern realities with INT instead of WIS.
You may take a debility to immediately break free of any physical or mental
Repair Construct
restraint.
When you repair the magical fields surrounding a construct, roll+INT. On a hit,
you heal 1d8 damage or cure them of a debility. On a 7-9, you do so, but it
Smash!

takes a long time or you put yourself in a bad spot because of it.
When you hack and slash, on a 12+ deal your damage and choose something
Whats
In My
Left
Pocket?
physical
your target
has (a
weapon,
their position, a limb): they lose it.
You carry around all sorts of magical do-dads and thingamabobs. You can
spend one use of adventuring gear
to pull a minor but useful magic item from
Indestructible
Hunger
your person,
such
as an you
everbright
lantern
a wand
with one
left.one of
When
you take
damage
can choose
to or
take
-1 ongoing
untilcharge
you sate
yourWorkshop
appetites instead of taking the damage. If you already have this penalty you
You have
a magical
workshop to create things in. Name it! Add it to the world
cannot
choose
this option.
map with the following tags: Few Customers (5 coin/session), Small, Focused
(one typefor
of product).
Choose two benefits:
Eye
Weakness
______________________________________________________________
When
you discern realities add "What here is weak or vulnerable?" to the list of
______________________________________________________________
questions
youalso
can give
ask. you a complication:
The GM will
______________________________________________________________
On
the
Move
When you
spend
a week or two in your workshop making a magic item,
When
danger
caused
movement
(maybe
falling
offhave
a narrow
bridge
spend you
100 defy
coinaand
choose
oneby
magic
item tag
(or two,
if you
skilled
assistants).
Thatan
tagarmed
is permanently
infused
or
rushing past
guard) take
+1. in the item.

When you
you gain
choose
from
these
moves
or the
2-5 25
When
gain aalevel
levelfrom
from6-10,
610,
choose
from
these
moves
or level
the level
moves.
moves.
Applied Phlebotinum Requires: Whats In My Left Pocket?
A
Good
Day to
You can
spend multiple
uses Die
of adventuring gear at once to have a more
As
long as item
you have
than
your (for
Conexample,
in currentif HP
(orgets
1, whichever
is higher)
powerful
fromless
your
person
1 use
you an everbright
take
+1 ongoing.
lantern,
2 might get you a fully charged wand of light, and with 4 uses you may
just have a sunstaff on you).

Kill em All

Attuned Weapon Requires: Knight in Magic Armor


Requires: Appetite for Destruction
When you are wielding a weapon that you infused, you deal +1d6 damage.
Take another move from the fighter, bard or thief class list. You may not take
Canny
Initiate
Requires:
multiclass
moves
from those
classes. Canny Dabbler
Gain one non-multiclass move from any class list. Choose the move as if you
were one level
lower than you are, unless that move rolls +INT or is magic- or
War
Cry
engineering-based.
When
you enter battle with a show of force (a shout, a rallying cry, a battle dance)
roll+Cha.
On Logical
a 10+ both, on
a 79 one
or the other.
Highly
Replaces:
Logical
When
use
deduction

Youryou
allies
arestrict
rallied
and take to
+1analyze
forwardyour surroundings, you can
discern
realities with
Int and
instead
Wis. On a(avoiding
12+ you get
to hiding,
ask the attacking
GM any

Your enemies
feel fear
act of
accordingly
you,
three
questions,
notabandon)
limited by the list.
with
fear-driven
Master of All Requires: Jack of All Trades

Mark
of area
Might
You gain another
of expertise.

When you take this move and spend some uninterrupted time reflecting on your
Masterpiece
past
youyou
may
markspend
yourself
with a symbol
of your
long
The glories
next time
spend
downtime
after taking
thispower
move, (a
you
canbraid
cretied
with
bells,
ritual
scars
or
tattoos,
etc.)
Any
intelligent
mortal
creature
ate one and only one artifact, pouring your heart and soul into the item. Thwho
is
sees
this symbol
knows instinctively
yousoul
are infused
a force to
be it.
reckoned
with to
and
artifact,
when completed,
has part ofthat
your
into
In addition
treats
you appropriately.
whatever
considerable properties the item has, if someone else wields the item,
they gain the bond I am wielding ___________s artifact with you, and you
More!
More!
gain the bondAlways
___________
is wielding my artifact with them. In addition,
When
you satisfy
an appetite
to the extreme (destroying something unique and
your artifact
is always
indestructible.
significant,
gaining enormous fame,
riches,
power,Requires:
etc.) you Construct
may choose
to resolve
Old Construct,
New
Tricks
Companion
it.
Cross
it off upgrades
the list and
XP. While youand
may
pursue
appetite
again,
You
do some
to mark
your homunculus,
now
it hasthat
a second
specialyou
no longer feel the burning desire you once did. In its place, choose a new
ization.
appetite
fromEm
the list
or write
own. Requires: Construct Companion
Rock
Sock
Emyour
Robot
Your construct
capable ofKnocks
helping more directly. It gains one of the following
The
Oneis Who
Hireling traits:
When you defy danger, on a 12+ you turn the danger back on itself, the GM will
Warrior + 3
describe
how.+ 3
Protector
Burglar + 3
Healthy
Distrust

Priest + 3
Whenever the unclean magic wielded by mortal men causes you to defy danger,
Your Companion has no Loyalty or Cost. If it is ever destroyed, you can retreat
of 6-of
asdays.
a 79.
buildany
it inresult
a couple

Unparalleled
Craftsman
For
the Blood
God

Yourare
INT
counts in
as the
double
thethe
purposes
infusingChoose
multiplesomething
tags in a single
You
initiated
old for
ways,
ways ofofsacrifice.
your
item.
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
Workshop
Tycoon
Requires:
Workshop
the like.
When you sacrifice
those things
as per
your rites and rituals, roll+wis.
The next
you spend
downtime
in your
youtrouble
can addoranother
On
a 10+time
the GM
will grant
you insight
intoworkshop,
your current
a boon to
benefi
t
or
remove
a
complication.
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

Magic Item Tags


Name

Workshop
Look

When
you take
theHaunted
Workshop
advanced
move,
you get toeyes
choose
As
an artifi
cer, Si-Yi,
you can
infuse items
withAnneira,
magic item
tags, Lur,
special
descriptors
that explain
Names:
Gorm,
Priscilla,
Sen, Xia,
Haepha,
Shar,
Korrin, Nkosi,
Fafnir,
Tormented
eyes,
eyes,
Wild eyes,
or Shrouded
two
benefi
ts
for
your
shop,
and
the
GM
chooses
one
complication.
all
of
the
cool
things
that
your
infusions
can
achieve.
While
you
certainly
can
make
a
wand
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty thews, Long shanks, Scrawny body, or Supple body
Benefits
that inflicts messy and forceful wounds, you will probably get more use out of a windbound
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
staff.
Booming: Replace Few Customers with Steady Customers (10
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
This list is by no means exhaustive; it serves only as a springboard for your own ideas and to coin/session).
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1),
12 (+0),
(+0), 8 Replace
(-1)
Prime
Real9Estate:
Small with Large.
explain the most common tags artificers use.
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Prestigious: Your shop
is well known, and therefore
you are too.
BANE: The item is particularly hateful of a particular race or creed, dealing +1d4 damage to
Add Personage (you).
them.
Skilled Assistants: Youve trained (or built?) your assistants
COMPASS:
The item-1will always guide
you to a -1
certain place,SICK
object, person,
well. Th
to help you on-1magic item creation
where-1they
WEAK
SHAKY
SCARRED
-1 or creature.STUNNED
-1eyll be able CONFUSED
can.
DEFENDER: The item grants +1 armor.
Versatile: Replace Focused (one type of product) with Focused
EARTHBOUND, FIREBOUND, WATERBOUND, WINDBOUND: The item contains a bound
(two types of products).WIS
CON
INT
CHA
elementalSTR
of the appropriate element.DEX
Complications
FIERY, ICY, SHOCKING, THUNDEROUS: The item burns with a powerful fire, is rimed with
Competition: Your shop has encroached on another magefreezing cold, possessed of a powerful electric charge, or emits blasts of sound, none of
wrights turf, and theyre not atCurrent
all pleased. Your Max HP is
d10
MAX
8+Constitution
which harm the wielder.
Indebted: You had to spend a lot
of coin to
get this place, or pull
some strings and ask some favors.
GHOST TOUCH: The item is tangible to or can affect ghosts, spirits, etc.
Seedy: Your shops in the wrong part of town. Expect break-ins
GLAMOURED: With a thought from the wielder, this item can take on the appearance of
and worse.
something else.
HURLED: The item gains the thrown, far, and returning tags.
INDESTRUCTABLE: The item cannot be destroyed by mortal means.
Choose one of these to start with:
Chaotic
LIFE-LEECH: The item can drain the life force of those it is directed to, as well as direct into
Eschew a convention of the civilized world.
another.
Full Plate and Packing Steel
LIGHT:
Th
e
item
emits
a
brilliant
light.
You ignore the clumsy tag on armor you wear.
Neutral
Mystic:
You
roll
+INT
instead
of
+STR
or
+DEX
to
hack
and
slash
or
volley with this item.
Teach someone the ways of your people.
Unencumbered, Unharmed
SHADOW: The item gives off clouds of smoky darkness or otherwise conceals.
So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.

Damage

Alignment

Armor

HP

Starting Moves

Race
IGear
nfused Items
Outsider

You also start with all of these:


Yourmay
Loadbeiself,
8+Str.
Youhalfling,
carry dungeon
rations
(5 uses,
weight),
a dagger
You
dwarf,
or human,
but you
and1your
people
(hand,
weight)
some
token
of beginning
where youve
travelled
or the
where
Herculean Appetites
are
not 1from
around
here.
At the
of each
session,
GMyoure
from,
and
your
choice
of
weapon:
will ask you something about your homeland, why you left, or what Others may content themselves with just a taste of wine, or dominion over a servant or two, but
Axe
(close, 1Ifweight)
you want more. Choose two appetites. While pursuing one of your appetites if you would roll for
you
left behind.
you answer them, mark XP.
Two-handed sword (close, +1 damage, 2 weight)
a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
Choose one:
will also introduce a complication or danger that comes about due to your heedless pursuits.
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Pure destruction
Fill in the name of one of your companions in at least one:
Chainmail (1 armor, 1 weight)
Power over others
_______________ is puny and foolish, but amusing to me.
Mortal pleasures
_______________s ways are strange and confusing.
Conquest
_______________ is always getting into troubleI must protect
Riches and property
them from themselves.
Fame and glory
_______________ shares my hunger for glory; the earth will
tremble at our passing!
The Upper Hand
When you gain a level from 25, choose from these moves.
When you
gain
a level
from
610,
from
moves
or the
You take +1 ongoing
to last
breath
rolls.
When
youchoose
take your
lastthese
breath,
on a 79
youlevel
make25
an
offer to Deathmoves.
in return for your life. If Death accepts he will return you to life. If not, you die.

Bonds

Advanced Moves

Still Hungry

Choose an additional appetite.

A Good Day to Die


Musclebound

As long
as youithave
less
your and
Conmessy
in current
While you wield
a weapon
gains
thethan
forceful
tags.HP (or 1, whichever is higher)
take +1 ongoing.
Take a move from the fighter, bard or thief class list. You may not take What
multiclass Are You Waiting For?
moves from those classes.
Kill
em All
When you cry
out a challenge
to your enemies, roll+Con. On a 10+ they treat you as the
Requires:
Appetite
Destruction
most obvious threat to be dealt for
with
and ignore your companions, take +2 damage ongoing
My Love For You Is Like a Truck
Take
another
move
from
theweakest
fighter, or
bard
or thief
class among
list. You
may fall
not prey
take
against them. On a 79 only a few (the
most
foolhardy
them)
When you perform a feat of strength, name someone present whom you have
multiclass
moves
from
those
classes.
to your taunting.
impressed and take +1 forward to parley with them.

Appetite for Destruction

What Is Best In Life

At the end of a session, if during this session you have crushed your enemies, seen
them driven before you, or have heard the lamentations of their kinfolk mark XP.

Wide-Wanderer

Youve travelled the wide world over. When you arrive someplace ask the GM about
any important traditions, rituals, and so on, theyll tell you what you need to know.

War Cry

When you enter battle with a show of force (a shout, a rallying cry, a battle dance)
roll+Cha. On a 10+ both, on a 79 one or the other.
Your allies are rallied and take +1 forward
Your enemies feel fear and act accordingly (avoiding you, hiding, attacking
with fear-driven abandon)

The Barbarian

Usurper

When you prove yourself superior to a person in power, take +1 forward with
their followers, underlings, and hangers on.

Mark of Might

Level
XP

When you take this move and spend some uninterrupted time reflecting on your
past glories you may mark yourself with a symbol of your power (a long braid
tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal creature who

Name
N
ame
Name

Look
Look
Look

Names:
Tormentedeyes,
eyes, Hauntedeyes,
eyes, Wild
eyes,
Shrouded
eyes
Names: Gorm,
Gorm, Si-Yi,
Si-Yi, Priscilla,
Priscilla, Sen,
Sen, Xia,
Xia, Anneira,
Anneira, Haepha,
Haepha, Lur,
Lur, Shar,
Shar, Korrin,
Korrin, Nkosi,
Nkosi, Fafnir,
Fafnir,
Tormented
eyes,
oror
shrouded
eyes
Names:
Gorm,
Si-Yi,
Priscilla,
Sen,
Xia,
Anneira,
Haepha,
Lur,
Shar,
Korrin,
Nkosi,
Fafnir,
Tormented eyes,haunted
Haunted eyes,wild
Wild
eyes,
or
Shrouded
eyes
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body,
or
Supple
body
Thra-raxes,
Mighty
body,
oror
supple
body
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mightythews,
thews,long
Longshanks,
shanks,scrawny
Scrawny
body,
Supple
body
Strangetattoos,
tattoos,unusual
Unusualjewelry,
jewelry,ororunmarred
Unmarredbybydecoration
decoration
Titles: the
the Glorious,
Glorious,the
theHungry,
Hungry,the
theIrascible,
Irascible,the
theUndefeated,
Undefeated,the
theGluttonous,
Gluttonous,Foesmasher,
Foesmasher, Strange
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Scraps,
t, ororweather-inappropriate
clothes
Scraps,silks,
Silks,scavengers
Scavenger'soutfi
outfit,
Weather-inappropriate
clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength
Strength
Strength

Name

Dexterity
Dexterity
Dexterity

Constitution
Constitution
Constitution

Intelligence
Intelligence
Intelligence

Wisdom
Wisdom
Wisdom

Look

Charisma
Charisma
Charisma

SHAKY
SICK
STUNNED
CONFUSED
SCARREDeyes-1
-1 Haepha, Lur,
-1 Nkosi, Fafnir,
-1
-1
Names:WEAK
Gorm, Si-Yi,-1Priscilla, Sen,
Xia, Anneira,
Shar, Korrin,
Tormented
eyes, Haunted
eyes, Wild
eyes, or Shrouded
Weak
Weak
Weak
Stunned
Confused -1
Scarred
WEAK
SHAKY
SICK
STUNNED
CONFUSED
SCARRED
-1
-1
-1
-1
-1
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty thews, Long shanks, Scrawny body, or Supple body
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
STR
DEX All-Mighty, the Giant,
CON
INT
WIS
CHA clothes
Scraps, Silks, Scavenger's
outfit, or Weather-inappropriate
Bonebreaker,
the
Mirthful,
the
Melancholic,
the
Triumphant
STR
DEX
CON
INT
WIS
CHA
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)

STR

Damage
Damage
Damage
Strength

WEAK

-1

DEX

Con

INT

Dexterity

Armor
Armor
A
rmor

Intelligence

Constitution

d10
d10

SHAKY

Alignment
STR
DEX
A
lignment
Alignment

Chaotic
Chaotic
Chaotic

Eschew a convention of the civilized world.


Eschew a convention of the civilizedd10
world.

Damage
Neutral
Neutral
Neutral

Teach someone the ways of your people.


Teach someone the ways of your people.

-1

SICK

-1

STUNNED

WIS

HP
HP
HP

-1

Wisdom
Current
Current
MAX
MAX

CHA

CONFUSED -1

CONStarting
INT
Starting

Moves
WIS
Moves
Starting Moves

Choose one of these to start with:


Choose
Chooseone
oneofofthese
thesetotostart
startwith:
with:

Full
Plate
and
Packing
Steel
Full Plate
and
Packing
Steel
Armor
HP
Full Plate and Packing
Steel
You
Youignore
ignorethe
theclumsy
clumsytag
tagon
onarmor
armoryou
youwear.
wear.

Race
Race
Race
Alignment

Charisma
Your
Max HP is

Y
our MMax
ax HP
is is
Your
HP
8+Constitution
8+Constitution
Constitution
8+

Current
MAX

SCARRED

-1

CHA
Your Max HP is
8+Constitution

You ignore the clumsy tag on armor you wear.

Unencumbered, Unharmed

Unencumbered, Unharmed

So
long as you are below your Load
and neither wear armor nor carry a shield, gain +1 armor.
Unencumbered,
Unharmed
So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
So
long
as
you
are
below
your
Load
and neither wear armor nor carry a shield, take +1 armor.
You also start with all of these:

Starting Moves

Outsider
Outsider
Herculean
Appetites
You
alsoone
start
these:
Outsider
Choose
ofwith
theseall
toof
start
with:
Chaotic
You also
start
with
all
of
these:
You may
may be
be elf,
elf, dwarf,
dwarf,halfling,
halfling,or
human,
orbut
something
you Others
You
human,
you and else,
yourbut
people
may
content
themselves
with just a taste of wine, or dominion over a servant or two,
You
may
be
elf,
dwarf,
halfling,
or
human,
but
you
and
your
people
Eschew
a
convention
of
the
civilized
world.
andnot
your
people
are here.
not from
around
here.of
Ateach
the beginning
Herculean
Appetites
you
want
more.
Choose
two
appetites. While
pursuing one of your appetites if you would
are
from
around
At the
beginning
session, theofGM but
Full
PlateAppetites
and Packing
Steel
Herculean
are
from around
At
beginning
of each
session,
the GM roll
eachnot
session,
the GMhere.
will
askthe
you
something
aboutyou
your
homefor
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If dominion
the d6 is the
higher
die of
Others
may
content
themselves
with
just
a
taste
of
wine, or
over
a servant
orthe
two,pair,
but
will
ask
you
something
about
your
homeland,
why
left,
or
what
ignore
clumsy
tag on armor
youawear.
Neutral
Others
maythe
content
themselves
with just
taste of wine, or dominion over a servant or two, but
will
you
something
about
your
why answer
you left,them,
or what You
land,ask
why
you
left, or what
you
lefthomeland,
behind. If you
you leftsomeone
behind. If you
answer
them,
mark XP.
Teach
ways
of your
people.
markleft
XP.behind. the
you
If you
answer
them,
mark XP.

Bonds
Bonds
Race
Bonds

Fill
in the name of one of your companions in at least one:
Outsider
Fill in the name of one of your companions in at least one:
_______________
isispuny
foolish,
but
amusing
_______________
punyand
and
foolish,
but
amusing
tome.
me.people
You
may be elf, dwarf,
or
human,
but
you andtoyour
_______________
ishalfling,
puny
and
foolish,
but
amusing
to me.
_______________s
ways
are
strange
and
confusing.
_______________s
ways
are
strange
and
confusing.
are
not from around here.
Atare
thestrange
beginning
each session, the GM
_______________s
ways
andofconfusing.
_______________
isisalways
into
must protect
_______________
alwaysgetting
getting
intotroubleI
troubleI
protect
will
ask
you
something
about
your
homeland,
why youmust
left, or
what
_______________
is always getting into troubleI
must
protect
them
from
themselves.
them
from
themselves.
you
left
behind.
If
you
answer
them,
mark
XP.
them
from themselves.
_______________
shares my hunger for glory; the earth will
_______________ shares my hunger for glory; the earth will
tremble
at our passing!shares my hunger for glory; the earth will
_______________
tremble at our passing!
tremble at our passing!
Fill in the name of one of your companions in at least one:
_______________ is puny and foolish, but amusing to me.
_______________s ways are strange and confusing.
_______________ is always getting into troubleI must protect
them from themselves.
_______________ shares my hunger for glory; the earth will
tremble at our passing!

Bonds

the
will
alsoChoose
introduce
complication
danger that
comes
dueifto
your
heedless
youGM
want
more.
twoaappetites.
Whileorpursuing
one of
yourabout
appetites
you
would
roll for
you want more. Choose two appetites.
While pursuing one of your appetites if you would roll for
pursuits.
Unencumbered,
Unharmed
a move, instead of rolling 2d6 you
roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
a Pure
move,
instead
of below
rollingyour
2d6 Load
you roll
1d6+1d8.
If thearmor
d6 is the
higher
die
of the
pair,
the
GM
destruction
So
long
as
you are
and
neither
wear
nordue
carry
shield,
take
+1
armor.
will
also
introduce
a complication
or
danger
that
comes about
to ayour
heedless
pursuits.
will
also
introduce
a
complication
or
danger
that
comes
about
due
to
your
heedless
pursuits.
Power over others
Pure destruction
Mortal

Purepleasures
destruction
Power
overwith
others
You
also start
all of these:
Conquest

Power over others

Mortal
pleasures
Riches
andpleasures
propertyAppetites

Mortal
Herculean

Conquest
Fame
and glory

Conquest
Others may content themselves with just a taste of wine, or dominion over a servant or two, but
Riches and property
The
Upper
Hand
want
Riches
and Choose
propertytwo appetites. While pursuing one of your appetites if you would roll for
you
more.
take
Fame
and
glory to last breath rolls. When you take your last breath, on a 79 you
You
+1
Ongoing

Fame
and
glory
a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
make an offer to Death in return for your life. If Death accepts he will return you to life. If
The
will alsoUpper
introduce Hand
a complication or danger that comes about due to your heedless pursuits.
The
Hand
not,
you Upper
die.
You
take +1
ongoing to last breath rolls. When you take your last breath, on a 79 you make an
Pure
destruction
You take +1 ongoing to last breath rolls. When you take your last breath, on a 79 you make an
Musclebound
offer
to Death
return for your life. If Death accepts he will return you to life. If not, you die.
Power
overinothers
offer to
Death
forityour
Death accepts
he will
return you to life. If not, you die.
While
you
wieldinareturn
weapon
gainslife.
theIfforceful
and messy
tags.
Mortal pleasures
Musclebound
What
Are You Waiting For? (CON)
Conquest
Musclebound
Whileyou
youcry
wield
aaweapon
it gains
the enemies,
forceful and
messy tags.
When
challenge
to your
roll+Con.
On a 10+ they treat you as the
Riches
andout
property
While
you wield
a weapon it gains the forceful and messy tags.
most obvious threat to be dealt with and ignore your companions, take +2 damage Ongoing
Fame and
gloryYou Waiting For?
What
Are
against
them.
On a 79
onlyWaiting
a few (the weakest
or most foolhardy among them) fall prey to
What
Are
You
For?
When
you
cry
out a challenge to your enemies, roll+Con. On a 10+ they treat you as the
your
taunting.
The
Upper
Hand
When you cry out a challenge to your enemies, roll+Con. On a 10+ they treat you as the
most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing
You
+1 ongoing
breath
rolls.
When
youyour
takecompanions,
your last breath,
you make
an
mosttake
obvious
threat to last
be dealt
with
and
ignore
takeon+2a 79
damage
ongoing
against them. On a 79 only a few (the weakest or most foolhardy among them) fall prey
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
against them. On a 79 only a few (the weakest or most foolhardy among them) fall prey
to your taunting.
to your taunting.

Musclebound

While you wield a weapon it gains the forceful and messy tags.

What Are You Waiting For?

When you cry out a challenge to your enemies, roll+Con. On a 10+ they treat you as the
most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing
against them. On a 79 only a few (the weakest or most foolhardy among them) fall prey
to your taunting.

The
T
he BBarbarian
arbarian

Level
Level
Level
XP
XP
XP

Gear
G
ear

Your Load
Loadisis8+Str.
8+STR.You
Youcarry
carrydungeon
dungeon
rations
uses,
1 weight),
a dagger (hand, 1 weight), some token of where youve travelled or where youre from, and
Your
rations
(5 (5
uses,
1 weight),
a dagger
your choic
of weapon:
(hand,
1 weight)
some token of where youve travelled or where youre
Axeand
(close,
from,
your1 weight)
choice of weapon:
Two-handed sword (close, +1 damage, two-handed, 2 weight)
Axe (close, 1 weight)
Choose one:
Adventuring
Two-handedgear
sword
(close,
+1 damage,
2 weight)rations (5 uses, 1 weight)
(5 uses,
1 weight)
and dungeon
Choose
one:
Chainmail (1 armor, 1 weight)
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Chainmail (1 armor, 1 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Still Hungry

Still
Hungry
Choose an additional appetite.
Choose an additional appetite.

Appetite for Destruction

Take a move from the


fighter,
bard or thief class list. You may not take multiAppetite
for
Destruction

class amoves
classes.
Take
movefrom
from those
the fighter,
bard or thief class list. You may not take multiclass
moves
from
those
classes.
My Love For You Is Like a Truck
When you perform a feat of strength, name someone present whom you have
My
Love
For
YoutoIs
Like
Truck
impressed
and take
+1 Forward
parley
witha
them.
When you perform a feat of strength, name someone present whom you have
What Is Best In Life
impressed
+1 forward
parley
withyou
them.
At the end and
of a take
session,
if duringtothis
session
have crushed your enemies,
seen them driven
before you,
have heard the lamentations of their kinfolk
What
Is Best
InorLife

mark XP.
At the end of a session, if during this session you have crushed your enemies, seen
Wide-Wanderer
them
driven before you, or have heard the lamentations of their kinfolk mark XP.
Youve travelled the wide world over. When you arrive someplace ask the GM
about any important traditions, rituals, and so on, theyll tell you what you
Wide-Wanderer
need totravelled
know. the wide world over. When you arrive someplace ask the GM about
Youve
anyUsurper
important traditions, rituals, and so on, theyll tell you what you need to know.
When you prove yourself superior to a person in power, take +1 Forward
Usurper
with their followers, underlings, and hangers on.
When you prove yourself superior to a person in power, take +1 forward with
Khan of Khans
their followers, underlings, and hangers on.
Your hirelings always accept the gratuitous fulfillment of one of your appetites
as payment. of Khans
Khan

Samson
Your
hirelings always accept the gratuitous fulfillment of one of your appetites
You
may take a debility to immediately break free of any physical or mental
as
payment.
restraint.
Samson
Smash!

You
may
debility
to on
immediately
breakdamage
free of and
any choose
physicalsomething
or mental
When
youtake
hacka and
slash,
a 12+ deal your
restraint.
physical your target has (a weapon, their position, a limb): they lose it.

Indestructable Hunger
Smash!

When you
youoncan
choose
takedamage
-1 Ongoing
yousomething
sate one
When
you take
hackdamage
and slash,
a 12+
dealtoyour
and until
choose
of your appetites instead of taking the damage. If you already have this penalty
physical your target has (a weapon, their position, a limb): they lose it.
you cannot choose this option.

Indestructible
Eye For WeaknessHunger

discern
realities
What here
is weak
or vulnerable?
to the
listof
When you take
damage
you add
can choose
to take
-1 ongoing
until you sate
one
of questions
you
can ask.
your
appetites
instead
of taking the damage. If you already have this penalty you
cannot
this option.
Onchoose
the Move
When you defy a danger caused by movement (maybe falling off a narrow
Eye
bridge or for
rushingWeakness
past an armed guard) take +1.
When you discern realities add "What here is weak or vulnerable?" to the list of
questions you can ask.

On the Move

When you defy a danger caused by movement (maybe falling off a narrow bridge
or rushing past an armed guard) take +1.

When you
you gain
gain a level from 6-10,
When
610, choose
choosefrom
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.

A Good Day to Die

A
Good
Day
As long
as you have
lessto
thanDie
your Con in current HP (or 1, whichever is

As
long as
you+1have
less than your Con in current HP (or 1, whichever is higher)
higher)
take
Ongoing.
take +1 ongoing.
Kill em All Requires: Appetite for Destruction
Take another
move
from the fighter, bard or thief class list. You may not take
Kill
em
All
multiclass moves from those classes.
Requires: Appetite for Destruction
Cry
TakeWar
another
move from the fighter, bard or thief class list. You may not take
When youmoves
enter battle
with classes.
a show of force (a shout, a rallying cry, a battle
multiclass
from those
dance) roll+Cha. On a 10+ both, on a 79 one or the other.
Your allies
are rallied and take +1 forward
War
Cry
Youryou
enemies
fear
anda show
act accordingly
(avoiding
you, hiding,
attacking
When
enter feel
battle
with
of force (a shout,
a rallying
cry, a battle
dance)
with fear-driven
roll+Cha.
On a abandon)
10+ both, on a 79 one or the other.
Mark
Your
alliesof
are Might
rallied and take +1 forward
When
take this
andact
spend
some uninterrupted
reflecting
Youryou
enemies
feel move
fear and
accordingly
(avoiding you,time
hiding,
attacking
on with
yourfear-driven
past gloriesabandon)
you may mark yourself with a symbol of your power (a
long braid tied with bells, ritual scars or tattoos, etc.) Any intelligent mortal
creature who of
sees this
symbol knows instinctively that you are a force to be
Mark
Might
reckoned
treats and
you spend
appropriately.
When
youwith
take and
this move
some uninterrupted time reflecting on your
pastMore!
glories you
may markMore!
yourself with a symbol of your power (a long braid
Always
When
you
satisfy
an scars
appetite
to the extreme
something
unique
tied
with
bells,
ritual
or tattoos,
etc.) Any(destroying
intelligent mortal
creature
who
and this
signifi
cant, gaining
enormous fame,
riches,
etc.)
may choose
sees
symbol
knows instinctively
that you
are apower,
force to
be you
reckoned
with and
to resolve
it. Cross it off the list and mark XP. While you may pursue that
treats
you appropriately.
appetite again, you no longer feel the burning desire you once did. In its place,
choose a new Always
appetite fromMore!
the list or write your own.
More!
When
youOne
satisfyWho
an appetite
to the extreme (destroying something unique and
The
Knocks
significant,
enormous
riches,
etc.) you
may
to resolve
When you gaining
defy danger,
on a fame,
12+ you
turnpower,
the danger
back
onchoose
itself, the
GM
will
describe
it.
Cross
it offhow.
the list and mark XP. While you may pursue that appetite again,
youHealthy
no longer feelDistrust
the burning desire you once did. In its place, choose a new
appetite
from
list ormagic
write your
own.
Whenever
thethe
unclean
wielded
by mortal men causes you to defy danger, treat any result of 6- as a 7-9.

The One Who Knocks

For the Blood God

When you defy danger, on a 12+ you turn the danger back on itself, the GM will
You are initiated in the old ways, the ways of sacrifice. Choose something your
describe how.
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones
or the like. When you
sacrifice those things as per your rites and rituals,
Healthy
Distrust
roll+WIS. On a 10+ the GM will grant you insight into your current trouble
Whenever the unclean magic wielded by mortal men causes you to defy danger,
or a boon to help you. On a 7-9 the sacrifice is not enough and your gods take
treat any result of 6- as a 79.
of your flesh as well, but still grant you some insight or boon. On a miss, you
earn the ire
of theBlood
fickle spirits.
For
the
God

You are initiated in the old ways, the ways of sacrifice. Choose something your
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
the like. When you sacrifice those things as per your rites and rituals, roll+wis.
On a 10+ the GM will grant you insight into your current trouble or a boon to
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

Name
N
ame
Name
Elf: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir
Name
Names:
Gorm,
Si-Yi, Priscilla,
Xia, Anneira,
Haepha,
Lur, Melliandre,
Shar, Korrin,Dagoliir
Nkosi, Fafnir,
Elf:
Astrafel,
Daelwyn,
Feliana,Sen,
Damarra,
Sistranalle,
Pendrell,
Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte,

Look
Look
Look
Knowing
Eyes,
Fiery
Eyes,
or Joyous
Eyes
Knowing
Eyes,
Fiery
Eyes,
Look
Tormented
eyes,
Haunted
eyes,
WildEyes
eyes, or Shrouded eyes
Knowing
Eyes,
Fiery
Eyes,or
orJoyous
Joyous
Eyes
Fancy
Fancy Hair,
Hair, Wild
Wild Hair,
Hair, or
or Stylish
Stylish Cap
Cap

Qua, Sacer,
Vercingeto,
Frael,
Thra-raxes,
Sha-Sheena,
MightyHair,
thews,
Long
shanks,
Scrawny
Human:
Baldric,
Leena, Barbozar,
Dunwick,Clovis,
Willem,
Edwyn,
Florian,Sillius,
Seraphine,
Quorra,Khamisi
Charlotte,
Fancy
Wild
Hair,
or Stylish
Cap body, or Supple body
Names:
Gorm,Cassandra
Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,Clothes,
Hauntedor
eyes,
Wild
eyes, or Shrouded eyes
Finery,
Traveling
Clothes,
or
Poor
Clothes
Lily,
Ramonde,
Finery,
Traveling
Poor
Clothes
StrangeTraveling
tattoos, Unusual
Unmarred by decoration
Titles:
the Glorious,
the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Lily,
Ramonde,
Cassandra
Finery,
Clothes,jewelry,
or Pooror
Clothes
Fit
Body,
Well-fed
Body,
or
Th
in
Body
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
thews,
Long
shanks,
Scrawny
Fit Body, Well-fed Body, or Thin Body body, or Supple body
Scraps,
Scavenger's
outfit,
Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Fit
Body,Silks,
Well-fed
Body, or
Thinor
Body
Strange
tattoos,
Unusual
jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible,
the
Undefeated,
the
Gluttonous,
Foesmasher,
Assignthese
these scores
scores to
stats:
16
1313
(+1),
1212
(+0),
9 (+0),
8 (-1)
Assign
totoyour
your
stats:
16(+2),
(+2),1515
15(+1),
(+1),
(+1),
(+0),
9 (+0),
8 (-1)
Assign
these
scores
your
stats:
(+1),
13
(+1),
12
(+0),
9
(+0),
8
(-1)
Scraps, Silks, Scavenger's
outfit, or Weather-inappropriate
Bonebreaker,
the Mirthful, the Melancholic,
Giant, the Triumphant Intelligence
Strength
DexterityAll-Mighty, the
Constitution
Wisdom
Charisma clothes
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength

Dexterity

WEAK
Weak
WEAK
WEAK

-1
-1
-1

SHAKY
Weak
SHAKY
SHAKY

-1
-1
-1

WEAK

-1

SHAKY

-1

STR
STR
STR
STR

DEX
DEX
DEX
d6
d6
d10

Constitution

Intelligence

Wisdom

SICK
Weak
SICK
SICK

STUNNED
-1
Stunned
STUNNED
-1
STUNNED
-1

CONFUSED -1
Confused -1
CONFUSED
-1
CONFUSED

SCARRED
Scarred
SCARRED
SCARRED

-1
-1
-1

CONFUSED -1

SCARRED

-1

SICK

-1
-1
-1

CON
Con
CON
CON

-1

STUNNED

INT
INT
INT
INT

-1

WIS
WIS
WIS

Charisma

CHA
CHA
CHA

Your Max HP is
Armor
Damage
HP
Damage
Armor
HP
Damage
A
rmor
HP
6+Constitution
Armor
Damage
HP
d10
Damage
Armor
HP
Name
Look
Starting
Names:
Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin,
Nkosi, Fafnir,
Tormented
eyes, Haunted eyes, Wild eyes, or Shrouded eyes
Alignment
A
lignment
Starting
MMoves
oves
Starting
Moves
Alignment
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty thews, Long shanks, Scrawny body, or Supple body
Good
Arcane
Art
Arcane
(CHA)
Good
Choose
oneArt
of
these
to start
with:
Starting
Moves
Alignment
Chaotic
Good
Arcane
Art
Strange
tattoos, Unusual jewelry, or Unmarred by decoration
Titles:
the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous,
Foesmasher,
Perform your art to aid someone else.
When
Whenyou
youweave
weaveaaperformance
performanceinto
intoaabasic
basicspell,
spell,choose
choosean
anally
allyand
andan
aneffect:
effect:

Current
YourMax
MaxHP
HPisis
Current Your
Current
MAX
Your
Max HP is
MAX
6+Constitution
MAX
8+Constitution
6+Constitution
Your Max HP is
Current
MAX
8+Constitution

Performayour
your
art to
to aid
aid
someone
else.world. All-Mighty, the Giant, the
Eschew
convention
ofsomeone
thethe
civilized
Perform
art
else.
When
you
weave
a performance
into
basic spell, choose
anWeather-inappropriate
ally and an effect:
Scraps,
Silks,a Scavenger's
outfit, or
clothes
Bonebreaker,
the
Mirthful,
Melancholic,
Triumphant
one
of these
toand
start
with:
Chaotic
Full
Plate
Packing
Steel
Heal
damage
Choose
Heal 1d8
1d8
damage
Neutral

Heal
1d8
damage
Assign
these
scores
to
your
stats:
16
(+2),
15
(+1),
13
(+1),
12
(+0),
9
(+0),
8
(-1)
Neutral
Eschew a convention of the civilized world.
+1d4
forward
to
You
ignore
the clumsy
tag on armor you wear.
Full
+1d4
forward
to damage
damage
Neutral
Avoida aconflict
conflictorordefuse
defusea atense
tensesituation.
situation.
Plate
and
Packing
Steel
Th+1d4
forward
to
damage
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Avoid

eir
mind
is
shaken
clear
of
one
You
Their
mind
is clumsy
shaken tag
clear
ofarmor
one enchantment
enchantment
Teach asomeone
ways of
your people.
Avoid
conflict the
or defuse
a tense
situation.
ignore
the
on
you
wear.
ThTheir
mind
is
shaken
clear
of
one
enchantment
Neutral
Unharmed
Chaotic
Unencumbered,
e next
The
next time
time someone
someone successfully
successfully assists
assists the
the target
target with
with aid,
aid, they
they get
get +2
+2 instead
instead of
of +1
+1
Chaotic
Spur others
to signifi
cantofand
uplanned
en
The
next
time
someone
successfully
the
target
with
aid,
they
+2 instead
ofarmor.
+1
Teach
someone
the ways
your
people. decisive action.
So
long
as you
are
below
your
andassists
neither
wear
nor
aget
shield,
take
Th
roll+Cha.
On
a 10+,
theLoad
ally gets
the
selected
effarmor
ect.
On
a carry
7-9,
your
spell
still +1
works,
Chaotic
Unencumbered,
Unharmed
OnSTUNNED
a 10+, the ally
effect. On
a 7-9, your
spell still works,
WEAK
SHAKYdecisive
SICK Then roll+Cha.
CONFUSED
SCARRED
-1
-1 action.
-1
-1 gets the selected
-1
-1
Spur others
to significant
and unplanned
Then
roll+Cha.
On a 10+,
the ally
selected
effect. On
a 7-9,targets
your spell
still works,
but
you
draw unwanted
attention
or gets
yourthe
magic
reverberates
to other
affecting
them
Spur others to significant and unplanned decisive action.
So you
longdraw
as you
are belowattention
your Load
armor nor
carry targets
a shield,affecting
take +1 armor.
but
unwanted
or and
yourneither
magic wear
reverberates
to other
them
as
well,
GMs
choice.
Outsider
but
you
draw
unwanted
attention
or your magic reverberates to other targets affecting them
You
also
start
with
all
of
these:
as well, GMs choice.
YouChangeling
may be
elf, dwarf, halfling, or human,
but you and your people
as well, GMs
choice. INT
Bardic
Lore
STR
DEX
CON
WIS
CHA
Outsider
You
alsoanstart
with
all
of these:
Herculean
Appetites
are
notyou
fromspeak
around
here.with
At the
beginning
ofwear
eachthe
session,
the
GM Bardic
Choose
area
of expertise:
Elf
When
frankly
someone
and
form
of
Lore
You
may
be
elf,
dwarf,
halfling,
or
human,
but
you
and
your
people
Elf
Bardic
Lore
Others
may
content
themselves with just a taste of wine, or dominion over a servant or two, but
Spellsan
and
Magicks
will
ask
you
something
about your
homeland,
whyyou
you
left,ask
or what
someone
from
their
homeland,
you
can
askofanother
question
for Choose
When
you
enter
an important
location
(your
call)
can
the
area
of expertise:
Herculean
Appetites
are
not
from
around
here.
At the
beginning
each
When
you
enter
an important
location
(your
call) session,
you can the
askGM
the Choose
an
area
of
expertise:
Your
Max
HP roll
is for
you
want
more.
Choose
two appetites. While pursuing oneCurrent
of your appetites
if you
would
Th
e
Dead
and
Undead
free.for
you
leftone
behind.
If you
answer
them,
mark
XP.
GM
fact
from
the
history
of homeland,
that
location.
Others
Spellsmay
and content
Magicksthemselves
d10
with just a taste of wine, or dominion
over
a servant or two, but
will
ask
you
something
about
your
why
you
left,
or
what
MAX
8+Constitution
GM for one fact from the history of that location.
move,
Spellsinstead
and
Magicks
Grand
Histories
of the Known
World
a
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
or Half-Elf
you
Thewant
Dead
andChoose
Undeadtwo appetites. While pursuing one of your appetites if you would rollGM
more.
for
youElf
left behind.
If you answer them, mark XP.
AThe
Dead
and
Undead
Bestiary
of Creatures
Unusual or danger that comes about due to your heedless pursuits.
Human
will
also
introduce
a the
complication
When you enter an important location (your call) you can ask the a Grand
Human
Histories
of
Known
World
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
Th
e Planar
Spheres

Grand
Histories
of the Known World
When
youone
first
enter
a civilized
settlement
someone who respects

Pure
destruction
GMinfor
fact
from
history
of that location.
When
youname
first
enter
athe
civilized
settlement
someone
A
Bestiary
Creatures
also
introduce
a complication
Fill
the
of
one
of your
companions
in at leastwho
one:respects will
Legends
ofofHeroes
Past Unusual

APower
Bestiary
of others
Creatures
Unusualor danger that comes about due to your heedless pursuits.
the custom of hospitality to minstrels will take you in as their guest.

over
the
custom
of
hospitality
to
minstrels
will
take
you
in
as
their
guest.
Gnome

The
Planar
Spheres

Pure
destruction
_______________ is puny and foolish, but amusing to me.
Gods
and
Th
eir
Servants

The
Planar
Spheres
Fill
in
name ofwith
oneknowledge.
of your companions
inadditional
at least one:

Mortal
pleasures
You
arethe
obsessed
Choose
Bardic

Legends
of
Heroes
Past
State
Secrets
Power
over
others
_______________s
ways are strange
andan
confusing.

Legends
of
Heroes
Past
_______________
is
puny
and
foolish,
but
amusing
to
me.

Conquest
Lore
area
of
expertise.
Choose
one
of
these
to start
Chaotic
When
you
fi
rst
encounter
an with:
important creature, location, or item (your call) covered by

Gods
and
Their
Servants
Gods
Mortal
pleasures
_______________ is always getting into troubleI must protect
andand
Their
Servants
_______________s
ways
are
strange
and
confusing.

Riches
property
Fill
in
the
name
of
one
of
your
companions
in
at
least
one:
your
bardic
lore
you
can
ask
the
GM anycreature,
one question
aboutorit;item
the GM
will
answer
truthEschew
a
convention
of
the
civilized
world.
Human
or
Half-Elf
When
you
first
encounter
an
important
location,
(your
call)
covered
by
Conquest
them
themselves.
Fill
infrom
the name
of one
of
yourgetting
companions
in at leastmust
one: protect When
you
first
encounter
an
important
creature,
location,
orheard
itemthat
(your
call) covered
by
Full
Plate
and
Packing
Steel
_______________
isa civilized
always
into troubleI
bardic
Fame
and
glory
fully.
Th
e
GM
may
then
ask
you
what
tale,
song,
or
legend
you
information
in.
This
is
not
my
first
adventure
with
_______________.
When
you
fi
rst
enter
settlement
someone
who
respects
your
lore
you
can
ask
the
GM
any
one
question
about
it;
the
GM
will
answer
truthfully.
Riches
and
property
_______________
shares mywith
hunger
for glory; the earth will your
This
is notthemselves.
my first adventure
_______________.
bardic
lore
you
can
ask
the
GM
any
one
question
about
it;
the
GM
will
answer
truthfully.
You
ignore
the
clumsy
tag
on
armor
you
wear.
Neutral
them
from
the
custom
of of
hospitality
to minstrelslong
willbefore
take you
in asmet
their
I sang
stories
_______________
I ever
them The
CHArming
and
Open
may
then
ask
you
what tale, song, or legend you heard that information in.
GM
Fame
and
glory
tremble
at our
passing!
The
Hand
I_______________
sang
stories
of
longfor
before
I ever
met them
The
GMUpper
may
then
ask
you what tale, song, or legend you heard that information in.
someone
the_______________
ways
of your
shares
my people.
hunger
glory;
the earth
will When
guest.
inTeach
person.
you
speak
frankly
with
someone,
you can
a question
from
themake
list an
Unencumbered,
Unharmed
You take +1 ongoing
to lastOpen
breath
rolls. When
youask
taketheir
yourplayer
last breath,
on a 79
you
in
person.
tremble
at our passing!
Charming
and
The
Upper
Hand
below.
Th
ey
must
answer
it
truthfully,
then
they
may
ask
you
a
question
from
the
list
(which
_______________
is often the butt of my jokes.
Charming
and
Open
So
long
as you in
arereturn
belowfor
your
Load
neither
wear armor
carry
a shield,
+1you
armor.
offer
to
Death
your
life.and
If Death
willnor
return
to life. take
If not,
die.
_______________ is often the butt of my jokes.
you
speak
frankly
someone,
youaccepts
can take
askhetheir
player
ayou
question
the list
you
answer
truthfully).
Youmust
take
+1
ongoing
to lastwith
breath
rolls. When
breath,
on a 79from
you make
an
I am writing a ballad about the adventures of _______________. When
When
you
speak
frankly
with
someone,
youyou
can askyour
theirlast
player
a question
from
the list
I am writing a ballad about the adventures of _______________. below.

They
must
answer
it
truthfully,
then
they
may
ask
you
a
question
from
the
list
(which
Whom
do
you
serve?
Fill
in
the
name
of
one
of
your
companions
in
at
least
one:
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
Musclebound
_______________ trusted me with a secret.
Outsider
below.
They
must
answer
truthfully, then they may ask you a question from the list (which
also
start
with
all
of itthese:
_______________
trusted me
with
a secret.
You
What
do
you
wish
I would
Th
ismay
is not
my
fidwarf,
rst adventure
with
________________.
you
must
answer
truthfully).
While
you
wield
atruthfully).
weapon
itdo?
gains the forceful and messy tags.
_______________
does
not trust
me,
andbut
foryou
good
reason.
You
be
elf,
halfling,
or
human,
and
your
people
you
must
answer
_______________
does not trust me,
and
for good
reason.
How
candoI get
to ______?
I sang
stories of ________________
long
before
I ever
met them Musclebound
Whom
youyou
serve?
Appetites
are not from around here. At the beginning of each session, the GM Herculean

Whom
do
you
serve?
While
wield
a weapon
it do?
gainsnow?
the forceful
and messy tags.
What
are
you
really
right
in person.
What
Are
You
Waiting
For?
Whatyou
do you
wish
I feeling
would
content
with just a taste
of wine, or dominion over a servant or two, but
will
ask you something
about
your
homeland,
why you left, or what Others
What
Whatmay
doyou
youmost
wishthemselves
I would do?
do
desire?
________________
is oft
en the
butt
of my jokes.
When
you
atochallenge
to your
enemies,
roll+Con.
Onappetites
a 10+ they
treat
youroll
as the
What
How
can
Icry
getout
youYou
______?
you
want
more.
appetites.
While
pursuing
one of your
if you
would
for
Are
Waiting
For?
you
behind.
If youabout
answer
mark XP.
How
can
I getChoose
you totwo
______?
I amleft
writing
a ballad
thethem,
adventures
of ________________. A
Port
in
the
Storm
most
obvious
threat
to
be
dealt
with
and
ignore
your
companions,
take
+2
damage
ongoing
aWhen
What
are
you
really
feeling
right
now?
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
you
cry
out
a
challenge
to
your
enemies,
roll+Con.
On
a
10+
they
treat
you
as
the

What
are
you
really
feeling
right
now?
________________ trusted me with a secret.
you
return
toaadesire?
civilized
youve or
visited
before,
tell among
the GMthem)
when fall
youprey
against
them.
On
79
only asettlement
few
(the
weakest
most
foolhardy
When
What
do
youthreat
most
will
also
introduce
a to
complication
or and
danger
thatyour
comes
about
due to
your
most
obvious
beyou
dealt
with
ignore
companions,
take
+2heedless
damage pursuits.
ongoing
________________ does not trust me, and for good reason.
What
do
you
most
desire?
were
last
here.
Th
eyll
tell
how
its
changed
since
then.
to
your
taunting.
Port
Purethem.
destruction
a 79
only a few (the weakest or most foolhardy among them) fall prey
Aagainst
inOn
the
Storm
Fill in the name of one of your companions in at least one:
A
Port
inothers
the Storm

Power
over
to
your
taunting.
When you return to a civilized settlement youve visited before, tell the GM when you were
_______________ is puny and foolish, but amusing to me.
When
you return
to a civilized settlement youve visited before, tell the GM when you were
here.
Mortal
pleasures
last
Theyll
tell you how its changed since then.
_______________s ways are strange and confusing.
last
here.
Theyll
tell
you how its changed since then.
Conquest
_______________ is always getting into troubleI must protect
Riches and property
them from themselves.
Fame and glory
_______________ shares my hunger for glory; the earth will
tremble at our passing!
The Upper Hand

Race
Race
Race
Race
Race

Damage
Bonds
Bonds
Alignment
Bonds
Bonds

Armor

HP

Starting Moves

B
onds
Race

Bonds

The
Bard
The
Barbarian
T
he
B
ard
The Barbarian

Level
Level
Level
XP
Level
XP
XP
Musclebound
While you wield a weapon it gains the forceful and messy
tags.
XP

You take +1 ongoing to last breath rolls. When you take your last breath, on a 79 you make an
offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.

Gear
G
ear

Your Load
Loadisis8+Str.
9+STR.You
Youcarry
havedungeon
dungeonrations
rations(5(5
uses,
1 weight).
Choose one instrument, all are 0 weight for you:
Your
uses,
1 weight),
a dagger
Your1fathers
repaired
A stolen
hornyoure
A fine lute, a gift from a noble
(hand,
weight)mandolin,
some token
of where youve travelled
or where
A fiddle,
never
before
The pipes with which you courted your first love
A songbook in a forgotten tongue
from,
and your
choice
ofplayed
weapon:
Choose your clothing:
Axe (close, 1 weight)
Leather armor (1 armor, 1 weight)
Ostentatious
Two-handedclothes
sword(0
(close,
+1 damage, 2 weight)
weight)
Choose
one:
Choose your armament:
Dueling
Adventuring
(1 precise,
weight) 2and
dungeon rations (5 uses, 1 weight)
rapier gear
(close,
weight)
Worn
Chainmail
(1
armor,
1
weight)
bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and short sword (close, 1 weight)
Choose one:
Adventuring gear (5 uses, 1 weight)
Bandages (0 weight)
Halfling pipeleaf (0 weight)
3 coin

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Healing Song

Still
Hungry
When you heal with arcane art, you heal +1d8 damage.
Choose an additional appetite.

Vicious Cacophony

When you grant bonus


with arcane art, you grant an extra +1d4
Appetite
fordamage
Destruction

damage.
Take
a move from the fighter, bard or thief class list. You may not take multiclass
moves
from those
It Goes
toclasses.
Eleven (CHa)
When you unleash a crazed performance (a righteous lute solo or mighty
My
Love
For
Iswho
Like
a Truck
brass blast,
maybe)
chooseYou
a target
can hear
you and roll+Cha. On a 10+
When
you
perform
a
feat
of
strength,
name
someone
present
whom
have
the target attacks their nearest ally in range. On a 79 they
attack
theiryou
nearest
impressed
and
take
+1 their
forward
to parley
ally, but you
also
draw
attention
andwith
ire. them.

Metal Hurlant
(Con)
What
Is Best In
Life

When you shout with great force or play a shattering note choose a target
At the end of a session, if during this session you have crushed your enemies, seen
and roll+Con. On a 10+ the target takes 1d10 damage and is deafened for a
them
driven before
you,you
or have
theyour
lamentations
their
markthe
XP.
few minutes.
On a 79
still heard
damage
target, butofits
outkinfolk
of control:
GM will choose an additional target nearby.
Wide-Wanderer

A Little
Help
From
My
Friends
Youve
travelled the
wide world
over.
When
you arrive someplace ask the GM about
When
you
successfully
aid
someone
you
+1tell
Forward
as you
well.need to know.
any important traditions, rituals, and so on, take
theyll
you what
Eldritch Tones

Usurper
Your arcane art is strong, allowing you to choose two effects instead of one.

When you prove yourself superior to a person in power, take +1 forward with
Duelists Parry
their followers, underlings, and hangers on.
When you hack and slash, you take +1 armor forward.

Bamboozle
Khan
of Khans

Whenhirelings
you parley
withaccept
someone,
on a 7+ you
also takeof
+1one
forward
with
them.
Your
always
the gratuitous
fulfillment
of your
appetites
as payment.
Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing
Samson
the move.
You may take a debility to immediately break free of any physical or mental
Multiclass Initiate
restraint.
Get one move from another class. Treat your level as one lower for choosing
the move.
Smash!
When you hack and slash, on a 12+ deal your damage and choose something
physical your target has (a weapon, their position, a limb): they lose it.

Indestructible Hunger

When you
you gain
gain a level from 6-10,
When
610, choose
choosefrom
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.
Healing Chorus Replaces: Healing Song
A
to art,
Die
WhenGood
you heal Day
with arcane
you heal +2d8 damage.
As long as you have less than your Con in current HP (or 1, whichever is higher)
Vicious Blast Replaces: Vicious Cacophony
take +1 ongoing.
When you grant bonus damage with arcane art, you grant an extra +2d4
damage. em All
Kill

Unforgettable
Face
Requires:
Appetite for Destruction
Whenanother
you meet
someone
youve
metbard
before
(yourclass
call)list.
afterYou
some
time
Take
move
from the
fighter,
or thief
may
notapart
take
you take +1
Forward
them.
multiclass
moves
fromagainst
those classes.
Reputation

War
When youCry
first meet someone whos heard songs about you, roll+Cha. On

When
battle
a show
of force
(a about
shout,you.
a rallying
battle
a 10+,you
tell enter
the GM
twowith
things
theyve
heard
On a cry,
7-9,atell
the dance)
GM
roll+Cha.
a 10+
both,
79tells
one you
or the
other.
one thing On
theyve
heard,
andon
theaGM
one
thing.
Your
allies are rallied
and take
+1 forward
Eldritch
Chord
Replaces:
Eldritch Tones

Your
enemies
feel
fear
and
act
accordingly
(avoiding
you,
attacking
When you use arcane art, you choose
two effects.
You also
gethiding,
to choose
one of
with
abandon)
those
efffear-driven
ects to double.

An Earof
For
Magic
Mark
Might

When you hear an enemy cast a spell the GM will tell you the name of the
When you take this move and spend some uninterrupted time reflecting on your
spell and its effects. Take +1 forward when acting on the answers.
past glories you may mark yourself with a symbol of your power (a long braid
tiedDevious
with bells, ritual scars or tattoos, etc.) Any intelligent mortal creature who
When you use charming and open you may also ask How are you vulnerable
sees this symbol knows instinctively that you are a force to be reckoned with and
to me? Your subject may not ask this question of you.
treats you appropriately.
Duelists Block Replaces: Duelists Parry
When you hack
and slash, you
take +2 armor forward.
More!
Always
More!
When
you Replaces:
satisfy an Bamboozle
appetite to the extreme (destroying something unique and
Con
significant,
enormous
fame,on
riches,
etc.)
you
choose
to resolve
When you gaining
parley with
someone,
a 7+ power,
you also
take
+1may
forward
with
them
and
get to
their
one question
which
answer
truthfully.
it.
Cross
it ask
off the
listplayer
and mark
XP. While
you they
may must
pursue
that appetite
again,
youMulticlass
no longer feel theMaster
burning desire you once did. In its place, choose a new
appetite
listanother
or writeclass.
your Treat
own. your level as one lower for choosing
Get one from
movethe
from
the move.

The One Who Knocks

When you defy danger, on a 12+ you turn the danger back on itself, the GM will
describe how.

When you take damage you can choose to take -1 ongoing until you sate one of
your appetites instead of taking the damage. If you already have this penalty you
cannot choose this option.

Healthy Distrust

Eye for Weakness

For the Blood God

When you discern realities add "What here is weak or vulnerable?" to the list of
questions you can ask.

On the Move

When you defy a danger caused by movement (maybe falling off a narrow bridge
or rushing past an armed guard) take +1.

Whenever the unclean magic wielded by mortal men causes you to defy danger,
treat any result of 6- as a 79.
You are initiated in the old ways, the ways of sacrifice. Choose something your
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
the like. When you sacrifice those things as per your rites and rituals, roll+wis.
On a 10+ the GM will grant you insight into your current trouble or a boon to
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

N
ame
Name

Look
Look
Sharp
eyes, Sharp
eager
eyes,
eyes
Look
Tormented
eyes, Haunted
eyes, Wild
eyes, or Shrouded eyes
Wild
Eyes,
Eyes,or
orbright
Animal
Eyes
Close-cropped hair, styled hair, or polished helm

Name

Names:
Gorm,Elrosine,
Si-Yi, Priscilla,
Sen,
Xia, Anneira,
Haepha,
Lur, Shar, Korrin, Nkosi, Fafnir,
Elf:
Throndir,
Aranwe,
Celion,
Dambrath,
Lanethe
Qua, Sacer,
Vercingeto,
Barbozar,Emory,
Clovis,Shrike,
Frael, Thra-raxes,
Mighty thews,
body, or Supple body
Hooded
Head, Long
Wild shanks,
Hair, or Scrawny
Bald
Human:
Jonah,
Halek, Brandon,
Nora, DianaSillius, Sha-Sheena, Khamisi
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormentedarmor,
eyes, Haunted
eyes,orWild
eyes,armor
or Shrouded eyes
Embossed
plain armor,
shining
Strange
tattoos, Unusual
jewelry,Clothes
or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Cape,
Camouflage,
or Traveling
Fit
body,thews,
built body,
scarred
body body, or Supple body
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
Longor
shanks,
Scrawny
Scraps,
Silks,Wild
Scavenger's
Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Lithe
Body,
Body, oroutfit,
Sharpor
Body
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Assign these
these scores
scores to
to your
your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Assign
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Strength
Dexterity
Constitution
Intelligence
Charisma
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Weak
WEAK

-1

Weak
SHAKY

-1

Weak
SICK

-1

Stunned
STUNNED

-1

Confused -1
CONFUSED

Scarred
SCARRED

-1

WEAK

-1

SHAKY

-1

SICK

-1

STUNNED

-1

CONFUSED -1

SCARRED

-1

STR
STR
STR

DEX
DEX

Con
CON
CON

Name
d10
d8
Damage
Armor
Damage
A
rmor
Names:
Gorm,
Si-Yi,
Priscilla,
Sen,
Xia,
Anneira,
Haepha,
Lur,
Shar, Korrin, Nkosi, Fafnir,
d10
Damage
Armor
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi

INT
INT
INT

WIS
WIS

CHA
CHA

Look
HP
HP
Tormented eyes,HP
Haunted eyes, Wild eyes, or Shrouded eyes
Mighty thews, Long shanks, Scrawny body, or Supple body
Current
MAX
Current
MAX

Y
our MMax
ax HP
is is
Your
HP
8+Constitution
Constitution
10+
Your Max HP is
8+Constitution

Strange tattoos, Unusual jewelry, or Unmarred by decoration


Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Assign these scores to your stats:
16 (+2),
15 (+1),
13 (+1), 12
(+0), 9 (+0), 8 (-1)
Good
Hunt
and
Track
(Wis)
Choose one
of these
to start with:
Armored
Chaotic
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Ride
in
to
save
the
day.
When
you
follow
a
trail
of
clues
leftyou
behind
You ignore the clumsy tag on armor
wear.by passing creatures, roll+WIS. On a 7+, you
Eschew
a convention
of theorcivilized
world.
Free
someone
from literal
figurative
bonds.
Choose
onePlate
of these toand
start with:
Chaotic
Full
Packing
Steel
follow the creatures
trail until theres a significant change in its direction or mode of travel.
Lawful
Knightly
Order
Eschew
atoconvention
of the civilized world.
You ignore
the
clumsy
tag on1:armor you wear.
Neutral
Good
Acquise
authority.
On
a
10+,
you
also
Full
Plate
Packing
Steel
You
are
of choose
aand
knightly
order,
known CONFUSED
throughout the
four traditions
WEAK
SHAKY
SICK
STUNNED
SCARRED
-1
-1
-1 a member
-1
-1 land. Choose
-1
Teach someone
thetoways
of your
people. threat.
Endanger
combat
an unnatural
Gain
aorder,
useful
bitgood
of information
about
your quarry, the GM will tell you what
for
your
bad:
You
ignore
the two
clumsy
tagand
on two
armor
you wear.
Evil yourself
Neutral
Unencumbered,
Unharmed
Virtuous
Traditions
Dastardly
Traditions
Determine
what
caused
theLoad
trail and
to end
Use another
to further
your
own people.
ambition.
Teach
someone
the ways
of your
So
long as you
are below
your
neither
wear armor
nor carry a shield, take +1 armor.
Neutral
Unencumbered,
Unharmed
Knowledgable
Dubious
motives
STR
DEX
CON
INT
WIS
CHA
Help an animal or spirit of the wild.
Called
Shot
SoAncient
long as you
are below your Load and neither
wear armor nor carry a shield, take +1 armor.
lore
Tradition-bound
Outsider
You
also
start
witha all
of these: or surprised
When
you
attack
defenseless
enemyoaths
at range, you can choose to deal your
Chapters
everywhere
Mystical
YouElf
may or
be elf,Half-Elf
dwarf, halfling, or human, but you and your people
Your Max HP is
Current
Access
to
magic
items
Tyrannical
leaders
Outsider
damage
or
name
your
target
and
roll+DEX.
d10 of each session, the GM You
also start with all
of these:
Herculean
Appetites
MAX
8+Constitution
are
not
fromhas
around
here.
At the
beginning
Your
order
existed
longer
than
some civilizations.
Your
order
Magical
lore
Strict
laws
You
may
be
elf,
dwarf,
halfling,
or
human,
but
you
and
your
people

Head
10+:
As
79,
plus
your
damage
7-9:
They
do
nothing
but
stand and drool for a
Elf
Others
may
content themselves with just a taste
ofobedience
wine, or dominion over a servant or two, but
will
you something
about
homeland,
youtraditions.
left, or what Herculean
has aask
tradition
of ancient
loreyour
in addition
to itswhy
other
Secular
power
Total
Appetites
are
not
from
around
here.
At
the
beginning
of
each
session,
the
GM
few
moments.
When you undertake a perilous journey through wilderness you want more. Choose two appetites. While pursuing one of your appetites if you would roll for
you left behind. If you answer them, mark XP.
in As
society
Paranoid
and
content
themselves
with
just a 7-9:
taste
ofThey
wine,
orsecretive
dominion
a servant
or two, but
willHalfling
ask you
about
your homeland,
why you
left, or what Others
Integrated
Armsmay
10+:
7-9,
plus your
damage
drop
anything over
theyre
holding.
whatever
jobsomething
you take you
succeed
as if you rolled
a 10+.
a move,
instead of rolling 2d6 you roll 1d6+1d8.
If the d6 is the higher die of the pair, the GM
Rich
Factionalized
Your
mount
is
a
dinosaur,
your
choice
what
species.
Whenever
you
want10+:
more.As
Choose
twoyour
appetites.
While
pursuing
of yourand
appetites
if you would roll for
you left behind. If you answer them, mark XP.
Legs
7-9, plus
damage
7-9:
Theyreone
hobbled
slow moving.
will also
introduce
a complication
or danger
comes
due to by
your
heedless
pursuits.
you
enter a steading,
roll+CHA.
On a that
hit, you
are about
approached
someone
who
needs
someone underestimates you because of your unmounted stat- When
Human
a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
your
help
based
on
one
of
your
virtuous
traditions,
GMs
choice.
On
a
10+,
choose
one:

Pure
destruction
ure, take
+1make
Forward
against
them.
Animal
Companion
When
you
camp
in
a
dungeon
or
city,
you
dont
need
to
will also one
introduce
a complication
or danger that comes about due to your heedless pursuits.
Fill in the name of one of your companions in at least one:
Choose
of these
to start
Chaotic
e person
helpwith:
is influential
or generous
their
Th
Power
overasking
othersforconnection
You
have
a supernatural
with a loyal
animal. in
You
cantreward
talk to it per se but it always
Human
or
Half-Elf
consume
a ration.

Pure
destruction
_______________
is
puny
and
foolish,
but
amusing
to
me.
Eschew
a convention
ofofthe
civilized
world. in at least one:
Th
e task pleasures
is easy or well worth the trouble
Fill
in
the
name
of
one
your
companions

Mortal
You
cant
help
but
make
good
impressions
on
people.
When
you
acts
as
you
wish
it
to.
Name
your
animal
companion
and
choose
a
species:
Full
Plate
and
Packing
Steel
aPower
over
_______________s ways are strange and confusing.
On
6-, you
get others
in trouble based on one of your dastardly traditions.
_______________
is puny
foolish,
but amusing
me.

Conquest
interact
with someone
afterand
some
time apart,
theyll to
remember
Wolf,
cougar,
bear,
eagle,
dog,
hawk,
cat,
owl,
pigeon,
rat,
mule
You
ignore
the
clumsy
tag
on
armor
you
wear.
Neutral
_______________ is always getting into troubleI must protect Mortal pleasures
IChoose
Challenge
Thee! (CHA)
_______________s
ways
are hurt
strange
and confusing.
you
fondly
unless
you
actually
them.

Riches
and property
a base:
Teach
someone
the
ways
of
your
people.
Conquest
them
themselves.
Fill
infrom
the name
of one
your
companions
in at leastmust
one: protect When
youand
challenge
someone to
a duel, roll+CHA. On a hit, they accept; theyll abide
Unencumbered,
Unharmed
_______________
is of
always
getting
into troubleI

Fame
glory

Ferocity
+2, Cunning
+1, 1 Armor, Instinct +1
whatever
Riches
and
property
shares my hunger
the me
earth
I_______________
have
guided
_______________
beforefor
andglory;
they owe
forwill
it. by
rules
are
common
for duels
in the region,
such nor
as one-on-one
combat,
orarmor.
the
So
long
as you
are
below
your Load
and neither
wear armor
carry a shield,
take +1
them
from
themselves.

+2,glory
Cunning +2, 0 Armor, Instinct +1
Ferocity
Fame
and
tremble
at our passing!
use
of
a
specifi
c
weapon.
On
a
10+,
deal
+2
damage
Ongoing
against
them
and
-2
damage
The
Upper
Hand
_______________
is
a
friend
of
nature,
so
I
will
be
their
friend
_______________ shares my hunger for glory; the earth will Ferocity +1, Cunning +2, 1 Armor, Instinct +1
Fillwell.
in the name of one of your companions in at least one:
Ongoing
against
anyone
elsebreath
until rolls.
the end
of the
You take
+1
ongoing
to of
last
When
youduel.
take your last breath, on a 79 you make an
as
Outsider
tremble
at our passing!
You
also
start
all
these:
The
Upper
Hand
Ferocity
+3,with
Cunning
+1,
1 Armor, Instinct +2
________________
is unfi
t toorbe
in proper
offer Trusty
to Death in return
for your life. If Death accepts he will return you to life. If not, you die.
_______________
no respect
for
nature,
so Iand
haveyour
no respect
Steed
You
may be elf, dwarf,has
halfling,
human,
but society.
you
people My
You takeas
+1many
ongoing
to last as
breath
rolls. When you take your last breath, on a 79 you make an
Choose
strengths
its ferocity:
________________ doesnt understand etiquette at all. I shall
Herculean
have a mount youAppetites
have made a bond with. Choose a name for your mount:
for
are them.
not from around here. At the beginning of each session, the GM You
offer
to
Death
in
return
for
your
life.
If Death accepts
he will
return youferocious,
to life. Ifintimidating,
not, you die.
have to teach them before they embarrass themselves.
Musclebound
Fast, burly,
huge,
calm,
adaptable,
quick
tireless,
camouflage,
Silver,
Donner,
Zephyros,
Blitzen,
Bucephalus,
Arod,
may
content
themselves
with
just a reflexes,
taste Rosinante,
of wine,
or Sleipnir,
dominion
overFirefoot,
a servantRoheryn
or two, but
_______________
does
notyour
understand
life why
in the
wild,
will Others
will
ask you something
about
homeland,
left,so
orIwhat
________________
would
be a perfect
fit for
myyou
order.
While
you
wield
weapon
itappetites.
gains
theWhile
messy
tags.
keen
senses,
stealthy
Your
mount
has
aaControl
+0,
and
a forceful
Loadpursuing
of and
10. When
enter
a steading
your
you
want
more.
Choose
twoof
one ofyou
your
appetites
if you astride
would roll
for
Musclebound
teach
them.
you
left
behind.
If
you
answer
them,
mark
XP.
________________ is definitely a follower, not a leader.
Your
animal
companion
is
trained
to
fight
humanoids.
Choose
as
many
additional
trainings
mount,
you
take
+1
Forward
with
everyone
who
sees
your
entrance.
When
you
lead
the
aWhile
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
you
wield
a
weapon
it
gains
the
forceful
and
messy
tags.
What
Are You Waiting For?
charge
into battle astride your mount, your damage increases to d10.
as
itsalso
cunning:
will
introduce
aa complication
or danger
that roll+Con.
comes about
duea to
your
heedless
pursuits.
When
you
cry
outfor
challenge
to your
enemies,
On
10+
they
treat you
as the
Choose
twoAre
traits
your Waiting
mount:
Hunt,
search,
scout,
guard,
fight monsters,For?
perform, labor, travel
What
You

Pure
destruction
most
obvious
threat
toControl
be dealtbywith
and ignore your companions, take +2 damage ongoing
Swift
:
Increase
your
+1.
Fill
in
the
name
of
one
of
your
companions
in
at
least
one:
Choose
as many
weaknesses
as to
its your
instinct:
When
you
cry out
a challenge
enemies, roll+Con. On a 10+ they treat you as the
Command
Agile:
Power
over
others
against
them.
On
a 79
only by
a few
(the weakest or most foolhardy among them) fall prey
Increase
your
Control
+1.and
_______________
punyanimal
and foolish,
but amusing
to me. its most
Flighty,
savage,
slow,
broken,
frightening,
forgetful,
stubborn,
lame take +2 damage ongoing
obvious
threat
to
be
dealt
with
ignore
your
companions,
When
you work withis your
companion
on something
Broad
Mortal
pleasures
to
your
taunting.
Back:
Gain a Passenger stat of 1 and increase your Load by +5.
_______________s
ways are strange and confusing.
against
them.
On
a
79
only
a
few
(the
weakest
or
most
foolhardy
among them) fall prey
trained
in
Conquest
Unless your mount is injured, you always take the 10+ result on the Control
is always
getting
into
mustdamage
protect toFearless:
your
taunting.
_______________
and you attack the
same target,
add
its troubleI
ferocity to your
Riches
and property
Mount
move.
them
fromyou
themselves.
and
track, add its cunning to your roll
War-Bred:
Fame andWhen
gloryyou deal damage astride your mount, deal +1d4 damage.
sharesadd
myitshunger
glory;
the earth will
_______________
and you take damage,
armor for
to your
armor
tremble
ourdiscern
passing!realities, add its cunning to your roll
The Upper Hand
andatyou
You take +1 ongoing to last breath rolls. When you take your last breath, on a 79 you make an
and you parley, add its cunning to your roll
and someone interferes with you, add its instinct to their roll offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.

A
lignment
Alignment
Alignment

Race
Race
Race
Race
Damage

Bonds
Alignment
Bonds

Starting Moves
Starting
Moves
Starting Moves

Armor

HP

Starting Moves

Bonds

Bonds
Race

Bonds
Command

The
Barbarian
T
he
C
avalier
Ranger
The Barbarian

Level
Level
Level
XP
What Are You Waiting For? XP
When you cry out a challenge to your enemies, roll+Con.
XPOn a 10+ they treat you as the
Musclebound

While you wield a weapon it gains the forceful and messy tags.

Gear
G
ear

Your Load
Loadisis8+Str.
12+STR.
You
carry
dungeon
rations
(5 uses,
1 weight),
monster feed (8 uses, 1 weight), adventuring gear (5 uses, 1 weight), and a symbol identifyYour
You
carry
dungeon
rations
(5 uses,
1 weight),
a dagger
ing you as a member of you order, describe it (0 weight).
(hand, 1 weight) some token of where youve travelled or where youre
Choose your defenses:
from,
and your(1choice
Breastplate
armor,of1 weapon:
weight) and 20 coin
Scale
Axearmor
(close,(2
1 weight)
armor, 3 weight)
Two-handed
sword (close, +1 damage, 2 weight)
Choose
your armament:
Choose
one:
Longsword (close, +1 damage, 2 weight) and longbow (near, far, 2 weight) and bundle of arrows (3 ammo, 1 weight)
(reach, mounted,
+1 damage,
3 weight)
and fl(5
ailuses,
(close,
1 weight)
Lance
Adventuring
gear (1 weight)
and dungeon
rations
1 weight)
Choose
two: (1 armor, 1 weight)
Chainmail
Shield (+1 armor, 2 weight)
2 healing potions (0 weight)
Heavy barding (+1 armor while mounted, 5 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Cavaliers Charge

Still
Hungry
While mounted you deal +1d4 damage.
Choose an additional appetite.

Demanding Challenge

When you duel a foe,


anyone
else attacking the subject of your challenge rolls
Appetite
for
Destruction

twiceafor
damage
takes the
better
result.
Take
move
from and
the fighter,
bard
or thief
class list. You may not take multiclass
moves
from
those
classes.
In the Kings Court
When you speak with those who know of your order, you can always use
My
Love
For
your status
as leverage
to You
parley. Is Like a Truck
When you perform a feat of strength, name someone present whom you have
Tactician (INT)
impressed
parley with
them.
When you and
taketake
time+1toforward
lay out to
a strategy
before
a battle, roll+INT. On a 10+,
hold 3. On a 7-9,
hold 1. Spend
your hold as you lay out the battle plan or
What
Is Best
In Life

during the battle to choose one:


At the end of a session, if during this session you have crushed your enemies, seen
Reveal an environmental advantage
them
driven
haveas
heard
therolled
lamentations
Spout
lorebefore
aboutyou,
the or
enemy
if you
a 10+ of their kinfolk mark XP.
Point out an excellent spot to attack or defend from
Wide-Wanderer

Take +1 when acting on the answers.


Youve travelled the wide world over. When you arrive someplace ask the GM about
(CHA) rituals, and so on, theyll tell you what you need to know.
anyBanner
important traditions,
When you display your banner proudly as you lead the charge, roll+CHA.
On a hit, your allies are invigorated, they either heal 1d4 damage or gain +1
Usurper
Forward.
a 10+,
you and
your allies
off as
When
youOn
prove
yourself
superior
to a cannot
person be
in frightened
power, takeor+1scared
forward
with
long as
the banner
is displayed.
their
followers,
underlings,
and hangers on.

Well-Trained Steed

Khan
oftrait
Khans
Choose another
for your mount.

Your hirelings always accept the gratuitous fulfillment of one of your appetites
Trample
as payment.
While astride your mount, your attacks have the following tags, based on your
mounts traits:
Samson
Swift: Near
You may take a debility to immediately break free of any physical or mental
Agile: Precise
restraint.
Broad Back: Forceful
Fearless: Forceful
Smash!
War-Bred:
Messy
When
you hack
and slash, on a 12+ deal your damage and choose something

Take
Charge
(CHA)
physical
your
target has (a
weapon, their position, a limb): they lose it.
When you rein in a group of miscreants, roll+CHA. On a 10+, they calm
Indestructible
Hunger
down and do what you tell them
to. On a 7-9, theyll either calm down but
dont do
what
say, oryou
do can
whatchoose
you say
remaining
agitated,
When
you
takeyou
damage
towhile
take -1
ongoing until
you GMs
sate one of
choice.
On a 6-,
you have
a mutiny
on your hands.
your
appetites
instead
of taking
the damage.
If you already have this penalty you
cannot
choose
this option.
Lead
From
the Front
Any unit that you lead gains +1 Morale.
Eye for Weakness

Commanders Authority

When you discern realities add "What here is weak or vulnerable?" to the list of
Take +1 to order hirelings and command units.
questions you can ask.

Knightly Dabbler

Gain onethe
non-multiclass
On
Movemove from any class list. Choose the move as if you

were one
thancaused
you are,
unless that (maybe
move deals
with
When
youlevel
defylower
a danger
by movement
falling
offknights,
a narrownobilbridge
ity,rushing
or war. past an armed guard) take +1.
or

When you
you gain
gain a level from 6-10,
When
610, choose
choosefrom
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.
Mighty Charge Replaces: Cavaliers Charge
A
to
Die
WhileGood
mounted Day
you deal
+1d8
damage.
As long as you have less than your Con in current HP (or 1, whichever is higher)
Line-Breaker
take +1 ongoing.
When you roll a 12+ to hack and slash while mounted, you deal your damage, avoid em
their attack,
Kill
All and move through them to an advantageous position.

Expert
Tactician
Requires:
Appetite
for DestructionRequires: Tactician
You gain
+1 hold
when
tactician,
even
a 6-.
Take
another
move
fromusing
the fighter,
bard
or on
thief
class list. You may not take
multiclass
moves
from
those
classes.
Rallying Call Requires: Banner
When you wave your banner and rally the troops, roll+CHA. On a 10+, hold
War
3. On a 7-9,Cry
hold 1. You can spend your hold, 1 for 1, to have someone reroll
When
youThenter
battle
with
ofresult.
force (a shout, a rallying cry, a battle dance)
any roll.
ey must
take
thea show
second
roll+Cha.
On
a
10+
both,
on
a
79
oneIn
or the other.
Change We Can Believe

Your
allies
are
rallied
and
take
+1
forward
The next time you meet with other members of your order after taking this
Youreither
enemies
feargood
andtradition
act accordingly
(avoiding
you, bad
hiding,
attacking
move,
add feel
a new
or remove
an existing
tradition
for
with
fear-driven abandon)
your
order.
Charge
From
the Front Replaces: Lead From the Front
Mark
of
Might

Any unit that you lead gains +1 Morale and +1 Damage.


When you take this move and spend some uninterrupted time reflecting on your
Replaces:
pastCommanders
glories you may markInspiration
yourself with a symbol
of Commanders
your power (aAuthority
long braid
Take
+1
to
order
hirelings
and
command
units.
When
youmortal
roll a 12+,
the hiretied with bells, ritual scars or tattoos, etc.) Any intelligent
creature
who
ling or unit transcends their moment of fear and doubt and carries out your
sees this symbol knows instinctively that you are a force to be reckoned with and
order with particular effectiveness or efficiency.
treats you appropriately.
Captains Word (CHA) Requires: Take Charge
When you give
an order to More!
non-hostile NPCs, roll+CHA. On a 10+, they
More!
Always
obey you
the best
of their ability
before they
can even something
think aboutunique
it. On and
When
youtosatisfy
an appetite
to the extreme
(destroying
a
7-9,
the
GM
chooses
one:
significant, gaining enormous fame, riches, power, etc.) you may choose to resolve
They it
dooff
it, the
but list
notand
verymark
well or
it. Cross
XP.exactly
While how
you you
maywanted
pursue that appetite again,
They offer you something they think you want
you no longer feel the burning desire you once did. In its place, choose a new
They stop whatever they were doing to turn their attention to you
appetite from the list or write your own.

Unnatural Steed

Your mount
is a monster,
an animal. Describe it. Choose one of the followThe
One
Whonot
Knocks
ing traits:
When
you defy danger, on a 12+ you turn the danger back on itself, the GM will
Flying:how.
Your mount can fly.
describe
Tank: When your mount is attacked, roll a d6. If the number is 3 or less, you
do not need to roll Distrust
to control your mount. In addition, Control -1.
Healthy
Breath Weapon:
Yourmagic
mount
breathes
fire, lightning,
or ice.
Your
attacks
Whenever
the unclean
wielded
by mortal
men causes
you
to defy
danger,
whileany
mounted
gain
thea Elemental
(Fire, Electric, or Ice) and ignore armor
treat
result of
6- as
79.
tags.
For
the
Blood
God
In addition,
you can
also change
one of your mounts existing traits to better
suit are
yourinitiated
new mounts
You
in theform.
old ways, the ways of sacrifice. Choose something your
godsKnightly
(or the ancestor
spirits, orRequires:
your totem,
etc)Dabbler
valuegold, blood, bones or
Initiate
Knightly
the
like.
you sacrifice
those
things
perlist.
your
rites and
Gain
oneWhen
non-multiclass
move
from
any as
class
Choose
the rituals,
move asroll+wis.
if you
were aone
lowerwill
than
youyou
are,insight
unless into
that your
movecurrent
deals with
knights,
nobil-to
On
10+level
the GM
grant
trouble
or a boon
ity, or
war.On a 7-9 the sacrifice is not enough and your gods take of your flesh
help
you.
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

Name
Name
N
ame
Name

Look
Look
Look
Look

Names:
Gorm,
Si-Yi, Priscilla,
Sen, Xia,
Anneira,
Shar,
Korrin,
Nkosi, Fafnir,
Tormented
eyes,
Haunted
eyes,
Wild
eyes,
or Shrouded eyes
Choose
one
for
each
form:
mortal
and
avatar.
Elf:
Astrafel,
Daelwyn,
Feliana,
Sistranalle,
Pendrell,
Melliandre,
Dagoliir
Knowing
Eyes,
Fiery
Eyes,
or
Joyous
Eyes
Favored
Soul:
Choose
a name Damarra,
from
the class
that Haepha,
you
take Lur,
a move
from.
Names:
Gorm,
Si-Yi, Priscilla,
Sen, Xia,
Anneira,
Haepha,
Lur,
Shar,
Korrin, Nkosi, Fafnir,
Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes
Bright
Eyes,
Dark
Eyes,
or
Eager
Eyes
Qua,
Sacer,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body,
or Supple body
Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte,
Fancy Hair, Wild Hair, or Stylish Cap
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
MightyHair,
thews,
LongHead,
shanks,
ScrawnyHair
body, or Supple body
Styled
Shaved
or
Shaggy
Strange
tattoos,
Unusual
jewelry,
or
Unmarred
by decoration
Titles:
the
Glorious,
the
Hungry,
the
Irascible,
the
Undefeated,
the
Gluttonous,
Foesmasher,
Lily, Ramonde, Cassandra
Finery, Traveling Clothes, or Poor Clothes
Strange
tattoos,Inconspicuous
Unusual jewelry,
or Unmarred
byRobes
decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Fancy
Clothes,
Clothes,
or Ornate
Scraps,
Silks,
Scavenger's
outfit,
or
Weather-inappropriate
clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Fit Body, Well-fed Body, or Thin Body
Scraps,
outfit,
or Weather-inappropriate
clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Fit
Body,Silks,
ThinScavenger's
Body, Scrawny
Body,
or Bulky Body
Assign
these
scores
to
your
stats:
16
(+2),
15
(+1),
13
(+1),
12
(+0),
9
(+0),
8
(-1)
Assign these
these scores
scores to
1313
(+1),
12 12
(+0),
9 (+0),
8 (-1)
Assign
toyour
yourstats:
stats:16
16(+2),
(+2),1515(+1),
(+1),
(+1),
(+0),
9 (+0),
8 (-1)
Strength
Name
Strength
Strength
Strength

Dexterity
Dexterity
Dexterity
Dexterity

Constitution
Constitution
Constitution
Constitution

Look

Intelligence
Intelligence
Intelligence
Intelligence

Wisdom
Wisdom
Wisdom
Wisdom

Charisma
Charisma
Charisma
Charisma

Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes
WEAK
SHAKY
SICK
STUNNED -1-1
CONFUSED-1-1
SCARRED -1-1
SHAKY
SICK
STUNNED
CONFUSED
SCARRED
-1-1
-1-1
-1-1
Qua,WEAK
Sacer,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty
shanks, Scrawny
body, or
Supple body -1
Weak
Weak
Weak
Stunned
Confused
Scarred
WEAK
SHAKY
SICK
STUNNED
CONFUSED
SCARRED
-1
-1
-1
-1 thews, Long
-1
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Scraps, Silks, Scavenger's
outfit, or Weather-inappropriate
Bonebreaker,
the Mirthful, the Melancholic,
the Triumphant
STR
DEX All-Mighty, the Giant,
CON
INT
WIS
CHA clothes
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)

STR

DEX

Con

INT

Strength

Dexterity

Constitution

Intelligence

Damage
Damage
Damage
Damage
Name
WEAK

-1

d6
d10

d10

SHAKY

-1

Armor
Armor
Armor
A
rmor
SICK

-1

WIS

Wisdom
Charisma
Your Max HP is
Current
Current
Y
our Max
MMax
ax HP
isisis
Your
HP
Your
HP
Current
MAX
8+Constitution
MAX
MAX
8+Constitution
6+Constitution
Constitution
8+

HP
HP
HP
HP
Look

STUNNED

-1

CHA

CONFUSED -1

SCARRED

-1

Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty thews, Long shanks, Scrawny body, or Supple body
STR
DEX
CON
INT
WIS
CHA
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Scraps,
Bonebreaker,
the Mirthful, the Melancholic, All-Mighty, the Giant, the
Triumphant
Choose
one of
these to start
with:Silks, Scavenger's outfit, or Weather-inappropriate clothes
Chaotic
Good
Arcane
Art
Secret
Choose
oneIdentity
of
these
to
start
with:
Good
Chaotic
Assign
these
scores
to
your
stats:
16
(+2),
15
(+1),
13
(+1),
12 (+0), 9 (+0), 8 (-1)
Your Max HP is
Current
Eschewyour
a convention
the civilized
world.
Perform
artan
to innocent
aidofsomeone
else.
When
you weave
a performance
basicYou
spell,
choose
an ally that.
and 8+Constitution
an
effect:a move from
d10
You
werent
always
theand
chosenPacking
ofinto
theagods.
had
a life before
Choose
ProtectStrength
or
save
in the
name
of your deity.
Eschew
a convention
of the civilized
world.
Full
Plate
Steel
Dexterity
Constitution
Intelligence
Wisdom MAX
Charisma
Full
Plate
and
Packing
Steel
a class
Heal that
1d8 damage
no
one
is
playing.
You
can
make
that
move.
However,
when
you
do so, lose
You ignore the clumsy tag on armor you wear.
Neutral
Evil
Neutral
You
ignore
theFafnir,
clumsy
tag Tormented
on
wear.
on
a 6-,
lose
1 Favor,
onarmor
a 7-9, you
lose
2 Favor,
andeyes,
on aWild
10+, eyes,
lose 3orFavor
(if theeyes
move
Neutral
Favor:
+1d4
forward
to damage
Names:
Gorm,
Si-Yi,
Priscilla,
Sen,
Xia,
Anneira,
Haepha,
Lur,
Shar,
Korrin,
Nkosi,
eyes,
Haunted
Shrouded
Kill or
endanger
an
innocent
in situation.
the
name of your deity.
Teach
ways
your
people.
Avoid
a someone
conflict
orthe
defuse
aoftense
doesnt
require
a
roll,
lose
2
Favor
whenever
you
utilize
it).
Your
deity
doesnt
like
it
when
TeachSacer,
someone
the -1
waysBarbozar,
of your SHAKY
people.
Unharmed
Unencumbered,
Their
is shaken
clear
of one
enchantment
Qua,
Vercingeto,
Clovis, Frael,-1Thra-raxes, Sillius,
Khamisi
Mighty
LongCONFUSED
shanks, Scrawny
body, orSCARRED
Supple body
WEAK
SICK Sha-Sheena,
STUNNED
-1 mind
-1 thews,
-1
-1
Unencumbered,
Unharmed
you
prove
your
worth
as
anything
other
than
their
mortal
instrument.
long
as
you
below your
Loadtattoos,
andassists
neither
armor
carry
a shield,
take +1
SoThe
next
timeare
someone
successfully
thewear
target
withnor
aid,Unmarred
they get
+2
instead
ofarmor.
+1
Strange
Unusual
jewelry,
or
by
decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous,
Foesmasher,
Chaotic
So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
Avatar
Form
Then
roll+Cha.
On (Favor)
a 10+, Scraps,
the allySilks,
gets the
selected effect.
a 7-9, your spell still works,
Scavenger's
outfit,On
or Weather-inappropriate
clothes
Bonebreaker,
the Mirthful,
Melancholic,
All-Mighty,
Triumphant
Spur
others to significant
andthe
unplanned
decisive
action. the Giant, the
STR Soul
DEX
CON
INT
WIS to other targets
Favored
When
take
on
the
granted
to9 you
by8 reverberates
your
On a CHA
10+,
you them
Choose
one
of
these
with:
Outsider
Chaotic
you
draw
unwanted
attention
your
magic
affecting
You
also
start
allto
ofstart
these:
Assign these scores to yourbut
stats:
16you
(+2),
15with
(+1),
13form
(+1),
12 or
(+0),
(+0),
(-1) god, roll+Favor.
Outsider
You
also
start
with
all
of
these:
You
may
be
a
dwarf,
elf,
halfl
ing,
human,
or
something
else,
but
transform
into
your
avatar
form.
On
a
7-9,
you
transform,
but
the
GM
chooses
one
of the
You
may
be
elf,
dwarf,
halfling,
or
human,
but
you
and
your
people
EschewStrength
a convention of the civilized
world.
as well, GMs choice.
Constitution
Intelligence
Wisdom
Charisma
You
may be
elf,touched
dwarf, halfling,
or Dexterity
human,
you
people Full
Plate
and Packing Steel
younot
have
been
byAt
your
You but
can
use and
one your
of your
complications:
Herculean
Appetites
are
from
around here.
the deity.
beginning
of each
session,
the GM following
Herculean
Appetites
Your
Max
HP
is
Current
are
notpowers
from around
here.
At the beginning
of you
eachhave
session,
the
GM You
ignore
the
clumsy
tag on
armor
youawear.
avatar
even in
your
form,
a Tell
Neutral
Your
connection
to
your
deity
is weak,
take
in
avatar form
youor
make
Elf
Lore
d10but
Others
may
content
themselves
with
just
taste -1
of Ongoing
wine, or dominion
over
auntil
servant
two, but
will
ask you something
aboutmortal
your homeland,
why you left,
orwhile
what Bardic
MAX
8+Constitution
Others
may
content
themselves
with
just
a
taste
of
wine,
or
dominion
over
a
servant
or
two,
but
will
ask
you
something
about
your
homeland,
why
you left, orSICK
what
using
itsomeone
(glowing
eyes,
swirling
runic
tattoos,
etc).
camp.
Teach
the
ways
of your
people.
When
you
enter
an
important
location
(yourXP.
call)
the Choose
area ofChoose
expertise:
WEAK
SHAKY
STUNNED
CONFUSED
you
want
two appetites.
While pursuing
one of -1
your appetitesSCARRED
if you would roll
-1
-1 you can ask
-1 anmore.
-1
-1 for
you left
behind.
If you
answer
them,
mark
Unencumbered,
Unharmed
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
roll
for
The transformation
is unstable, youll have to change back to normal soon.
youfor
leftone
behind.
If you
mark
XP.
GM
fact from
theanswer
historythem,
of that
location.
a Spells
and
Magicks
move,
instead
of below
rollingyour
2d6 you
roll
1d6+1d8.
If thearmor
d6 is the
of the
pair,
GM
So
long as
youdeems
are
Load
and
neither
wear
norhigher
carry adie
shield,
take
+1the
armor.
Your
deity
this
task
unworthy,
lose
1
Favor.
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
will
Thealso
Dead
and Undead
introduce
a complication or danger that comes about due to your heedless pursuits.
In
either
case, once athe
task you called
upon your
deity for
is completed,
you
changepursuits.
back
Human
will
also Histories
introduce
complication
or danger
thatWIS
comes
about
due to your
heedless
STR
DEX
CON
INT
CHA

Grand
of the
Known World
Fill in the name of one of your companions in at least one:

Pure
destruction
Outsider
to
normal.
When
in all
avatar
form, you gain hit points equal to your level. Choose two stats;
When
enter
a civilized
someone
who
respects
Fill inyou
the first
name
of one
of your settlement
companions
in at least
one:
You
also
start
with
of
these:

Pure
destruction
________________
ishalfling,
aofdevout
servant
ofbut
the
gods;
I trust
them
A Bestiary
of form,
Creatures
Fill
in
thebename
of one
your or
companions
inyou
at least
one:

Power
over
othersyou Unusual
You
may
dwarf,
human,
your
people while
in avatar
take +1 to those stats. In addition, you have 3 power points to
the
custom
ofelf,
hospitality
to minstrels
will take
inand
as their
guest.
_______________
is puny
and foolish,
butyou
amusing
to me.

Power
over
othersto start
completely.
Choose
one
of
these
with:powers, chosen at character creationYour
Chaotic

The
Planar
Spheres
_______________
is puny
andbeginning
foolish, but
amusing
to me.
divided
Mortalamongst
pleasuresthe
Herculean
Appetites
be
following
(if youMax
put 2HP
power
is
are
not
from
around
here.
At
the
of
each
session,
the
GM
Current
_______________sworks
ways with
are strange
and forces,
confusing.

Mortalofpleasures
d10
________________
dangerous
I
must
try
to
MAX
8+Constitution
Eschew
a
convention
of
the
civilized
world.

Legends
Heroes
Past
_______________s
ways
are
strange
and confusing.
points
into
a
power,
you
gain
the
power
in
parentheses):

Conquest
Others
may
content
themselves
with
just
a
taste
of
wine,
or
dominion
over
a
servant
or
two,
but
will
ask
you
something
about
your
homeland,
why
you
left,
or
what
Plate and Packing Steel
_______________
is always getting into troubleI must protect Full

Conquest
protect
them from themselves.
Gods
and
Their
Servants
Divine
Might:
When
you
hack and
slash,
deal d8
damage.
(When you
hack
androll
slash,
_______________
isanswer
always them,
gettingmark
into troubleI
must protect you

Riches
and
property
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
for
you
left
behind.
If
you
XP.
You
ignore and
the clumsy
tag on armor you wear.
I will
convert
________________
over to my
Neutral
them
from
themselves.
Riches
property
Fill
in the
name
of one of your companions
in atfaith.
least one:
deal
d10
damage.)
When
youinstead
first
encounter
an important
creature,If location,
or higher
item (your
call)
covered
by
them
from
themselves.

Fame
and
glory
a
move,
of
rolling
2d6
you
roll
1d6+1d8.
the
d6
is
the
die
of
the
pair,
the
GM
________________
has
proved
their
loyalty
me. the earth will Fame
Teach
the adventure
ways
of your
people.
_______________
shares
my
hunger
for to
glory;
and
Supernatural
Resilience:
You
gain
+Favor
Armor
(minimum
0).answer
(You
gain
+Favor
This
issomeone
not my first
with
_______________.
loreglory
youacan
ask the GM
any
one question
about
it;
the
GM
truthfully.
Unencumbered,
Unharmed
_______________
shares my
hunger
for glory; the earth will your
will bardic
also
introduce
complication
or
danger
that comes
about
due
to will
your
heedless
pursuits.
tremble
at
our
passing!
The
Upper
Hand
Armor
(minimum
1).)
Itremble
sang stories
of
_______________
long
before
I
ever
met
them
The
GM
may
then
ask
you
what
tale,
song,
or
legend
you
heard
that
information
in.
-3<= -2<= -1<= 0 =>1 =>2 =>3
So
asdestruction
you are below
your Load and neither wear armor nor carry a shield, take +1 armor.
at our passing!
long
Pure
The
Upper
Hand
in the name of one of your companions in at least one:
Deific
You
gain rolls.
influence
something
related
to your
(You
You take
+1 Influence:
ongoing to last
breath
Whenofyou
take your
last breath,
ongods
a 79domain.
you make
an
inFill
person.

Power
over
others
You
take
+1
ongoing
to
last
breath
rolls.
When
you
take your last breath, on a 79 you make an
Choose
one
of
these
to
start
with:
are
immune
to
something
related
to
your
gods
domain.)
Chaotic
Charming
and
Open
_______________
is
puny
and
foolish,
but
amusing
to
me.
You
have a new statiscalled
Defi
to three edicts of
offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.
_______________
oftenFavor.
the butt
ofne
myone
jokes.
Outsider
Mortal
pleasures
offer
to
Death
in
return
for
your
life.
If Death
hetheir
will
return
to life. If
youlist
die.
You
also
start
with
all of
these:
Up,
Up,
and
Away:
You
can
leap,
hover,
andask
glide.
(You
can flayou
y,question
whether
itnot,
be with
or
Eschew
a convention
ofways
the the
civilized
world.
When
you
speak
frankly
with
someone,
youaccepts
can
player
from
the
your
gods
one of
which
has
to be
your
alignment
move.
are
strange
and
I _______________s
ammay
writing
a ballad
about
adventures
ofconfusing.
_______________.
You
befaith,
elf,
dwarf,
halfling,
or
human,
but
you and your
people Full
Plate and Packing Steel

Conquest
Musclebound
without
wings.)
Th
e number of edicts
choose
determines
your maximum
below.
They must answer
it truthfully, then they may ask you a question from the list (which
_______________
isyou
always
getting
troubleI
mustthe
protect
Musclebound
Appetites
_______________
with
a into
secret.
are
not from aroundtrusted
here.
Atme
the
beginning
of each session,
GM Herculean
You
ignore
the of
clumsy
tagYou
on
armor
you
wear.
Neutral
Riches
and
property
Weapon
gain
athe
weapon
thatand
hasmessy
two oftags.
the following tags: forceful,
While
you
wield
a God:
weapon
it gains
forceful
and minimum
Favor. When you fulfill one of your edicts, gain 1 you
must
answer
truthfully).
them
from
themselves.
While
you
wield
a weapon
it gains
the
and
messy
tags.
Others
may
content
themselves
with
justforceful
a taste of
wine,
or tags.)
dominion
over a servant or two, but
_______________
doesabout
not
trust
me,
and forwhy
goodyou
reason.
will
asksomeone
you something
your
homeland,
left,
or what ignores
armor,
messy,
or precise.
(Your
weapon
has
three
Teach
the
ways
of your
people.
Fame
and
glory
Favor.
When
you
fail
to
fulfi
ll
one
of
your
edicts,
lose
1
Favor.
What
Whom
youChoose
serve?
_______________
hunger
Unharmed
you
want do
more.
twoWaiting
appetites.
WhileFor?
pursuing one of your appetites if you would roll for
Are
You
you
left behind. If youshares
answermy
them,
markfor
XP.glory; the earth will Unencumbered,
the
Day
(Favor)
What
Are
You
Waiting
For?
Save
What
do
you
wish
would
tremble at our passing!
So
longyou
as
you
your
Loadroll
and
neither
wear
nor
carry
adie
shield,
take
+1the
armor.
The
Upper
Hand
aWhen
move,
instead
of below
rolling
2d6do?
you
1d6+1d8.
Ifroll+Con.
thearmor
d6 is the
higher
of the
pair,
GM
cryare
out
aIchallenge
your
enemies,
On
a 10+
treat
you
the
When
you
rush
forward
to saveto
someone
or something,
roll+Favor.
Onthey
a 10+,
you
getas
When
you
cry
out
a
challenge
to
your
enemies,
roll+Con.
On
a
10+
they
treat
you
as the
most
How
can
I
get
you
to
______?
You
take
+1
ongoing
to
last
breath
rolls.
When
you
take
your
last
breath,
on
a
79
you
make
will
also
introduce
a
complication
or
danger
that
comes
about
due
to
your
heedless
pursuits.
obvious
threat
be
dealt
with
and
ignore
your
companions,
take
+2
damage
ongoing
just
in time,
no to
matter
howwith
improbable.
Onyour
a 7-9,
you get there,
but+2not
beforeongoing
the an
most
obvious
be
dealt
and
ignore
companions,
take
damage
____________________________________________________ there
Outsider
What
are
youthreat
really
feeling
right
now?
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.

Pure
destruction
You
also
start
with
all
of
these:
against
them.
On
a
79
only
a
few
(the
weakest
or
most
foolhardy
among
them)
fall
prey
danger
surrounding
Fill
in
thebe
name
of onehalfling,
of your companions
inyou
at least
against
them.
On athe
79victim
only aescalates.
few (the weakest or most foolhardy among them) fall prey
____________________________________________________
You
may
elf, dwarf,
or human, but
and one:
your people to
What
do
you
desire?

Power
overmost
others
your
taunting.
_______________
is puny
andbeginning
foolish, but
to me.
____________________________________________________
Musclebound
to your taunting.
Herculean
Appetites
are
not from around here.
At the
of amusing
each session,
the GM Nemesis
Port
Mortal
pleasures
faith
enemies
and
you
are
sworn
fight
them.
Defi
ne a major
threat
to your
faithbut
AYour
in
the
Storm
_______________s
ways
are
strange
and
confusing.
While
you
wield
a weapon
it gains
the
and
messy
tags.
mayas
content
themselves
with
justforceful
ato
taste
of
wine,
or
dominion
over
a servant
or two,
will ask you something about your homeland, why you left, or what Others
Conquest
(the
Lich
Queen
of
Moros
Isle,
the
Red
Court
Diabolists,
etc.).
When
you
oppose
this
When
you
return
to
a
civilized
settlement
youve
visited
before,
tell
the
GM
when
you
were
_______________
is
always
getting
into
troubleI
must
protect
you want more. Choose two appetites. While pursuing one of your appetites if you would roll
for
you left behind. If you answer them, mark XP.
here.
Riches
and tell
property
threat,
its
machinations,
or
its changed
minions,since
reroll
any 1s on any rolls you make against them.
What
Are
You
Waiting
For?
last
Theyll
you
how
its
then.
them from themselves.
a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
Fame
and
You
must
the
roll. You
cannot
hide from
your enemies
in your
form.
youkeep
cryglory
out second
a challenge
to your
enemies,
roll+Con.
On a 10+
theyavatar
treat you
as the
_______________ shares my hunger for glory; the earth will When
will also introduce a complication or danger that comes about due to your heedless pursuits.
most
obvious
threat
to
be
dealt
with
and
ignore
your
companions,
take
+2
damage
ongoing
tremble at our passing!
Pure
destruction
The
Upper
Hand
Fill in the name of one of your companions in at least one:
against them. On a 79 only a few (the weakest or most foolhardy among them) fall prey
Power
others
You
take +1over
ongoing
to last breath rolls. When you take your last breath, on a 79 you make an
_______________ is puny and foolish, but amusing to me.
to your
When
youtaunting.
begin the first session, you start with 1 Favor.
Mortal
pleasures
offer
to
Death
in return for your life. If Death accepts he will return you to life. If not, you die.
_______________s ways are strange and confusing.
Conquest
_______________ is always getting into troubleI must protect Musclebound
Riches and property
them from themselves.
While you wield a weapon it gains the forceful and messy tags.
Fame and glory
_______________ shares my hunger for glory; the earth will
What
Are You Waiting For?
tremble at our passing!
The Upper Hand

Alignment
Alignment
A
lignment
Alignment
Damage
Name

Race
Race
Alignment
Race
Race
Damage
Bonds
Race
Bonds
Bonds
Alignment

Damage
Bonds

Bonds
Alignment
Favor
Race

Starting
Moves
Starting
Starting
Moves
Starting MMoves
oves

Armor

HP
Look

Starting Moves

Armor

HP

Starting Moves

Armor

HP

Starting Moves

Edicts
Race
Bonds
Bonds

The
Barbarian
The
T
he CBard
hampion

Level
Level
Level
Level
XP
XP
XP
XP

Gear
G
ear

Your Load
Loadisis8+Str.
8+STR.You
Youcarry
havedungeon
dungeonrations
rations(5(5
uses,
1 weight).
Your
uses,
1 weight),
a dagger
Choose1one:
(hand,
weight) some token of where youve travelled or where youre
Chainmail
(1choice
armor,of1 weight)
from,
and your
weapon:
Adventuring gear (5 uses, 1 weight)
Axe (close, 1 weight)
Choose your armament:
Blessed
Two-handed
sword+1
(close,
+1 damage,
2 weight)
blade (close,
damage,
2 weight)
Choose
one:
Travelers staff (close, two-handed, 1 weight)
Sacrifi
Adventuring
gear
(1 weight)
and dungeon rations (5 uses, 1 weight)
cial dagger
(hand,
1 weight)

Chainmail
(1
armor,
1
weight)
Choose one:
Adventuring gear (5 uses, 1 weight)
Shield (+1 armor, 2 weight)
2 healing potions (0 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Heroic Avatar

Still
Hungry
You gain another power point to spend on a power you already have. In addi-

Choose
additional
appetite.
tion, youancan
choose from
these powers if you put a third point in a power:
Divine Might: You gain the Bend Bars, Lift Gates move from the fighter.
Appetite for Destruction
Supernatural Resilience: You can roll+Favor to Defy Danger.
Take a move from the fighter, bard or thief class list. You may not take multiclass
Deific Influence: You can grant blessings in accordance to your deitys
moves
from those classes.
domain.
Up, Up,
and Away:
can speed
throughathe
air, carrying a great weight
My
Love
ForYou
You
Is Like
Truck
behind you.
When you perform a feat of strength, name someone present whom you have
Weapon of God: Your weapon has one of the following tags: Empowered
impressed
takewreathed
+1 forward
parley withfire,
them.
with Goodand
or Evil,
in to
holy/unholy
or bane to your arch nemesis.

Acceptance
What
Is Best In Life

Youve
made
with
your deity
life. Reduce
amount
At
the end
of apeace
session,
if during
this about
sessionyour
you other
have crushed
yourthe
enemies,
seen
of Favor
youbefore
lose when
make
the the
move
by 1, to a minimum
of 0. mark XP.
them
driven
you, you
or have
heard
lamentations
of their kinfolk

Arch Nemesis

Wide-Wanderer
When you roll a 1 when opposing your nemesis, you can lose 1 Favor to set

Youve
the wideyou
world
over. When you arrive someplace ask the GM about
that dietravelled
to any number
choose.
anySecret
important traditions,
rituals,
and so on, theyll tell you what you need to know.
Identity Dabbler
Gain one non-multiclass move from any class list. Choose the move as if you
Usurper

were one level lower than you are, unless that move helps you blend in or is
When you prove yourself superior to a person in power, take +1 forward with
from the class you chose at first level.
their followers, underlings, and hangers on.

Inspirational Speech

When you give


an Khans
inspirational speech to your allies, roll+CHA. On a hit,
Khan
of

your allies
gainalways
a temporary
with you fulfillment
until the end
theofbattle.
On a
Your
hirelings
accept bond
the gratuitous
of of
one
your appetites
10+,
they also gain +1 Forward.
as
payment.

Luck of the Gods

Samson
Dedicate yourself to a deity (name a new one or choose one thats already been

You
may takeWhen
a debility
to immediately
breakits
free
of any physical
or minmental
established).
you oppose
your nemesis,
machinations,
or its
restraint.
ions, If your Favor number appears, you may use Divine Guidance as a cleric.
In addition, if your Favor is negative, the GM will introduce a consequence or
Smash!
complication.
When you hack and slash, on a 12+ deal your damage and choose something
By the Power of Greyskull!
physical your target has (a weapon, their position, a limb): they lose it.
When you transform into your avatar form, its a spectacular affair, with
energy flying out. Enemies within
near range take your mortal forms class
Indestructible
Hunger
damage.
Intake
addition,
on you
a 7-9,
can choose
followinguntil
complication:
When
you
damage
canyou
choose
to takethe
-1 ongoing
you sate one of
Your allies are struck with divine energy and also take your class damage.
your appetites instead of taking the damage. If you already have this penalty you
Fists
ofthis
Righteousness
cannot
choose
option.
When you are in avatar form, you deal +1d4 damage.

Eye
for
Weakness
Deific
Protection

When
realities
add
"What
is weak
or vulnerable?"
to the list of
When you
you discern
take damage,
you
can
lose 1here
Favor
to instead
take no damage.
questions
you
can
ask.
Divine Inspiration
When you
spendMove
a moment and ask your deity for guidance, roll+Favor. On
On
the

a 10+, theyll offer you insight into your present situation. On a 7-9, choose
When you defy a danger caused by movement (maybe falling off a narrow bridge
one:
or rushing past an armed guard) take +1.
Theyre frustrated with you bothering them. Lose 1 Favor.
The insight is vague, cryptic, or not applicable at the moment.

When you
you gain
gain a level from 6-10,
When
610, choose
choosefrom
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.
Superheroic Avatar Requires: Heroic Avatar
A
Good
Die
You gain
anotherDay
powerto
point.
As long as you have less than your Con in current HP (or 1, whichever is higher)
Ack! Kryptonite!
take +1 ongoing.
Name something you are immune to. Then name your weakness, and explain
why it inhibits
connection to your deity. When you come into contact
Kill
emyour
All
with your weakness, roll+CON. On a 10+, you resist the effects of your weakRequires: Appetite for Destruction
ness for now. On a 7-9, the GM chooses one:
Take another move from the fighter, bard or thief class list. You may not take
Its touch burns you, take 1d6 damage.
multiclass
from those
classes.
You feelmoves
your power
slipping
away, choose one power. You no longer can
use
this
power
as
long
as
your
weakness
is near.
War Cry
You feel your connection to your deity weakening, youll change back into
When you enter battle with a show of force (a shout, a rallying cry, a battle dance)
your mortal form soon.
roll+Cha. On a 10+ both, on a 79 one or the other.
Shazam!
Bytake
the Power
of Greyskull!
Your
allies are Replaces:
rallied and
+1 forward
When you transform into your avatar form, its a spectacular affair, with
Your enemies feel fear and act accordingly (avoiding you, hiding, attacking
energy flying out. Enemies within near range take your avatar forms class
with fear-driven
damage.
In addition,abandon)
on a 7-9, you can choose the following complication:
Your alliesof
are struck
with divine energy and take your normal forms class
Mark
Might

damage.
When you take this move and spend some uninterrupted time reflecting on your
Expertise
Requires:
Luck
of the Gods
pastDivine
glories you
may mark yourself
with
a symbol
of your power (a long braid
You
gain
the
Commune
and
Cast
a
Spell
cleric
When
you creature
select thiswho
tied with bells, ritual scars or tattoos, etc.) Any moves.
intelligent
mortal
move, treat yourself as a cleric of level 1 for using spells. Every time you gain a
sees this symbol knows instinctively that you are a force to be reckoned with and
level thereafter, increase your effective cleric level by 1.
treats you appropriately.
Secret Identity Initiate Requires: Secret Identity Dabbler
Gain one non-multiclass
move
from any class list. Choose the move as if you
More!
Always
More!
were one
lower
than youtoare,
that(destroying
move helpssomething
you blendunique
in or isand
When
youlevel
satisfy
an appetite
theunless
extreme
from
the
class
you
chose
at
fi
rst
level.
significant, gaining enormous fame, riches, power, etc.) you may choose to resolve
PepitTalk
Inspirational
Speech
it. Cross
off theReplaces:
list and mark
XP. While
you may pursue that appetite again,
When
givefeel
an the
inspirational
speech
yourdid.
allies,
On a hit,
you
no you
longer
burning desire
youtoonce
In roll+CHA.
its place, choose
a new
your
allies
gain
a
temporary
bond
with
you,
and
you
with
them,
until
the end
appetite from the list or write your own.
of the battle. On a 10+, they also gain +1 Forward.

The
One
Who Knocks
Fight
My Battle
Requires: Inspirational Speech or Pep Talk

When
on aan
12+
you turn thespeech
dangerbefore
back onfighting
itself, the
GM will
When you
youdefy
givedanger,
your allies
inspirational
a battle
describe
how.
in line with your cause, they can resolve their bond with you to take +Favor
Forward.

Healthy Distrust

Divine Beatdown Replaces: Fists of Righteousness


Whenever the unclean magic wielded by mortal men causes you to defy danger,
When you are in avatar form, you deal +1d8 damage.
treat any result of 6- as a 79.
Have at Thee, Cretin!

For
Blood
When youthe
hack and
slash or God
defy danger to uphold one of your edicts, take

+1. are initiated in the old ways, the ways of sacrifice. Choose something your
You
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
the like. When you sacrifice those things as per your rites and rituals, roll+wis.
On a 10+ the GM will grant you insight into your current trouble or a boon to
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

Name
Look
N
ame
Look
Name
Look
Rotes
Elf:
Astrafel,
Daelwyn,
Feliana,
Sistranalle,
Pendrell,
Melliandre,
Dagoliir
Knowing
Eyes,
Fiery Eyes,
or Joyous
Kind
eyes,
sharp
or sad
eyesWildEyes
Rote
Every
time
you
commune,
youDamarra,
gain Xia,
access
to all ofHaepha,
your
rotes
without
having
to Sanctify
Name
Look
Names:
Gorm,
Si-Yi,
Priscilla,
Sen,
Anneira,
Lur,
Shar, Korrin,
Nkosi,
Fafnir,
Tormented
eyes, eyes,
Haunted
eyes,
eyes, or Shrouded eyes
Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte,
Fancy
Hair,
Wild Hair,
or bald
Stylish Cap
Tonsure,
strange
hair, or

Food or waterMighty
you hold
in your
while
you cast
this
is consecrated
select
them or
count them
toward Clovis,
your allotment
of spells. Sillius, Sha-Sheena, Khamisi
Qua, Sacer,
Vercingeto,
Barbozar,
Frael, Thra-raxes,
thews,
Longhands
shanks,
Scrawny
body,
orspell
Supple
body
Names:
Gorm,Cassandra
Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,
Haunted
eyes,
Wild
or Shrouded eyes
Flowing
robes,
habit,
or common
garbeyes,the
Lily,
Ramonde,
Finery,
Traveling
Clothes,
or
Poor
Clothes
by
your
deity.
In
addition
to
now
being
holy
or
unholy,
affected
substance is
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Th
in body,
knobby
body,
flScrawny
abby
body
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
thews,
Long
shanks,
body, or Supple body
Fit
Body,
Well-fed
Body,
ororThin
Body
purified of any
mundane
Light
Rote the Giant, the Triumphant
Scraps,
Silks,spoilage.
Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty,
Strange
tattoos,
Unusual
jewelry,
or
Unmarred
by decoration
Titles: the Glorious, the Hungry, the Irascible,
the
Undefeated,
the
Gluttonous,
Foesmasher,
Assign
these
scores as
to
stats:
(+1),
1212
(+0),
9 (+0),
8 (-1)
An item you touch glows with divine light,
about
as bright
ayour
torch.
It 16
gives
Assign
these
scores
to your
stats:
16(+2),
(+2),1515(+1),
(+1),1313
(+1),
(+0),
9 (+0),
8 (-1)
Scraps,
Silks,
Scavenger's
outfit,
or
Weather-inappropriate
Bonebreaker,
the
Mirthful,
the
Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
Constitution
Intelligence
Wisdom
Charisma clothes
Rote
off no Strength
heat
or sound and requires Dexterity
no
fuel but is otherwise like
a mundane torch. Guidance
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Assign
these
scores
to
your
stats:
16
(+2),
15
(+1),
13
(+1),
12
(+0),
9
(+0),
8
(-1)
You have complete control of the color of the flame. The spell lasts as long as it The symbol of your deity appears before you and gestures towards the direction or
Strength

is in your
presence.-1
WEAK

Dexterity

Weak
WEAK

-1

SHAKY
Weak
SHAKY

WEAK

-1

SHAKY

STR
STR
STR

DEX
DEX
DEX
d6

Constitution

-1
-1
-1

SICK
Weak
SICK
SICK

-1
-1

CON
Con
CON
CON

-1

First
Leveld10
SpellsArmor
Damage
Armor
Damage
Damage
A
rmor
Bless
Level
1
Ongoing
d10
Damage
Armor
Your deity smiles upon a combatant of your choice. They take +1 ongoing so

Alignment
A
lignment
Alignment
Good
Name
Good
Alignment
Chaotic
Cureyour
Light
Perform
artWounds
to aid someone else.

Intelligence

Wisdom

Charisma

course
of action your
deity would
have you take then disappears.
The message
is
STUNNED
CONFUSED -1
SCARRED
-1
-1
Stunned
Confusedthrough
Scarred
STUNNED
CONFUSED
-1 your communication
-1
-1
through
gesture only;
this spellSCARRED
is severely limited.
STUNNED

INT
INT
INT
INT

-1

CONFUSED -1

WIS
WIS
WIS

SCARRED

CHA
CHA
CHA

-1

Your Max HP is
HP
HP
HP
6+Constitution
Magic Weapon
Level 1
Ongoing
HP
The weapon you hold while casting does +1d4 damage until you dismiss this
Current
YourMax
MaxHP
HPisis
Current Your
MAX
MAX
8+Constitution
6+Constitution
Your Max HP is
Current
MAX
8+Constitution

spell. While this spell is ongoing you take -1 to cast a spell.


Starting
Starting
Moves
Starting MMoves
oves
Sanctuary
Level 1
Arcane
Art
Deity
Choose
one of
these to startLook
with:
Starting
Moves
As
you
cast
this
spell,
you
walk
the
perimeter
of
an
When you weave a performance into a basic spell, choose an allyarea,
andconsecrating
an effect: it to your

long as battle continues and they stand and fight. While this spell is ongoing you
take -1 to cast a spell.

Level 1
You serve and worship some deity or power which grants you spells. Choose one of your
Endanger
yourself
to Priscilla,
heal
Eschew
a convention
of theanother.
civilizedXia,
world.
Names:
Gorm,
Si-Yi,
Anneira,
Haepha,
Shar,
Korrin,
Nkosi,
Fafnir,
Tormented
Haunted
eyes,
Wild
or Shrouded
Choose
of
these
start
Chaotic
Full
Plate
Packing
Steel
At
your touch
wounds
scab andSen,
bones cease
to ache.
Heal Lur,
an ally
you
touch
ofonedamage
deity.
Astoand
long
aswith:
you
stayeyes,
within
that area
you
are eyes,
alerted
whenever eyes
someone
Healdomains:
1d8
deitys
Lawful
Qua,
Sacer,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body,
or
Supple
bodyintent).
Neutral
Eschew
a
convention
of
the
civilized
world.
You
ignore
the
clumsy
tag
on
armor
you
wear.
1d8
damage.
acts
with
malice
within
the
sanctuary
(including
entering
with
harmful
_________________________________________________________________________
Neutral
Full
+1d4 forward
to damage
Plate
and
Packing
Steel
Endanger
yourself
following
thethe
precepts
of your
church or god.
Strange
tattoos, within
Unusual
jewelry, orheals
Unmarred
by decoration
Titles:athe
Glorious,
the Hungry,
Irascible,
the Undefeated,
the Gluttonous,
Foesmasher,
Avoid
conflict
or defuse
a tense
situation.
Choose
one
precept
ofwho
your
religion:
Anyone
receives
a sanctuary
+1d4 HP.
Teach someone the ways of your people.

Their
mind
is
shaken
clear
ofarmor
onehealing
enchantment
You
ignore the clumsy tag
on
youScavenger's
wear.
Neutral
Unencumbered,
Unharmed
Scraps,
Silks,
outfit,
or
Weather-inappropriate
clothes
Bonebreaker,
the
Mirthful,
the
Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
Evil
_________________________________________________________________________
Detect Alignment
Level 1

The next time someone successfully assists the target with aid, they get +2 instead of +1
Chaotic
Teach
waysthe
of superiority
your people.ofAssign
Harm someone
another tothe
prove
your church
or god.to your stats:
So long
as
you15are
below
your
Load
and9neither
wear
armor nor carry a shield, take +1 armor.
these
scores
16
(+2),
(+1),
13
(+1),
12
(+0),
(+0),
8
(-1)
When
you cast
this spell and
choose
an alignment:
Evil, Lawful, or
Chaotic.
Speak
With
Divine
Guidance
Unencumbered,
Unharmed
Then
roll+Cha.
On a 10+,
theDead
ally
gets the selected effect. OnLevel
a 7-9, 1your spell still works,
Spur
others
to significant
unplanned
decisiveGood,
action.
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
When
you
petition
your
deity
according
to
the
precept
of
your
religion,
you
areyou
granted
One of your senses is briefly able to detect that alignment. The GM will
tell
you
A
corpse
converses
with
you
briefly.
It
will
answer
any
three
questions
So
long
as
you
are
below
your
Load
and
neither
wear
armor
nor
carry
atargets
shield,
take
+1pose
armor.
but you draw unwanted attention or your magic reverberates to other
affecting
themto
Outsider
You
also
start
with
all
of
these:
some
useful
knowledge
or
boon
related
to
your
deitys
domain.
Th
e
GM
will
tell
you
what.
what here is of that alignment.
it
to
the
best
of
the
knowledge
it
had
in
life
and
the
knowledge
it
gained
in
death.
as well, GMs choice.
You
mayany
be elf,
dwarf,
human,
you and your
Choose
race,
thenhalfling,
choose or
your
deitybut
or pantheon
andpeople
gain Commune
Outsider
You
also
all
of these: -1
WEAK
SHAKY
SICK
STUNNED
CONFUSED -1
SCARRED
-1
-1
-1 start with
-1
Herculean
Appetites
are
from aroundmove.
here. At the beginning of each session, the GM Bardic
the not
corresponding
Elf
Lore
You
may be
elf, dwarf, halfling, or human, but youLevel
and your
you spend
uninterrupted time (an hour or so) in quiet communion with your
Cause
Fear
1 people When
Ongoing
Others
may
content
themselves
with
just
a
taste
of
wine,
or
dominion
over
a
servant
or
two,
but
will ask
you
something
about
your
homeland,
why youcan
left,ask
or what
When
enter
an
important
location
(yourofobject.
call)
Choose
an area of expertise:
Host
Herculean
Appetites
deity,
you:
are The
notyou
from
around
here.
the
beginning
eachyou
session,
the the
GM
Choose
a Sovereign
target
you
can At
see
and
a(nearby
The target
is )afraid
of
the
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
roll
for
youfor
leftone
behind.
If youthe
answer
them,that
mark
XP.
GM
fact
location.

Spells
andspells
Magicks
Others
Lose
any
already
grantedwith
to you.
may
content
themselves
just a taste of WIS
wine, or dominion over a servant
or two, but
STR
DEX
CON
INT
CHA
willThe
ask
something
about
your
homeland,
why youisleft,
Dark
Six
( history
) flee,
object
soyou
long
asfrom
you
maintain
theofspell.
Their
reaction
upor
to what
them:
panic,
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
you
Are
granted
new
spellstwo
of your
choice
whose
total levels
your
ownwould
level+1,

The
Dead
and
Undead
want
more.
Choose
appetites.
While
pursuing
one ofdont
yourexceed
appetites
if you
roll for
youThe
left
behind.
youspell
answer
them,
mark
beg,
fight.
WhileIfthis
ongoing
youXP.
take
-1 to cast a spell. You
cannot
Church
of isthe
Silver
Flame
Human
will
also Histories
introduce
a complication
or
danger
that
comes
about due to your heedless pursuits.
and
none
of
which
is
a
higher
level
than
your
own
level.

Grand
of
the
Known
World
a undead,
move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
target
entities
with
less
than
animal
intelligence
(magical
constructs,
When
you Blood
first enter aof
civilized
someone who respects
Pure destruction
Your Max HP is
The
Volsettlement
Prepare
all of
which never
countthat
against
your
limit.
Current
will
A Bestiary
of your
Creatures
Unusual
also introduce
arotes,
complication
or danger
comes
about
due to your
heedless pursuits.
Fill in the name
of
of your companions
d10 in at least one:
MAX
automatons,
and
theone
like).
8+Constitution
the
custom
of
hospitality
to
minstrels
will
take
you
in
as
their
guest.

Power
over
others
The Path ofisLight
Cast
adestruction
Spell

Planar
Spheres(WIS)
The
Pure
_______________
puny and foolish, but amusing to me.
Fill in the name of one of your companions in at least one:
Mortal
pleasures
When
you of
unleash
a Past
spell granted to you by your deity, roll+Wis. On a 10+, the spell is

Heroes
The Lord ofways
Blades
Legends
Power
over
others
_______________s
are strange and confusing.
_______________ is puny and foolish, but amusing to me.

Conquest
successfully
cast
and
your
deity does not revoke the spell, so you may cast it again. On a 79,

Gods
and
Their
Servants
Mortal pleasures
_______________
always
getting into troubleI
must
The Becoming
God
Resurrection
Level 3
Animate
Dead isways
Level
3 protect the
Ongoing
_______________s
arecompanions
strange andin
confusing.
isfirst
cast,
but
choosean
one:
spell
Riches
and
property
Fill
in
the
name
of
one
of
your
at
least
one:
When
you
encounter
important
creature,
location,
or item
(your call)
covered
by
Conquest
theminvoke
from athemselves.
Tell
the
GM
you
would
like
to
resurrect
a
corpse
whose
has how.
not
yet fully
You
hungry
spirit
to
possess
a
recently-dead
body
and
serve
you.
This
The
Undying
Court
_______________
is always
getting
into troubleI must protect
YouFame
drawand
unwelcome
attention or put yourself in a spot. The GM
willsoul
tell you
glory
This
is
not
my
first
adventure
with
_______________.
your
bardic
lore
you
can
ask
the
GM
any
one
question
about
it;
the
GM
will
answer
truthfully.
Riches
property
_______________
sharesyour
my hunger
for best
glory;
thelimited
earthabilities.
will
departed
this
Resurrection
is always
possible,
butathe
GM
willthe
give
you
creates
a zombie
thatthe
follows
to the
of its
Treat
the and
Your
casting
distances
youworld.
from your
deitytake
-1 ongoing
to cast
spell
until
next
them
from
themselves.
Spirits
of
Pastorders
I sang
stories
of
_______________
long before I ever met them The
Choose
one
ofglory
these
to start
GM
may
then
ask
you
whatwith:
tale,all)
song,
or legend
you heard
that information in.
Chaotic

Fame
and
tremble
ataour
passing!
The
Upper
Hand
one
or
more
(possibly
of
these
conditions
to
fulfill:
zombie
as
character,
but
with
access
to
only
the
basic
moves.
It
has
a
+1
modifier
time
you
commune.
_______________ shares my hunger for glory; the earth will
in_______________________________________
person.
Eschew
a convention
of the
civilized
take
+1cast
ongoing
tospell
last
breath
rolls.byWhen
take
last breath,
a 79
youuntil
make an
You
Aft
er
you
istake
revoked
your you
deity.
Youyour
cannot
cast theon
spell
again
it,
Itsthe
going
toOpen
days/weeks/months
for
all stats
andpassing!
1 HP. The
zombie
alsoworld.
gets your choice of 1d4 of these
traits:
Full
Plate
and
Packing
Steel
tremble
at our
Charming
and
The
Upper
Hand
_______________
is
often
the
butt
of my jokes.
_______________________________________
you
commune
and
have
it
granted
to
you.
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
youlist
die.

You
must
get
help
from
____

Its
talented.
Give
one
stat
a
+2
modifier.
You take
ignore
the
clumsy
tagwith
on
armor
you
wear.
you speak
frankly
someone,
you you
can take
ask their
player
a question
the
Neutral
You
ongoing
tospells
last
breath
rolls.
When
your last
breath,
a 79from
you
make
an
I am writing a ballad about the adventures of _______________. When
Note
that+1
maintaining
with
ongoing
effects will
sometimes
cause on
a penalty
to your
roll
_______________________________________

It
will
require
a
lot
of
money

Its
durable.
It
has
+2
HP
for
each
level
you
have.
below.
They
must
answer
it
truthfully,
then
they
may
ask
you
a
question
from
the
list
(which
Teach
someone
the
ways
of
your
people.
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
Musclebound
_______________ trusted me with a secret.
to
cast a spell.
Unencumbered,
Unharmed
You
must sacrifice
____ to do it
It has a functioning brain and can complete complex tasks.
you
must answer
truthfully).
While
wield
weapon
it gains
and messy
_______________ does not trust me, and for good reason.
So longyou
as
you
areaGM
below
your
Loadthe
andforceful
neither
armortags.
nor carry
shield,
+1 armor.
Turn
Undead
(WIS)
Musclebound
It does not appear obviously dead, at least for a day or two.
The
may,
depending
on the wear
circumstances,
allowa you
to take
resurrect
the
Whom do you serve?
When
you
hold
your
holy
symbol
aloft
and
call
on
your
deity
for
protection,
roll+Wis.
While
you
wield
a
weapon
it
gains
the
forceful
and
messy
tags.
The zombie lasts until it is destroyed by taking damage in excess of
its
HP,
or
corpse
now,
with
the
understanding
that
the
conditions
must
be
met
before
its
What
Are
You
Waiting
For?
What
you
wish
I would
do? to pray and
Fill
in the name of one of your companions in at least one:
On
a also
7+,do
so
longwith
as you
continue
brandish your holy symbol, no undead may
Outsider
You
start
all
of
these:
until
you
end
the
spell.
While
this
spell
is
ongoing
you
take
-1
to
cast
a
spell.
permanent,
or
require
you
to
meet
the
conditions
before
the
corpse
is
resurrected.
When
you
out
a challenge
to your enemies, roll+Con. On a 10+ they treat you as the
What
Howwithin
can Are
Icry
get
youYou
______?
_______________
hashalfling,
insultedor
myhuman,
deity; Ibut
doyou
not and
trustyour
them.
reach
oftoyou.
On
a 10+, you also
momentarily daze intelligent undead and
Waiting
For?
You may be elf, dwarf,
people come
most
obvious
threat
to
be
dealt
with
and ignore
companions,
take
+2
damage
ongoing
_______________ is a good and faithful person; I trust them

What
are
you
really
feeling
right
now?
cause
mindless
to flee. Aggression
breaksyour
the eff
ectsOn
and they
arethey
able
to act
as
norHerculean
Appetites
When
you cry undead
out a challenge
to your
enemies,
roll+Con.
a 10+
treat
you
as
the
are
not
from
around
here.
At
the
beginning
of
each
session,
the
GM
Cure
Moderate Wounds
Level 3
Hold
Person
Level
3among
against
them.
On
adesire?
79
only
a fifew
(the weakest
or
most
foolhardy
them)
fall
prey
implicitly.

What
do
you
most
mal.
Intelligent
undead
may
still
nd
ways
to
harry
you
from
afar.
Th
eyre
clever
like
that.
Others
may content
taste ofyour
wine,companions,
or dominiontake
over+2
a servant
orongoing
two,
but
most
obvious
threatthemselves
to be dealt with
withjust
anda ignore
damage
will
ask
you
something
about
your
homeland,
why
you
left,
or
what
_______________
is in
constant
danger,
I willmagic.
keep them
You
staunch bleeding
and
set bones
through
Heal safe.
an ally youtotouch
Choose a person you can see. Until you cast a spell or leave their presence they
your of
taunting.
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
roll
for
against
them.
On
a
79
only
a
few
(the
weakest
or
most
foolhardy
among
them)
fall
prey
you
left
behind.
If
you
answer
them,
mark
XP.
A Port in
the
Storm
I amdamage.
working on converting _______________ to my faith.
2d8
cannot
act except
to speak. This effect ends immediately if the target takes damage
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
to
your
taunting.
When you return
a civilized
fromtoany
source. settlement youve visited before, tell the GM when you were
willhere.
alsoTheyll
introduce
complication
or danger
comes about due to your heedless pursuits.
last
tell ayou
how its changed
sincethat
then.
Darkness
Level 3
Ongoing
Pure destruction
Fill in the
of one
your
in at least one:
Choose
an name
area you
canofsee:
itscompanions
filled with supernatural
darkness and shadow.
Power over others
_______________
is puny
and
foolish,
but amusing
While
this spell is ongoing
you
take
-1 to cast
a spell. to me.
Mortal pleasures
_______________s ways are strange and confusing.
Conquest
_______________ is always getting into troubleI must protect
Riches and property
them from themselves.
Fame and glory
_______________ shares my hunger for glory; the earth will
tremble at our passing!
The Upper Hand

Race
Deity
Race
Race

Bonds
Bonds
Damage
Armor
HP
Third Level Spells
Bonds
Starting Moves
Alignment

Bonds
Race

Bonds

The
Bard
The
Barbarian
T
he
C
leric
Cleric
Spells
The Barbarian

Level
Level
Level
XP
Level
XP
XP
You take +1 ongoing to last breath rolls. When you take your last breath, on a 79 you make an
XP

Gear
G
ear

Your Load
Loadisis8+Str.
10+STR.
You
Youdungeon
carry dungeon
rations
uses, 1 aweight)
Your
You
carry
rations (5
uses, 1(5weight),
dagger and some symbol of the divine, describe it (0 weight).
Choose1your
defenses:
(hand,
weight)
some token of where youve travelled or where youre
Chainmail
(1choice
armor,of1 weight)
from,
and your
weapon:
Shield (+1 armor, 2 weight)
Axe (close, 1 weight)
Choose your armament:
Your
Two-handed
swordweapon
(close, (____________________________________)
+1 damage, 2 weight)
deitys favored
Choose
one:
Warhammer (close, 1 weight)
Mace
Adventuring
gear (1 weight) and dungeon rations (5 uses, 1 weight)
(close, 1 weight)
Staff
Chainmail
(1
armor, 1 weight)
(close, two-handed,
1 weight) and bandages (0 weight)
Choose one:
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Healing potion (0 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Chosen One

Still
Hungry
Choose one spell. You are granted that spell as if it was one level lower.
Choose an additional appetite.

Invigorate

When you heal someone


take +2 Forward to their damage.
Appetite
for they
Destruction

When you
you gain
gain a level from 6-10,
When
610, choose
choosefrom
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.
Anointed Requires: Chosen One
A
Good
to Die
Choose
one spellDay
in addition
to the one you picked for chosen one. You are
As
long as
youspell
haveasless
Con lower.
in current HP (or 1, whichever is higher)
granted
that
if itthan
was your
one level
take +1 ongoing.

Apotheosis
Take
a move
from theof
fighter,
bard
or thief
class list. You may not take multiclass
The
Scales
Life
and
Death
Th
e
first time
youAll
spend time in prayer as appropriate to your god after taking
moves
from
those
classes.
Kill
em
When someone takes their last breath in your presence, they take +1 to the roll.
this move, choose a feature associated with your deity (rending claws, wings of
Requires:
Appetite
for
Destruction
Serenity
sapphire feathers, an all-seeing third eye, etc.). When you emerge from prayer,
My
Love For You Is Like a Truck
Take
another
move
from
the fighter, bard or thief class list. You may not take
When you cast a spell you ignore the first -1 penalty from ongoing spells.
When you perform a feat of strength, name someone present whom you have you permanently gain that physical feature.
multiclass
moves
from
those
classes.
Firstand
Aidtake +1 forward to parley with them.
impressed
Reaper
Cure Light Wounds is a rote for you, and therefore doesnt count against your
When youCry
take time after a conflict to dedicate your victory to your deity
War
limit of granted
What
Isspells.
Best In Life
and deal
dead,
take
+1 Forward.
When
youwith
enterthe
battle
with
a show
of force (a shout, a rallying cry, a battle dance)
At the
end of aIntervention
session, if during this session you have crushed your enemies, seen
Divine
roll+Cha.
On a 10+ both,
on aSerenity
79 one or the other.
Providence
Replaces:
them
before you,
orget
have
heardand
thelose
lamentations
of their
kinfolk
XP. You ignore the -1 penalty from two spells you maintain.
Whendriven
you commune
you
1 hold
any hold you
already
had.mark
Spend
Your allies are rallied and take +1 forward
that hold when you or an ally takes damage to call on your deity, they intervene
Your
enemies First
feel fearAid
and act
accordingly
(avoiding you, hiding, attacking
Greater
Requires:
First Aid
Wide-Wanderer
with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst
with
fear-driven
abandon)
Cure
Moderate
Wounds
is
a
rote
for
you,
and
therefore
doesnt count against
Youve
travelled
the wide
world over. When you arrive someplace ask the GM about
of light)
and negate
the damage.
your
limit
of
granted
spells.
any important traditions, rituals, and so on, theyll tell you what you need to know.
Penitent

When you take damage and embrace the pain, you may take +1d4 damage
Usurper

(ignoring armor). If you do, take +1 forward to cast a spell.


When you prove yourself superior to a person in power, take +1 forward with
Empower
their
followers, underlings, and hangers on.
When you cast a spell, on a 10+ you have the option of choosing from the 79
list. If you do,of
you may
choose one of these effects as well:
Khan
Khans
The hirelings
spells effects
areaccept
doubled
Your
always
the gratuitous fulfillment of one of your appetites
Th
e spells targets are doubled
as
payment.

Orison for Guidance

Samson
When you sacrifice something of value to your deity and pray for guidance,

You
debility
immediately
break
physical
or mental
yourmay
deitytake
tellsayou
what to
it would
have you
do. Iffree
youofdoany
it, mark
experience.
restraint.

Divine Protection

When you wear no armor or shield you get 2 armor.


Smash!

Devoted
Healer
When
you hack and
slash, on a 12+ deal your damage and choose something
When you
heal
someone
of damage,
add youra level
the amount
physical
your
target
has (aelse
weapon,
their position,
limb):tothey
lose it. of
damage healed.
Indestructible Hunger

When you take damage you can choose to take -1 ongoing until you sate one of
your appetites instead of taking the damage. If you already have this penalty you
cannot choose this option.

Eye for Weakness

When you discern realities add "What here is weak or vulnerable?" to the list of
questions you can ask.

On the Move

When you defy a danger caused by movement (maybe falling off a narrow bridge
or rushing past an armed guard) take +1.

Mark of Might

Divine InvincibilityReplaces: Divine Intervention


When you take this move and spend some uninterrupted time reflecting on your
When you commune you gain 2 hold and lose any hold you already had.
past
glories
you may
yourself
symbol of
power
longwho
braid
Spend
that hold
whenmark
you or
an allywith
takesa damage
to your
call on
your (a
deity,
tied
with
bells,
ritual
scars
or
tattoos,
etc.)
Any
intelligent
mortal
creature
who
intervenes with an appropriate manifestation (a sudden gust of wind, a lucky
sees
symbol
knows
instinctively
you are a force to be reckoned with and
slip,this
a burst
of light)
and
negates thethat
damage.
treats
you appropriately.
Martyr
Replaces: Penitent
When you take
damage andMore!
embrace the pain, you may take +1d4 damage
More!
Always

(ignoring armor). If you do, take +1 forward to cast a spell and add your level
When you satisfy an appetite to the extreme (destroying something unique and
to any damage done or healed by the spell.
significant, gaining enormous fame, riches, power, etc.) you may choose to resolve
Divine
it. Cross
it off Armor
the list andReplaces:
mark XP.Divine
WhileProtection
you may pursue that appetite again,
When you wear no armor or shield you get 3 armor.
you no longer feel the burning desire you once did. In its place, choose a new
Greater
Replaces:
appetite
from theEmpower
list or write your
own. Empower
When you cast a spell, on a 1011 you have the option of choosing from the
79 list. IfOne
you do,Who
you mayKnocks
choose one of these effects as well. On a 12+ you
The
get to choose
of these
ectsyou
for turn
free. the danger back on itself, the GM will
When
you defyone
danger,
on eff
a 12+
The spells
describe
how.effects are doubled
The spells targets are doubled

Healthy
Distrust
Multiclass
Dabbler

Whenever
the unclean
magicclass.
wielded
byyour
mortal
men
youfor
to defy
danger,
Get one move
from another
Treat
level
as causes
one lower
choosing
treat
any
result
of
6as
a
79.
the move.

For the Blood God

You are initiated in the old ways, the ways of sacrifice. Choose something your
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
the like. When you sacrifice those things as per your rites and rituals, roll+wis.
On a 10+ the GM will grant you insight into your current trouble or a boon to
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

Rotes
Rotes

you gain
gain access
access to
to all
allof
ofyour
yourrotes
roteswithout
withouthaving
havingtoto
Every time you commune, you
select them
them or
or count
count them
them toward
toward your
your allotment
allotment of
of spells.
spells.
select

Light
ROTE
An item you touch glows with divine light, about as
bright as a torch. It gives
Light
Rote
off no
heat
ortouch
soundglows
and requires
no fuel
butabout
is otherwise
likeasaamundane
torch.
An
item
you
with divine
light,
as bright
torch. It gives
Youno
have
of the no
color
theisflotherwise
ame. The spell
as longtorch.
as it
off
heatcomplete
or soundcontrol
and requires
fuelofbut
like alasts
mundane
is in your presence.
You have complete control of the color of the flame. The spell lasts as long as it
is in your presence.

First Level
Spells
First
Level
Spells

Bless
Ongoing
Bless
LEVEL 1 Level 1
ONGOING
Your deity smiles
smiles upon
upon aacombatant
combatantofofyour
yourchoice.
choice.ThThey
take+1+1
ongoingsoso
ey take
Ongoing
battle continues
continuesand
andthey
theystand
standand
andfight.
fight.While
Whilethis
thisspell
spellisisongoing
ongoingyou
long as battle
you take
to cast
a spell.
take
-1 to-1cast
a spell.
Cure
Wounds
CureLight
Light
Wounds
LEVEL 1 Level 1
At your touch wounds scab and bones
bones cease
cease to
to ache.
ache.Heal
Healan
anally
allyyou
youtouch
touchofof
1d8 damage.
Detect
DetectAlignment
Alignment
LEVEL 1 Level 1
When you cast this spell choose
choose an
an alignment:
alignment: Good,
Good, Evil,
Evil,Lawful,
Lawful,or
orChaotic.
Chaotic.
briefly able to detect that alignment. The
The GM will
will tell
tell you
you
One of your senses is briefly
what here
here is
is of
of that
that alignment.
alignment.
what

Sanctify
Sancify
ROTE Rote
Food or water you
you hold
holdin
inyour
yourhands
handswhile
whileyou
youcast
castthis
thisspell
spellis isconsecrated
consecrated
to now
now being
being holy
holy or
or unholy,
unholy,the
theaffected
affectedsubstance
substanceis
by your deity. In addition to
is purified
any
mundane
spoilage.
purified
of of
any
mundane
spoilage.

Guidance
ROTE Rote
Guidance
The symbol
symbolof
ofyour
yourdeity
deityappears
appearsbefore
beforeyou
you
and
gestures
towards
direc- or
The
and
gestures
towards
thethe
direction
tion or of
course
action
your
deityhave
would
then disappears.
The is
course
actionofyour
deity
would
youhave
takeyou
thentake
disappears.
The message
message is through gesture only; your communication through this spell is
through gesture only; your communication through this spell is severely limited.
severely limited.

Magic
1
Ongoing
MAGICWeapon
WeAPON
LEVEL 1 Level
ONGOING
The
you hold
holdwhile
whilecasting
castingdoes
does+1d4
+1d4damage
damageuntil
untilyou
youdismiss
dismiss
this
The weapon you
this
spell. While this spell is ongoing you take -1 to cast a spell.
Sanctuary
Guidance
LEVEL 1 Level 1
the perimeter
perimeter of
of an
an area,
area, consecrating
consecrating itit to
to your
As you cast this spell, you walk the
your deity.
As long
as stay
you stay
within
alerted
whenever
deity.
As long
as you
within
that that
areaarea
youyou
are are
alerted
whenever
someone
someone
acts with
malice
the sanctuary
entering
withintent).
harmacts
with malice
within
thewithin
sanctuary
(including(including
entering with
harmful
ful intent).
Anyone
who
receives
healing
within aheals
sanctuary
Anyone
who
receives
healing
within
a sanctuary
+1d4 heals
HP. +1d4 HP.

SpeakWith
With
Dead
LEVEL 1 Level 1
Speak
Dead
A corpse
corpse converses
converseswith
withyou
youbriefly.
briefly.ItItwill
will
answer
any
three
questions
A
answer
any
three
questions
youyou
pose to
pose to it to the best of the knowledge it had in life and the knowledge it
it to the best of the knowledge it had in life and the knowledge it gained in death.
gained in death.

Cause
Fear
LEVEL 1 Level 1
Cause
Fear
Ongoing
Choose aa target
a nearby
object.
TheThe
target
is afraid
of the
Choose
targetyou
youcan
cansee
seeand
and
a nearby
object.
target
is afraid
ofobthe
ject so so
long
as as
you
maintain
the
spell.
eir reaction
ee, panic,
object
long
you
maintain
the
spell.ThTheir
reactionisisupuptotothem:
them:flflee,
panic,
beg, fifight.
ght. While
-1-1
to to
castcast
a spell.
YouYou
cannot
beg,
While this
thisspell
spellisisongoing
ongoingyou
youtake
take
a spell.
cannot
target entities with less than animal intelligence (magical constructs, undead,
target entities with less than animal intelligence (magical constructs, undead,
automatons, and the like).
automatons, and the like).

TThird
hird Level
Spells
Level
Spells

Animate
Ongoing
AnimateDead
Dead
LEVEL 3 Level 3
ONGOING
You invoke a hungry spirit to possess a recently-dead body and serve you. Th
This
is
zombiethat
thatfollows
followsyour
your
orders
best
of limited
its limited
abilities.
creates aazombie
orders
to to
thethe
best
of its
abilities.
TreatTreat
the
the zombie
as a character,
but access
with access
tothe
only
themoves.
basic moves.
a +1
zombie
as a character,
but with
to only
basic
It has aIt+1has
modifier
modifi
er forand
all stats
HP. Thealso
zombie
also gets
your
1d4traits:
of these
for
all stats
1 HP.and
The1zombie
gets your
choice
of choice
1d4 of of
these
traits:
Its talented. Give one stat a +2 modifier.
Its talented. Give one stat a +2 modifier.
Its durable. It has +2 HP for each level you have.
Its durable. It has +2 HP for each level you have.
hasa afunctioning
functioningbrain
brainand
andcan
cancomplete
completecomplex
complextasks.
tasks.
ItIthas

It
does
not
appear
obviously
dead,
at
least
for
a
day
or
two.
It does not appear obviously dead, at least for a day or two.
The
zombie
lasts
until
it
is
destroyed
by
taking
damage
in
excessofof
HP,
The
lasts until it is destroyed by taking damage in excess
itsits
HP,
or or
until you end the spell. While this spell is ongoing you take -1 to cast a spell.

Resurrection
Resurrection
LEVEL 3 Level 3
Tell the GM you
you would
wouldlike
liketotoresurrect
resurrectaacorpse
corpsewhose
whosesoul
soulhas
hasnot
not
fully
yetyet
fully
departed this world. Resurrection is
is always
always possible,
possible, but
butthe
theGM
GMwill
willgive
giveyou
you
one or
or more
more (possibly
(possibly all)
all) of
of these
these conditions
conditions to
to fulfill:
fulfill:
one
Its
Itsgoing
goingtototake
takedays/weeks/months
days/weeks/months
You must get help from ____
You must get help from ____
It will require a lot of money
It will require a lot of money
You must sacrifice ____ to do it
eYou
____ontothe
docircumstances,
it
Th
GMmust
may,sacrifice
depending
allow you to resurrect the
The
GM
may,
depending
on
the
allowmust
you be
to met
resurrect
corpse now, with the understandingcircumstances,
that the conditions
before the
corpse
now,
with
the
understanding
that
the
conditions
must
be
met
before
its permanent, or require you to meet the conditions before the corpse
is its
permanent,
resurrected.or require you to meet the conditions before the corpse is resurrected.

Cure Moderate Wounds


Level 3
Cure Moderate Wounds
LEVEL 3
You
staunch
bleeding
and
set
bones
through
magic.
Heal an
an ally
allyyou
youtouch
touchofof
At your touch wounds scab and bones cease to ache. Heal
2d8
damage.
2d8 damage.

Hold
HoldPerson
Person
LEVEL 3 Level 3
Choose a person you can see. Until you cast a spell or leave their presence they
actexcept
excepttotospeak.
speak.This
Thiseffect
effectends
ends
immediately
if the
target
takes
cannot act
immediately
if the
target
takes
damage
damage
any source.
from
anyfrom
source.

Darkness
Ongoing
Darkness
LEVEL 3 Level 3
ONGOING
Choose
an
area
you
can
see:
its
filled
with
supernatural
darkness
and
shadow.
Choose an area you can see: its filled with supernatural darkness and shadow.
While this spell is ongoing you take -1 to cast a spell.

Cleric Spells
Cleric
Spells

Fifth Level
Spells
fifth
Level
Spells

Revelation
Revelation
LEVEL 5 Level 5
Your deity answers your prayers with
with aa moment
moment of
of perfect
perfectunderstanding.
understanding.Th
The
e
GM will shed light
light on
on the
thecurrent
currentsituation.
situation.When
Whenacting
actingon
onthe
theinformation,
information,
you take
take +1
+1 forward.
Forward.
you

CureCritical
Critical
Wounds
LEVEL 5 Level 5
Cure
Wounds
Heal an
an ally
ally you
you touch
touch of
3d83d8
damage.
Heal
damage.
Divination
LEVEL 5 Level 5
Divination
Name aa person,
Name
person, place,
place, or
or thing
thing you
you want
wantto
tolearn
learnabout.
about.Your
Yourdeity
deitygrants
grantsyou
you
visions of
of the
the target,
target, as
as clear
clear as
as if
if you
you were
were there.
there.
visions

Words
ofof
thethe
Unspeaking
Words
Unspeaking LEVEL 5 Level 5
With a touch you speak
speak to
to the
the spirits
spiritswithin
withinthings.
things.Th
The
non-livingobject
objectyou
you
e non-living
touch answers three questions you pose, as best it can.
True
Ongoing
TrueSeeing
Seeing
LEVEL 5 Level 5
ONGOING
to the
the true
true nature
natureof
ofeverything
everythingyou
youlay
layyour
youreyes
eyeson. You
Your vision is opened to
on. Youillusions
pierce illusions
and seethat
things
have
been The
hidden.
e GM
will the
pierce
and see things
havethat
been
hidden.
GM Th
will
describe
describe
theyou
areaignoring
before you
illusions
and falsehoods,
or
area
before
anyignoring
illusionsany
and
falsehoods,
magical ormagical
otherwise.
otherwise.
While
this
spell
is
ongoing
you
take
-1
to
cast
a
spell.
While this spell is ongoing you take -1 to cast a spell.

TrapSoul
Soul
LEVEL 5 Level 5
Trap
You
trap
the
soul
of
a
dying
creature
within
gem.The
Thetrapped
trappedcreature
creatureisisaware
You trap the soul of a dying creature within aagem.
aware
of
its
imprisonment
but
can
still
be
manipulated
through
spells, parley,
Contagion
LEVEL 5 Level 5
ONGOING
Contagion
Ongoing of its imprisonment but can still be manipulated through spells, parley, and other
and other effects. All moves against the trapped creature are at +1. You can
Choose
a
creature
you
can
see.
Until
you
end
this
spell,
the
target
suff
ers
from
a
Choose a creature you can see. Until you end this spell, the target suffers from effects.
moves
theittrapped
creature
are at +1.once
You can
free the soul at
free theAll
soul
at anyagainst
time but
can never
be recaptured
freed.
adisease
diseaseofofyour
yourchoice.
choice.While
Whilethis
thisspell
spellisisongoing
ongoingyou
youtake
take-1-1totocast
casta aspell.
spell.
any time but it can never be recaptured once freed.

Seventh Level
Spells
Seventh
Level
Spells

Word
ofof
Recall
Word
Recall
LEVEL 7 Level 7
rst time aft
er casting this
Choose a word. Th
Thee fifirst
after
this spell
spell that
that you
you speak
speak the
the chosen
chosen
word, you and any allies touching you when you cast
cast the
the spell
spell are
are immediately
immediately
returned to
spell.
You
cancan
only
maintain
a a
returned
to the
the exact
exactspot
spotwhere
whereyou
youcast
castthe
the
spell.
You
only
maintain
single location;
location; casting
casting Word
Word of
of Recall
Recall again
again before
before speaking
speaking the
the word
word replaces
replaces
single
the earlier spell.
the earlier spell.

Sever
Ongoing
Sever
LEVEL 7 Level 7
ONGOING
such
as an
tentacle,
or wing.
The The
Choose an
an appendage
appendageon
onthe
thetarget
target
such
as arm,
an arm,
tentacle,
or wing.
appendage isismagically
from
their
body,
causing
no damage
but but
appendage
magicallysevered
severed
from
their
body,
causing
no damage
considerable pain.
may,
forfor
example,
keepkeep
a winged
considerable
pain.Missing
Missingananappendage
appendage
may,
example,
a winged
creature from
from fl
ying, or
creature
flying,
or aa bull
bull from
from goring
goring you
you on
onits
itshorns.
horns.While
Whilethis
thisspell
spellisis
ongoing you take -1 to cast a spell.
ongoing you take -1 to cast a spell.

Heal
LEVEL 7 Level 7
Heal
Touch an
points
upup
to to
your
Touch
an ally
ally and
andyou
youmay
mayheal
healtheir
theirdamage
damagea anumber
numberofof
points
your
maximum HP.
maximum HP.

Mark of Death
LEVEL 7
Mark
Death
Choose a of
creature
whose true name you know. ThLevel
is spell7creates permanent
Choose
a
creature
whose
true
name
you
know.
This
spell
creates
permanent
runes
runes on a target surface that will kill that creature, should
they
read them.
on a target surface that will kill that creature, should they read them.

Harm
LEVEL 7 Level 7
Harm
Touch an enemy and strike them with divine wrathdeal 2d8 damage to them
Touch an enemy and strike them with divine wrathdeal 2d8 damage to them
and 1d6 damage to yourself. This damage ignores armor.
and 1d6 damage to yourself. This damage ignores armor.

Control Weather
LEVEL 7
Control
Weather
Pray for rainor
sun, wind, or snow. Within a dayLevel
or so,7your god will answer.
The weather
will change
according
to Within
your will
and or
lastso,a your
handful
days.
Pray
for rainor
sun, wind,
or snow.
a day
godofwill
answer.
The weather will change according to your will and last a handful of days.

Ninth Level
Spells
Ninth
Level
Spells

Storm
Vengeance
Stormofof
Vengeance
LEVEL 9 Level 9
ONGOING
Your deity brings the unnatural
unnatural weather
weather of
ofyour
yourchoice
choiceto
topass.
pass.Rain
Rainofofblood
bloodor
or
acid,
clouds
of
souls,
wind
that
can
carry
away
buildings,
or
any
other
weathacid, clouds of souls, wind that can carry away buildings, or any other weather
er
you
can
imagine:
ask
and
it
shall
come.
you can imagine: ask and it shall come.

Consume
Unlife
Consume
Unlife
LEVEL 9 Level 9
The mindless undead
steal
itsits
death
The
undead creature
creatureyou
youtouch
touchisisdestroyed
destroyedand
andyou
you
steal
death
energy to heal
heal yourself
yourselfor
orthe
thenext
nextally
allyyou
youtouch.
touch.The
Theamount
amountofofdamage
damagehealed
healed
to the
the creature
had remaining
before
you destroyed
is
equalistoequal
the HP
thatHP
thethat
creature
had remaining
before you
destroyed
it.
it.

Repair
LEVEL 9 Level 9
Repair
Choose one event in
in the
thetargets
targetspast.
past.All
Alleffects
effectsofofthat
thatevent,
event,including
includingdamage,
damage,
poison,
disease,
and
magical
eff
ects,
are
ended
and
repaired.
HP and
poison, disease, and magical effects, are ended and repaired. HP and diseases
are
diseases
are
healed,
poisons
are
neutralized,
magical
eff
ects
are
ended.
healed, poisons are neutralized, magical effects are ended.

Plague
Level 9
Ongoing
Plague
LEVEL 9
ONGOING
Name a city, town, encampment, or other place where people live. As long as this
Name a city, town, encampment, or other place where people live. As long as
spell
is active
that that
placeplace
is beset
by a by
plague
appropriate
to your
deitys
domains
this spell
is active
is beset
a plague
appropriate
to your
deitys
(locusts,
of the
firstofborn,
etc.)
While
this
spellthis
is ongoing
you takeyou
-1 to
domains death
(locusts,
death
the first
born,
etc.)
While
spell is ongoing
cast
take a-1spell.
to cast a spell.

DivinePresence
Presence
LEVEL 9 Level 9
ONGOING
Divine
Ongoing
Every
creature
must
ask
your
leave
to
enter
your
presence,
and
you
must
Every creature must ask your leave to enter your presence, and you mustgive
give
permission aloud for them to enter. Any creature without your leave takes an
permission aloud for them to enter. Any creature without your leave takes an
extra 1d10 damage whenever they take damage in your presence. While this
extra is
1d10
damage
damage in your presence. While this spell
spell
ongoing
youwhenever
take -1 tothey
casttake
a spell.
is ongoing you take -1 to cast a spell.

Name
The
overeign
Host
fifth
Level
Rotes
Names:
Gorm,
Si-Yi, S
Priscilla,
Sen, Xia,Spells
Anneira, Haepha,
Lur, Shar, Korrin, Nkosi, Fafnir,
WEAK

-1

SHAKY

-1

SICK

-1

Look

STUNNED

-1

CONFUSED -1

SCARRED

-1

Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes


Qua,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty
thews, Long shanks, ScrawnyLevel
body, 5or Supple body
Domain:
Civilization
Precept:
Off
ering
Words
of
the Unspeaking
Revelation
Level
5
Sanctify
Rote
EverySacer,
time
you
commune,
you
gain
access
to
all
of
your
rotes
without
having
to
STR
DEX
CON
INT
WIS
CHA
Favored
Weapon:
Longsword
(close,
+1 damage,
2 weight)
Strange
tattoos,
Unusual
jewelry,
or Unmarred
by decoration
Titles:
the Glorious,
the
Hungry,
the
Irascible,
the Undefeated,
the Gluttonous,
Foesmasher,
With
you
to
spirits
The
non-living
object you
Your
answers
prayers
with
a moment
ofofperfect
understanding.
The
Food aortouch
water
youspeak
hold
in the
your
handswithin
whilethings.
you
cast
this
spell
is consecrated
selectdeity
them
or countyour
them
toward
your
allotment
spells.
Deity
Move:
Choose
move
one of the
deitiesacting
within
the
Host. touch
Silks,toScavenger's
outfit,
orunholy,
Weather-inappropriate
clothesis
Bonebreaker,
Mirthful,
thefrom
Melancholic,
All-Mighty,
theonGiant,
the Triumphant
answers
three
questions
youbeing
pose,
as best
it
can. the affected substance
GM
will
shedthe
light
on athe
current
situation.
When
theSovereign
information,
by your
deity.Scraps,
In
addition
now
holy
or
Your Max HP is
Current
Assign
these
scores
to
your
stats:
16
(+2),
15
(+1),
13
(+1),
12
(+0),
9
(+0),
8
(-1)
you
take +1 forward.
purified
of
any
mundane
spoilage.
Light
Rote
d10

Damage
Arawai

Armor
Aureon

HP

Balinor
MAX

8+Constitution

Strength
Dexterity
Constitution
Intelligence
Wisdom
Seeing
Level 5 Charisma
Ongoing
An item
you touch glows with divine
light, about as bright
as a torch. It gives True
Domain:Critical
Life and Love,
Healing and Restoration Level
Domain:
Law and Lore, Knowledge
andisHidden
Domain:
Hornofand
Hunt, Bloody
vision
opened to the
true nature
everything
you layConquest
your eyes on. You
Cure
5like a mundane
Guidance
Rote
off no heat
or soundWounds
and requires no fuel but is otherwise
torch. Your
Precept: Offering
Things
Precept: Offering, Personal Victory
illusions
anddeity
see things
that
haveyou
been
hidden.
The
GM will
Heal
an ally
you touch
of 3d8
You have
complete
control
of damage.
theSHAKY
color of the flame. The spell
lasts as long as it pierce
The symbol
of your
appears
before
and
gestures
towards
thedescribe
directionthe
or
WEAK
SICK
STUNNED
CONFUSED
SCARRED
-1 Morningstar
-1
-1
-1
-1 2
Favored
Weapon:
(close, 1 weight)
Precept:
Gaining Secrets,
Offering
Favored
Weapon:-1Battleaxe (close,
+1 damage,
area
before
you
ignoring
any
illusions
and
falsehoods,
magical
or
otherwise.
is
in
your
presence.
course
of
action
your
deity
would
have
you
take
then
disappears.
The
message
is
Deity Move: When you make camp, you and
Favored Weapon: Staff (close, two-handed, 1
weight)
Names:
Gorm,
Si-Yi,
Priscilla,
Sen,
Xia,
Anneira,
Haepha,
Lur,
Shar,
Korrin,
Nkosi,
Fafnir,
Tormented
eyes,
Haunted
eyes,
Wild
eyes,
or
Shrouded
eyes
Divination
Level
5
While
this
spell
is
ongoing
you
take
-1
to
cast
a
spell.
through
gesture
only;
your
communication
through
this
spell
is
severely
limited.
your allies heal +1d6 damage.
weight) and bandages
Deity Move: While in the wilderness, Balinor proQua, Sacer,
Vercingeto,
Clovis,
Frael,
Thra-raxes,
Sillius,
Khamisi
Mighty
thews,
Long
shanks,
body
Choose
one
of these
to
start
with:
Name
a person,
place, orBarbozar,
thing you
want
to learn
about.
Your
deitySha-Sheena,
grants
you
Chaotic
STR
DEX
CON
INT
WIS
CHA
Deity
Move:
Choose
one
wizard
spell.
You
can
be
vides;
you
do notScrawny
need to body,
mark or
offSupple
rations.
Titles: the
Glorious,
Hungry,
Irascible,
the Undefeated,
visions
of
the target,the
asofclear
as ifthe
you
were there.
Trap SoulStrange tattoos, Unusual jewelry, or Unmarred
Level 5 by decoration
grantedthe
andGluttonous,
prepare thatFoesmasher,
spell.
Eschew
a convention
the civilized
world.
Full Plate and
Packing
Steel
Scraps,
outfit,
or Weather-inappropriate
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the TriumphantYou trap the soul
of a Silks,
dyingScavenger's
creature within
a gem.
The trapped creature isclothes
aware
Your Max HP is
You ignore the clumsy tag on armor you wear.
Current
Neutral
scores
16 (+2), of
15its
(+1),
13 (+1), 12 but
(+0),
9 (+0),
(-1)
d10Assign these
Contagion
Level
5 to your stats:
Ongoing
imprisonment
can
still be8 manipulated
through
spells,
parley,
and
other
MAX
8+Constitution
Teach
someone
theyou
ways
of see.
yourUntil
people.
Strength
Dexterity
Intelligence
Wisdom
Charisma
Choose
a creature
can
you end this spell, theConstitution
target suffers
from
effects.
All
moves
against
the
trapped
creature
are
at
+1.
You
can
free
the
soul
at
Unencumbered,
Unharmed
Domain: Sun and
Sacrifice, Healing and RestoDomain: Strength and Steel, Bloody Conquest
Domain: Hall and Hearth, Civilization
aPrecept:
disease ofOff
your
choice.
While
this
spell
is
ongoing
you
take
-1
to
cast
a
spell.
any
time
but
it
can
never
be
recaptured
once
freed.
So long as you are below your Load andPrecept:
neither wear
carry Victory
a shield, take +1 armor.
Suffarmor
ering, nor
Personal
ering
ration, Bloody Conquest
Bless
Level 1
Ongoing Magic Weapon
Level 1
Ongoing
Favored
Weapon:
Spear
(reach,
thrown,
near,
1
Precept:
Personal
Victory
Favored
Weapon:
Longsword
(close,
+1 damage,
WEAK
SHAKY
SICK
STUNNED
CONFUSED
SCARRED
-1
-1
-1 so
-1
-1 damage until
-1 this
Your deity
smiles upon
a combatant
of your choice.
They take
+1 ongoing
The weapon
you hold
while casting
does +1d4
you dismiss
Outsider
Favored Weapon:
Halberd
(reach,
damage,
2 weight)
weight)
You also
start with
all +1
of these:
longmay
asMove:
battle
continues
and
they
andbut
fight.
this people
spell is ongoing
you take
-1 toyou
castcharge
a spell.into battle, take +1
You
be elf,
dwarf,you
halfling,
or
human,
youWhile
andtwo-handed,
your
Deity Move:
When
Deity
When
enter
a stand
settlement,
some2 weight)you spell. While this spell is ongoing
takenot
-1 from
tohonors
cast
a spell.
Choose one
of these
to start
with:
Chaotic
Herculean
Appetites
one
who
the
customs
of
hospitality
shall
Deity
Move:
Everyone
within
the
radius
of
your
Forward.
are
around
here.
At
the
beginning
of
each
session,
the
GM
STR
DEX
CON
INT
WIS
CHA
Sanctuary
Level
1 a servant or two, but
provide
a place toofstay.
spell
feels compelled
tell
thethemselves
truth.
Eschew
ayou
convention
the civilized
world. why youlight
Others maytocontent
with just a taste of wine, or dominion
over
will
ask you
something
about
your homeland,
left, or
what
Full
Plate
and
Packing
Steel
Cure
Light If
Wounds
Level 1
AsChoose
you cast
this
spell, you
walkpursuing
the perimeter
anappetites
area, consecrating
it to
you want more.
two
appetites.
While
one of of
your
if you would
rollyour
for
you
left behind.
you answer them, mark XP.
You ignore the clumsy tag on armor you wear.
Neutral
Your
Max
HP
isGM
Current
At your touch wounds scab and bones
cease to ache. Heal an ally youa move,
touch instead
of deity.
As long
asyou
youroll
stay
within that
area
you
are
alerted
whenever
someone
of
rolling
2d6
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
d10
Names:
Gorm, Si-Yi,
Priscilla,
Sen,
Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented eyes, Haunted eyes, Wild
Shrouded eyes
MAX eyes, or
8+Constitution
Teach
someone
the ways
of your
people.
1d8 damage.
acts with
malice within
the sanctuary
(including
withheedless
harmfulpursuits.
intent).
will
also introduce
a complication
or danger
that
comes
about entering
due
to your
Unencumbered,
Unharmed
Qua,
Sacer,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body,
or
Supple body
Sever
Level
7
Ongoing
Word
of
Recall
Level
7
Domain: World and Wealth, What Lies Beneath
Domain:
Fire
and Forge,
Civilization
Domain: Feast So
and
Fortune,
Civilization
Anyone
who
receives
healing
within
a sanctuary
heals
+1d4
HP. take +1

Pure
destruction
long
as
you
are
below
your
Load
and
neither
wear
armor
nor
carry
a
shield,
armor.
Strange tattoos,
Unusual
by decoration
Titles:
the
Hungry,
the casting
Irascible,
Undefeated,
Gluttonous,
Foesmasher,
Fill
in the
the
name
of one
of
yourafter
companions
inthe
atspell
leastthat
one:you the
Choose
a Glorious,
word.
The
first
time
this
the chosen
Choose an appendage
onPrecept:
the
target
such
anUnmarred
arm, tentacle,
or wing. The
Precept:
Off
ering
Precept:
Off
ering
Offjewelry,
eringas or
Detect
Alignment
Level
1 speak

Power
over
others
Silks,severed
Scavenger's
outfit,
Weather-inappropriate
clothes
Bonebreaker,
the Mirthful,
Melancholic,
Giant,
the Triumphant
_______________
isMace
punythe
and
foolish,
butAll-Mighty,
amusing
to the
me.
Favored
Weapon:
(close,
1 weight)
word,
you
when
you
cast Favored
the
spell
are
immediately
appendage
isScraps,
magically
from
theirorbody,
causing
no damage
but
Weapon:
Warhammer
1 weight)
Weapon:
Sickle (close,
1 weight)
When
youand
castany
thisallies
spell touching
choose anyou
alignment:
Good,
Evil,
Lawful,
orYou
Speak
Dead Favored
Level
1 (close,
Outsider
Chaotic.
Mortal
pleasures
start
with
all13With
ofsession,
these:
Assign
these Deity
scores
to
your maintain
stats:
16
(+2),
15
(+1),
(+1),
12 (+0),
9Deity
(+0),
8 (-1) Magic
Deity
Move:
You
canways
spend
toyou
150cast
coin
to spell.
Move:
weapon
is a rote spell
for
you.
Move:
At
thealso
beginning
of each
_______________s
areupstrange
and
confusing.
considerable
pain.
Missing
an
appendage
may,
for
example,
keep
a
winged
returned
to
the
exact
spot
where
the
You
can
only
a
One
of your
senses is briefly
able
detectbut
thatyou
alignment.
GM will
tell
you A corpse converses with you briefly. It will answer any three questions you pose to
You
may
halfling,
orto
human,
yourThe
people
from
Conquest
Strength
Dexterity
Constitution
Intelligence
gain
up
tobeaelf,
+3 dwarf,
to cast
spell,of
+1
for
every
50before
coinand
choose
athe
number
1-12. creature
When
you
rollflying,
that or a bull fromWisdom
_______________
is aalways
getting
into
troubleI
must
protect
single
location;
casting
Word
Recall
again
speaking
wordHerculean
replaces
from
youthe
onknowledge
its horns.Charisma
While
thisinspell
is
what
here
is
of
that
alignment.
it to
theAppetites
best
of the
knowledge it had goring
in life and
it gained
death.
are
not from around here. At the beginning of each session,
the GM
Choose
one
of
these
toGM
start
with:
smiles
Riches
and
property
Chaotic
spent.
number,
fortune
upon
you,
the
will
tell
them
fromspell.
themselves.
the
earlier
ongoing
you
take
-1
to
cast
a
spell.
may
content
will ask you
somethingofabout
your homeland,
left,how.
or what Others
Fame
and
glory themselves with just a taste of wine, or dominion over a servant or two, but
Eschew
a convention
the civilized
world. why youyou
_______________ shares my hunger for glory; the
earth will Full
Plate
and
Packing
Steel
you
want
more.
Choose
two appetites.
While pursuing
one of -1
your appetitesSCARRED
if you would roll
Cause
Fear
Level
1
Ongoing
WEAK
SHAKY
SICK
STUNNED
CONFUSED
-1 answer them,
-1
-1
-1 for
you left
behind. If you
mark XP. -1
tremble
at our passing!
Heal
Level
7
Mark
of
Death
Level
7
You
ignore
the
clumsy
tag
on
armor
you
wear.
The
Upper
Hand
Neutral
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
ChooseGorm,
a target
youPriscilla,
can see and
nearby
object.
The target
is afraid
of the
Names:
Si-Yi,
Sen, aXia,
Anneira,
Haepha,
Lur, Shar,
Korrin,
Nkosi, Fafnir,
Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes GM
Touch
an
ally
and
you
may
heal
their
damage
a
number
of
points
up
to
your
Choose
a
creature
whose
true
name
know.
This
spell
permanent
runes
You
take
+1
ongoing
to
last
breath
rolls.
When
youyou
take
your
lastdue
breath,
on aheedless
79 you pursuits.
make
an
Teach
someone
the
ways
of
your
people.
will
also
introduce
a
complication
or danger
that
comes
about
tocreates
your
objectSacer,
so long
as you
maintain
the
spell. Their
is up to them:Sha-Sheena,
flee,
panic, Khamisi
Qua,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Mighty
thews,
Long
shanks,
Scrawny
body,
or Supple
body
Domain:
Bloody
Conquest
Precept:
Offreaction
ering
Unencumbered,
Unharmed
Words
of
the
Unspeaking
Level
5
Revelation
Level 5 Sillius,
maximum
HP.
on
a
target
surface
that
will
kill
that
creature,
should
they
read
them.
STR
DEX
CON
INT
WIS
CHA
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.

Pure
destruction
beg,infight.
Whileofthis
spell
is
ongoing
you in
take
-1 to one:
cast a spell.
You
cannot
Favored
Weapon:
Kama
(close,
1Irascible,
weight)
Strange
tattoos,
jewelry,
or Unmarred
by decoration
Titles:
the
the
Hungry,
the
the
the Gluttonous,
Foesmasher,
So long
as
youWith
are below
your
andtoneither
wearwithin
armorthings.
nor
carry
shield,
takeobject
+1 armor.
Fill
the Glorious,
name
of
your
companions
at Undefeated,
least
a touch
youLoad
speak
theUnusual
spirits
Thea non-living
you
Your
deity
answersone
your
prayers
with
a moment
of
perfect understanding.
The

Power over others


target
entities
with
less
than
animal
intelligence
(magical
constructs,
undead,
Deity
Move:
Choose
a
move
from
one
of
the
deities
within
the
Dark
Six.
Scraps,
Silks,
Scavenger's
outfit,
or
Weather-inappropriate
clothes
Bonebreaker,
the
Mirthful,
the
Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
Musclebound
_______________
puny
and foolish,
but When
amusing
to7me.
touch answersWeather
three questions you pose, as best it Level
can. 7
GM
will shed light onis the
current
situation.
acting
on the information, Control
Harm
Level
Mortal
pleasures
automatons,
and the like).
Your Max HP is
Outsider
Current
Assign
these scores to your stats:
16you
(+2),
15with
(+1),
12 (+0),
9 (+0), 8and
(-1)messy
While
wield
a for
weapon
it gains
forceful
tags.
_______________s
ways them
are strange
and
confusing.
you
take
forward.
You
also
start
all13
of(+1),
these:
d10
Touch
an+1
enemy
and strike
with
divine
wrathdeal 2d8 damage
toConquest
them
Pray
rainor
sun,the
wind,
or snow. Within
a day or so,8+Constitution
your god will answer.
MAX

You
may
be
elf,
dwarf,
halfling,
or
human,
but
you
and
your
people
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
_______________
is alwaysThis
getting
intoignores
troubleI
must protect
True
Seeing
Level
5handful
Ongoing
and
1d6 damage to yourself.
damage
armor.
The
weather
will
change
according
to
your
will
and
last
a
of days.
What
Are
You
Waiting
For?
Riches
and property
Herculean
Appetites
Domain:
Death
and
Decay,
What
Lies
Beneath
Domain:
Wave
and
Whelm,
Bloody
Conquest
Domain:
Rage
and
Ruin,
Bloody
Conquest,
Th
e
are
not
from
around
here.
At
the
beginning
of
each
session,
the
GM
them from
themselves.
Your vision is opened to the true nature of everything you lay your
eyes on. You
Cure
Critical
Wounds
Level 5
When
you
cry
out a challenge with
to your Precept:
enemies,
roll+Con.
OnLevel
a 10+
treat or
youtwo,
as but
the

Fame
and
glory
Downtrodden
and
Forgotten
Offering,
Personal
Victory
Precept:
SuffDead
ering, Offabout
ering your homeland, why Level
Resurrection
3 they
Animate
3 or what
Ongoing
may
content
a taste
wine,
or dominion
over
a servant
will
ask
_______________
hunger for glory;you
theleft,
earth
will Others
pierce themselves
illusions and seejust
things
thatofhave
been
hidden. The
GM
will describe
the
Heal
an you
ally something
you touchshares
of 3d8my
damage.
WEAK
SHAKY
SICK
STUNNED
CONFUSED
SCARRED
-1
-1
-1
-1
-1
-1
Precept:
Suff
ering,
Personal
Victory
Favored
Weapon:
Scythe
(reach,
+1
damage,
Favored
Weapon:
Trident
(reach,
thrown,
near,
most
obvious
threat
to
be
dealt
with
and
ignore
your
companions,
take
+2
damage
ongoing
Tell
the
GM
you
would
like
to
resurrect
a
corpse
whose
soul
has
not
yet
fully
You left
invoke
a hungry
to possess
a recently-dead
body and serveyou
you.want
Thismore. Choose two appetites. While pursuing one of your appetites if you would roll for
you
behind.
If youspirit
answer
them, mark
XP.
tremble
at
our
passing!
area
before
you
ignoring
any
illusions
and
falsehoods,
magical
or
otherwise.
The
Upper
Hand
1creates
weight)
Weapon:
(close,
1you
two-handed,
2most
weight)
against
them.
On
aprecise,
79
only
a few
(the
weakest
foolhardy
them)
departed
this
world.
Resurrection
is
always
butamong
theofGM
will
give
you
a zombie that follows your orders to the best of itsFavored
limited abilities.
TreatRapier
the
a move,
instead
of rolling
2d6
roll
1d6+1d8.
If or
the
d6
ispossible,
the
higher
die
the
pair,fall
theprey
GM
Divination
Level
5
While
this
spell
is ongoing
you take
toWhen
cast
alast
spell.
You
taketaunting.
+1 ongoing
to last
breath
rolls.Deity
When
you-1
take
your
breath,
on
agreed,
79 you
make
an
weight)
Move:
you
act
out
of
take
+1
Deity
Move:
You
gain
a
version
of
words
of
the
to
your
one
or
more
(possibly
all)
of
these
conditions
to
fulfill:
zombie as a character, but with access to only the basic moves. It has a +1Choose
modifier
will
also
introduce
a complication
or danger that comes about due to your heedless pursuits.
one
to
start
with:
Name a person,
place,
or thing
you want
to learnofabout.
Your
deity Cause
grants
you
Chaotic
STR
DEX
CON
INT
WIS
CHA
offer to
Death
inthese
return
your
life. If Death
accepts
he will return you to life.
If not, you die.
Deity
Move:
fear
is aofrote
spell
for
you,
but
Forward.
unspeaking
as a rote
which
only works
on bodies
Its going to take days/weeks/months
for all stats and 1 HP. The zombie also gets your choice of 1d4 of thesetraits:
Pure destruction
visions
of
the
target,
asofof
clear
as companions
if youworld.
were there.
Level 5
you. Soul
water.
Eschew
a convention
the
civilized
Fill in the
name
of one
your
in at least you
one:can only make them fearTrap
Full
Plate
and
Packing
You must
get help
from ____ Steel
Its talented. Give one stat a +2 modifier.
Power over
Musclebound
Youothers
trap the soul of a dying creature within a gem. The trapped creature is aware
_______________ is puny and foolish, but amusing to me.
Your
Max HP is
You
ignore
the
tag on
armor
wear. and messy
clumsy
It will
require
a lot the
ofyou
money
Its durable.
It has +2 HP for eachd10
level you have.
Current
Neutral

Mortal
pleasures
Consume
Unlife
Levelspells,
9
Storm
of Vengeance
Level
While
you wield
weapon
it gains
forceful
tags.
Contagion
Level 95
Ongoing
of itsa imprisonment
but can
still be manipulated
through
parley, and other
_______________s ways are strange
and confusing.
MAX
8+Constitution

You
must
sacrifice
____
to
do
it
It has
a functioning
brain
andweather
can complete
complex
Teach
someone
ways
of see.
your
people.
Conquest
Your
deity
bringsthe
the
unnatural
of yourthis
choice
totasks.
pass.
Rainsuffers
of
blood
or The
mindless
undead
creature
you touch
is destroyed
stealthe
itssoul
death
Choose
a creature
you
Until
you
spell,
the
target
from
effects.
All moves
against
the For?
trapped
creature
are at +1. and
You you
can free
at
_______________
is can
always
getting
intoend
troubleI
must
protect
Unencumbered,
Unharmed
What
Are
You
Waiting
Domain:
Betrayal
and
Bloodshed,
Bloody
ConDomain:
Chaos
and Change,
Thyou
e Downtrodden
and
It does
not
appear
obviously
dead,
at least
forbuildings,
a dayDomain:
or two.
The
GM
may,
depending
onnext
theally
circumstances,
allow
todamage
resurrect
the

Riches
and
property
acid,
clouds
of
souls,
wind
that
can
carry
away
or
any
other
weather
energy
to
heal
yourself
or
the
you
touch.
The
amount
of
healed
Magic
and
Mayhem,
Knowledge
and
athem
disease
of
your
choice.
While
this
spell
is
ongoing
you
take
-1
to
cast
a
spell.
any
time
but
it
can
never
be
recaptured
once
freed.
from
themselves.
So
long
as
you
are
below
your
Load
and
neither
wear
armor
nor
carry
a
shield,
take
+1
armor.
you
cry
out
a now,
challenge
to
your
enemies,
roll+Con.
Onbefore
a 10+must
theydestroyed
quest
The
zombie
lasts ask
untiland
it isit destroyed
in excess
of When
its
orand
corpse
understanding
thatremaining
the conditions
betreat
metyou
before
its
HP,
Fame
glory
you
can
imagine:
shall come.by taking damage
is
equal
to thewith
HPthe
that
theForgotten
creature had
you
it.as the
Hidden
Things
_______________
shares my
hunger for glory; the earth will most obvious threat to be dealt with and
Precept:
Suffthe
ering,
Personal
Victory
Precept:
Gaining
Secrets,
Off
ering
ignore
your
companions,
take
+2
damage
ongoing
Secrets, Off
ering
until
you end
spell.
While this
spell is ongoing youPrecept:
take -1 toGaining
cast a spell.
permanent, or require you to meet the conditions before the corpse is resurrected.
Outsider
tremble
at our
passing!Kama (close, 1 weight)
Favored
Weapon:
Favored
Scimitar among
(close, +1
damage,
2
The
Upper
Hand
against
them.
On
aall79
only a1few (the
weakestWeapon:
or most foolhardy
them)
fall prey
You
also
start
withtwo-handed,
of these:
Favored
Weapon:
Staff
(close,
Repair
Level
9
Plague
Level 9
Ongoing
You
may
be elf,You
dwarf,
or human,
but you andweight)
your people
Deity
Move:
dealhalfling,
+2 damage
when attacking
weight)
You
take
+1
ongoing
to
last
breath
rolls.
When
you
take
your
last
breath,
on
a
79
you
make
an
your
taunting.
and bagtoof
books
(5 Name
uses,
2aweight)
Cure
Moderate
Wounds
Level
3 including
Hold
Level
3 live.
Choose
one
in the
targets past. All effects of that
event,
damage,
city,
town,
encampment,
or otherWhen
place where
people
Asalignment,
long as this
Choose
one of
these
toPerson
start
with:
Chaotic
Herculean
Appetites
Deityaccepts
Move:
yourIf
someone
offevent
guard.
are
not from
around
here. At the beginning of each session,
theMove:
GM Choose
offer to one
Death
in return
for
your
life.
If Death
he will someone
return youasks
to life.
not, you die.
Deity
wizard
spell.
You
can
be
You staunch
bleeding
and
bonesare
through
magic.
Heal an
touchare
of content
Choose
a person
can
see.
Until
you
cast
a spell oryou
leave
presence
poison,
disease,
and magical
effects,
ended and
repaired.
HPally
andyou
diseases
spell
isthemselves
active
thatyou
place
isyou
beset
byoftell
awine,
plague
appropriate
towant
your
deitys
can
them
(except
the
Eschew
a convention
theset
civilized
world.
Others
may
with
just
a taste
oranything
dominion
over
atheir
servant
ordomains
two,they
but
will
ask you
somethingofabout
your homeland,
why yougranted
left, or what
and prepare
that
spell.
Full
Plate
and
Steel
2d8
damage.
cannot
act
except
to
Thispursuing
effect
ends
immediately
the if
target
takes
damage
(locusts,
death
ofPacking
thespeak.
first
born,
etc.)
While
this
spell
isifongoing
you
take
-1for
to
healed, poisons are neutralized, magical effects are ended.
truth).
Musclebound
you
want
more.
Choose
two
appetites.
While
one
of
your
appetites
you
would
roll
you left behind. If you answer them, mark XP.
You ignore the
clumsy
tag
on armor you wear.
Neutral
from
any
source.
cast
spell.
wield
weapon
it gains
the1d6+1d8.
forceful and
messy
aWhile
move,you
instead
ofaarolling
2d6
you roll
If the
d6 istags.
the higher die of the pair, the GM
Teach
someone
the ways of your people.
Darkness
Level 93
Ongoing
Divine
Presence
will
also introduce a complication
or danger that comes about due to your heedless pursuits.
Unencumbered,
Unharmed
What
Are
You Waiting For?
Sever
Level 7
Ongoing
Word
of
Recall
Level
7
Choose
an
area
you
can
see:
its
filled
with
supernatural
darkness
and
Every creature must ask your leave to enter your presence, and you So
must
give
shadow.
Pure
long
asdestruction
you are below your Load and neither wear armor nor carry a shield, take +1 armor.
Fill
in
the
name
of
one
of
your
companions
in
at
least
one:
When
you
cry
out
a
challenge
to
your
enemies,
roll+Con.
On
a
10+
they
treat
you
asThe
the
Choose
a
word.
The
first
time
after
casting
this
spell
that
you
speak
the
chosen
Choose
an
appendage
on
the
target
such
as
an
arm,
tentacle,
or
wing.
While
this
spell
is
ongoing
you
take
-1
to
cast
a
spell.
permission aloud for them to enter. Any creature without your leavetakes
an over others
Power
_______________
is
puny
and
foolish,
but
amusing
to
me.
most
obvious
threat
to
be
dealt
with
and
ignore
your
companions,
take
+2
damage
ongoing
word,
you
and
any
allies
touching
you
when
you
cast
the
spell
are
immediately
appendage
is
magically
severed
from
their
body,
causing
no
damage
but
extra
1d10 damage whenever they take damage in your presence. While
this spell pleasures
Outsider
YouMortal
alsothem.
with aall79
of these:
_______________s
area spell.
strange
and confusing.
against
On
only
a few
(the weakest
or mostmay,
foolhardy
among keep
them)a fall
prey
pain.
Missing
an appendage
for example,
winged
returned
to thetake
exact
spot
where
you cast
the spell. You can only maintain
astartconsiderable
is
ongoing
-1 ways
to cast
You
may beyou
elf, dwarf,
halfling,
or human, but you and your people Conquest
_______________
is always
getting
troubleI
must protect
your
taunting.
single
location; casting
Word of
Recallinto
again
before speaking
the wordto
replaces
creature
from
flying,
or
a
bull
from
goring
you
on
its
horns.
While
this
spell
is
Appetites
are not from around here. At the beginning of each session, the GM Herculean
Riches and property
them
fromspell.
themselves.
the earlier
ongoing
you
take
-1
to
cast
a
spell.
may
content
will ask you something about your homeland, why you left, or what Others
Fame
and
glory themselves with just a taste of wine, or dominion over a servant or two, but
_______________ shares my hunger for glory; the earth will you want more. Choose two appetites. While pursuing one of your appetites if you would roll for
you left behind. If you answer them, mark XP.
tremble
Healat our passing!
Level 7
Mark
of2d6
Death
Level 7die of the pair, the GM
The
Hand
a move,Upper
instead
of rolling
you roll 1d6+1d8. If the d6 is the higher
Touch an ally and you may heal their damage a number of points up
totake
your+1 ongoing
Chooseto
a creature
whose
name
know.
creates
runes
You
last breath
rolls.true
When
youyou
take
yourThis
last spell
breath,
on a permanent
79 you make
an

Name
Alignment

Look
Starting Moves

Damage
Armor
HP Dol Dorn
Boldrei
Dol Arrah
First Level Spells
Race
Starting Moves
Alignment
Name
Look
Seventh
Level Spells
Damage
Armor
HP Onatar
Kol Korran
Olladra
Bonds
Race
Starting Moves
Alignment
Name
The D
ark Six
fifth
Level
Spells
Bonds
Race
Damage
The Fury
The Devourer Armor
Third Level Spells

Look

HP

The Keeper

Starting Moves
Alignment
Bonds
Ninth Level Spells
Damage
Armor
HP The Traveler
The Mockery
The Shadow
Race
Alignment

Starting Moves Level


XP

The Barbarian

Seventh Level Spells


Bonds
Race

The
Barbarian
Deities &Spells
Churches
Cleric

Level
XP

The C
hurch
of the
fifth
Level
Spells

Silver Flame

Domain: Healing and Restoration


Precept:
Offering,
Personal Victory Words of the Unspeaking
Level 5
Revelation
Level
5
Favored
Longbow
2 weight)
and arrows
(3 ammo, 1The
weight)With a touch you speak to the spirits within things. The non-living object you
Your
deity Weapon:
answers your
prayers(near,
with afar,
moment
of perfect
understanding.
Deity
You deal
d8 damage
against demons,
devils, on
andthe
lycanthropes.
GM
willMove:
shed light
on the
current situation.
When acting
information, touch answers three questions you pose, as best it can.
you take +1 forward.
True Seeing
Level 5
Ongoing
Domain:Critical
The PowerWounds
Within, What Lies Beneath Level
Precept:
Suffering, Gaining Secrets,
Offof
ering
Words
Unspeaking
Level
Revelation
55
Your vision
is the
opened
to the true nature of everything
you5 lay your eyes on. You
Cure
Level
Favored
Weapon:
Dagger
(hand,
touch you
to thethat
spirits
within
object you
Your
deity
your
with1aweight)
moment of perfect understanding. The With
pierceaillusions
andspeak
see things
have
been things.
hidden.The
Thenon-living
GM will describe
the
Heal an
allyanswers
you touch
ofprayers
3d8 damage.
Deity
Move:
When
you
spill
blood,
take +1When
Forward
to cast
a spell.
answers
questions
you pose,and
as best
it can. magical or otherwise.
GM will shed light on the current situation.
acting
on the
information, touch
area before
youthree
ignoring
any illusions
falsehoods,
you
take +1 forward.
Divination
Level 5
While this spell is ongoing you take -1 to cast a spell.
Level 5
Ongoing
Name a person, place, or thing you want to learn about. Your deity grants you True Seeing
Words
of
the Unspeaking
Level
vision
is opened
to the true nature of everything
you55 lay your eyes on. You
Revelation
Cure
Wounds
Level
5 Things
visions
ofCritical
the
target,
as Restoration,
clear as if youKnowledge
were there.and
Trap
Soul
Level
Domain:
Healing
and
Hidden
Precept:Your
Offering,
Personal
Victory
Withtrap
aillusions
touch
you
to creature
thethat
spirits
within
things.
non-living
object
you
and
things
have
been
hidden.
The
GM creature
will describe
the
Your
deity
answers
your
with a(hand,
moment
of perfect understanding. The pierce
Heal
an
allyWeapon:
you touch
ofprayers
3d8 damage.
Favored
Unarmed
strike
0 weight)
You
the soul
ofspeak
asee
dying
within
a gem.
TheThe
trapped
is aware
touch
answers
questions
you
pose,and
as best
it can. spells,
GM
willMove:
shed light
on the
current
acting
area
before
youthree
ignoring
falsehoods,
magical
or otherwise.
Deity
You can
affect
quori situation.
spirits andWhen
creatures
possessed
by them
when you
Turn
Undead.
Contagion
Level
5 on the information,
Ongoing
of
its
imprisonment
but
canany
stillillusions
be manipulated
through
parley,
and other
you
takea+1
forward.
Divination
is against
ongoingthe
you
take -1creature
to cast aare
spell.
Choose
creature
you can see. Until you end thisLevel
spell, 5the target suffers from While
effects.this
All spell
moves
trapped
at +1. You can free the soul at
True
Ongoing
Name
a person,
orWhile
thing this
you spell
wantistoongoing
learn about.
Your-1deity
grants
you any
a disease
of yourplace,
choice.
you take
to cast
a spell.
timeSeeing
but it can never be recaptured once freed.Level 5
Your
vision
is
opened
to
the
true
nature
of
everything
you
lay
your
eyes
on. You
Cure
Critical
Wounds
Level
5
visions
of
the
target,
as
clear
as
if
you
were
there.
Trap
Soul
Level
5
Domain:
Bloody
Conquest
Precept:
Off
ering,
Personal
Victory
Words of the Unspeaking
Level 5
Revelation
Level 5
Favored
Weapon:
Greatsword
(close,
+1
damage,
two-handed,
2
weight)
pierce
illusions
and
see
things
that
have
been
hidden.
The
GM
will
describe
the
Heal
an
ally
you
touch
of
3d8
damage.
You
trap
the
soul
of
a
dying
creature
within
a
gem.
The
trapped
creature
is
aware
you
Your deity answers your prayers with a moment of perfect understanding. The With a touch you speak to the spirits within things. The non-living object
Deity Move: Magic weapon is a rote spell for you.Level 5
Contagion
Ongoing
area
before
you
ignoring
any
illusions
and
falsehoods,
magical
or
otherwise.
of
its
imprisonment
but
can
still
be
manipulated
through
spells,
parley,
and
other
GM will shed light on the current situation. When acting on the information, touch answers three questions you pose, as best it can.
Divination
5 target suffers from effects.
Choose
creature
you can see. Until you end thisLevel
spell, the
While this
spell isagainst
ongoingthe
you
take -1creature
to cast aare
spell.
All moves
trapped
at +1. You can free the soul at
you takea+1
forward.
a person,
thing this
you spell
wantistoongoing
learn about.
Your-1deity
grants
you any
aName
disease
of yourplace,
choice.orWhile
you take
to cast
a spell.
time
but
it
can
never
be
recaptured
once
freed.
True Seeing
Level 5
Ongoing
Domain:
Civilization,
e Downtrodden
Forgotten
Precept: Gaining Secrets,
Off
ering
visions
the target,Wounds
asTh
clear
as if you wereand
there.
Trap
Soul
Words
of
Unspeaking
Level
Revelation
Level
Your vision
is the
opened
to the true nature of everything
you5 lay your eyes on. You
CureofCritical
Level 55
Favored
Weapon:
Battlefi
st (hand,
damage,of1perfect
weight)understanding. The With
You
trap
the soul
ofspeak
asee
dying
creature
within
a gem.
TheThe
trapped
is aware
aillusions
touch
you
to the
spirits
within
things.
non-living
object
you
Your
deity
your
with a+1moment
pierce
and
things
that
have
been
hidden.
The
GM creature
will describe
the
Heal an
allyanswers
you touch
ofprayers
3d8 damage.
Deity
Move:
You
have
gathered
various
pieces
and
parts5 in order to assemble
deity.
As such, once
per
session
ifmanipulated
you need something,
you have
it. and other
Contagion
Level
Ongoingyour
of
its
imprisonment
but
can
still
be
through
spells,
parley,
touch
answers
three
questions
you
pose,
as
best
it
can.
GM
will shed light on the current situation. When
acting
on the information,
area
before you ignoring any illusions and falsehoods,
Sever
Level 7magical or otherwise.
Ongoing
Word of Recall
Level 7
Choose
creature
you can see. Until you end thisLevel
spell, the
target suffers from effects.
All moves
the trapped
are
at +1. You can free the soul at
you
takea+1
forward.
Divination
While this
is against
ongoing
-1creature
to cast
spell.
Choose
a word. The first time after casting this spell
that5you speak the chosen Choose
anspell
appendage
on you
the take
target
such
asaan
arm, tentacle, or wing. The
aName
disease
of
your
choice.
While
this
spell
is
ongoing
you
take
-1
to
cast
a
spell.
any
time
but
it
can
never
be
recaptured
once
freed.
True
Seeing
Level
5
Ongoing
a person,
place,
ortouching
thing youyou
want
to learn
about.
Your
deity
grants you appendage is magically severed from their body, causing
word,
you
and
any
allies
when
you
cast
the
spell
are
immediately
no damage but
Domain:
Healing and
Restoration, Civilization, Knowledge
and Hidden Things Your
Precept:
Gaining
Secrets,
Off
ering,
Personal
Victory
Words
of
the
Unspeaking
Level
5
Revelation
Level
5
vision
is
opened
to
the
true
nature
of
everything
you
lay
your
eyes
on. You
Cure
Critical
Wounds
Level
5
visions ofto
thethe
target,
clearwhere
as if you
there.
Trap Soulpain. Missing an appendage may, Level
5
for example,
keep a winged
returned
exactasScimitar
spot
youwere
cast
the spell.
You can only maintain a considerable
Favored
(close,
damage,
weight)
With
a
touch
you
speak
to
the
spirits
within
things.
The
non-living
object
you
Your an
deity
answers
your
with +1
a moment
of2 perfect
understanding. The pierce
illusions
and
see
things
that
have
been
hidden.
The
GM
will
describe
the
Heal
allyWeapon:
you touch
ofprayers
3d8 damage.
You trap from
the soul
of a dying
creature
gem.
trappedWhile
creature
aware
single location;
casting
Word
of Recall
againof
before
speaking
the
word
creature
flying,
or a bull
from within
goring ayou
onThe
its horns.
thisisspell
is
Deity
Move:
You
have
mastered
the
magic
life and
death;
when
youreplaces
heal someone
you
heal +1d4
damage.
touch
answers
three
questions
you
pose,
as
best
it
can.
GM
will
shed
light
on
the
current
situation.
When
acting
on
the
information,
area
before
you
ignoring
any
illusions
and
falsehoods,
magical
or
otherwise.
Contagion
Ongoing Sever
of its imprisonment
can still
be manipulated through
parley, and
other
Level spells,
7
Ongoing
Word
Recall
Level 75
the
earlierof
spell.
ongoing
you take -1but
to cast
a spell.
you take +1
forward.
Divination
Level
is against
ongoing
you
take
-1creature
to cast
spell.
creature
can
see.after
Until
you end
spell,
from While
effects.this
All
moves
trapped
at
+1. tentacle,
You can free
the soul
at
Choose
a word.
Theyou
first
time
casting
thisthis
spell
that5the
youtarget
speaksuffers
the chosen
Choose
anspell
appendage
onthe
the
target
such
asaare
an
arm,
or wing.
The
True
Seeing
Level 5
Ongoing
Name
a
person,
place,
or
thing
you
want
to
learn
about.
Your
deity
grants
you
a disease
your
choice.
While thisyou
spell
is ongoing
you
to immediately
cast a spell.
any time but
it magically
can never be
recaptured
word,
youofand
any
allies touching
when
you cast
thetake
spell-1are
appendage
isDeath
severed
fromonce
theirfreed.
body,
causing
no damage but
Heal
Level
7
Mark
of
Level
7
Domain:
Bloody
Conquest
Personal
Victory
Words
of
Unspeaking
Level
Revelation
Level
5
Your vision
is the
opened
to the true nature of everything
you55 lay your eyes on. You
CureofCritical
Wounds
visions
thethe
target,
asspot
clearwhere
as ifPrecept:
you
there.
Soul
Level
considerable
pain.whose
Missing
an
appendage
example,
keep a winged
returned
to
exact
youwere
cast
the
spell.
You can
only maintain
a Trap
Touch
an
ally
and
you
may
heal
their
damage
a
number
points
up 2toweight)
your
Choose
a creature
true
name
youwithin
know.may,
This for
spell
creates
permanent
runes
Favored
Weapon:
Double
scimitar
(close,
two-handed,
+1
damage,
aillusions
touch
you
speak
to
the
spirits
things.
The
non-living
object
you
Your
deity
yourofprayers
with a moment of perfectof
understanding.
The With
pierce
and
see
things
that
have
been
hidden.
The
GM creature
will describe
the
Heal an
allyanswers
you touch
3d8 damage.
You
trap
the
soul
of
a
dying
creature
within
a
gem.
The
trapped
isspell
aware
single
location;
casting
Word
of
Recall
again
before
speaking
the
word
replaces
creature
from
flying,
or
a
bull
from
goring
you
on
its
horns.
While
this
is
maximum
HP.
on
a
target
surface
that
will
kill
that
creature,
should
they
read
them.
Deity
Move:
a version
speak withWhen
dead acting
as a rote
can only be used
to before
converse
with
your
ancestors.
touch
answers
questions
you
pose,and
as best
it can. spells,
GM
will
shed You
lightgain
on the
currentofsituation.
onwhich
the information,
area
youthree
ignoring
any
illusions
falsehoods,
magical
or otherwise.
Contagion
Level
5
Ongoing
of
its
imprisonment
but
can
still
be
manipulated
through
parley,
and
other
Severyou take -1 to cast a spell.
Level 7
Ongoing
Word
Recall
Level 7
the
earlierof
spell.
ongoing
you
takea+1
forward.
Divination
5 target suffers from effects.
While this
spell isagainst
ongoingthe
you
take -1creature
to cast aare
spell.
Choose
creature
you can see. Until you end thisLevel
spell,
All
trapped
atarm,
+1. You can free
the soul
at
Choose
thatthe
Choose
anmoves
appendage
or wing.
The
Harma word. The first time after casting this spell
Level
7you speak the chosen True
Control
Weatheron the target such as an Level
Leveltentacle,
57
Ongoing
Name
a person,
place,
orWhile
thing this
you spell
wantistoongoing
learn about.
Your-1deity
grants
you any timeSeeing
aHeal
disease
of
your
choice.
you
take
to
cast
a
spell.
but
it
can
never
be
recaptured
once
freed.
word,
and any
allies
touching
you divine
when you
cast
the7spell
are immediately
appendage
magically
severed
from
theira body,
causing
no
but
Level
Mark
ofisDeath
Touchyou
an enemy
and
strike
them with
wrathdeal
2d8 damage
to them Your
Pray for
rainor
sun,to
wind,
or snow.
Within
dayLevel
oryou
so,7your
goddamage
will answer.
vision
is opened
the true
nature
of everything
Cure
visions ofCritical
the target,Wounds
as clear as if you were there. Level 5
Trap
Soul
Level
5 lay your eyes on. You
considerable
pain.
Missing
an appendage
may,
for
example,
keep
a winged
returned
to
exact
spot
you damage
castignores
the aspell.
You of
canpoints
only maintain
Touch
andamage
allytheand
you
maywhere
heal
their
number
up to youra Choose
a creature
whose
true
name
you
know.
This
spell
creates
permanent
runes
and
1d6
to
yourself.
This
damage
armor.
The
weather
will
change
according
to
your
will
and
last
a
handful
of
days.
pierce
illusions
and
things
that have
been
hidden.
GM will
describe
the
Heal an ally you touch of 3d8 damage.
You trap
the soul
of asee
dying
creature
within
a gem.
TheThe
trapped
creature
is aware
single location;
creature
from
flying,
orwill
a bull
goring you
on itsthey
horns.
maximum
HP. casting Word of Recall again before speaking the word replaces on
a target
surface
that
killfrom
that creature,
should
readWhile
them.this spell is
you ignoring
and falsehoods,
magical
or otherwise.
Contagion
Level 5
Ongoing area
of its before
imprisonment
but canany
stillillusions
be manipulated
through spells,
parley,
and other
the earlierof
spell.
ongoing
you take -1 to cast a spell.
Sever
Level
7 can free the
Ongoing
Word
Recall
Level
7 target suffers from While
Divination
this
is against
ongoingthe
you
take -1creature
to cast aare
spell.
Choose a creature
you can see. Until you end thisLevel
spell, 5the
effects.
All spell
moves
trapped
at
+1. You
soul at
Harm
Level
7
Control
Weather on the target such as an Level
7
Choose
a
word.
The
first
time
after
casting
this
spell
that
you
speak
the
chosen
Choose
an
appendage
arm,
tentacle,
or
wing.
The
Name
a person,
orWhile
thing this
you spell
wantistoongoing
learn about.
Your-1deity
grants
you any time but it can never be recaptured once freed.
a disease
of yourplace,
choice.
you take
to cast
a spell.
Heal
Level
7spell
Mark
ofisDeath
Touch
an enemy
and
strike
them with
divine
wrathdeal
2d8 damage
to them Pray
for rainor
sun, wind,
or snow.
Within
a body,
dayLevel
or causing
so,7your no
goddamage
will answer.
word,
you
and
any
allies
touching
you
when
you
cast
the
are
immediately
appendage
magically
severed
from
their
but
visions of the target, as clear as if you were there.
Trap Soul
Level 5
Touch
ally
maywhere
heal
damage
number
up to youra The
Choose
a creature
whose
true
name
you
know.
This
spell
creates
permanent
runes
and
1d6andamage
to you
yourself.
This their
damage
ignores
armor.
weather
will
change
according
to your
will
andfor
last
a handful
of days.
considerable
pain.
Missing
an
appendage
may,
example,
keep
a
winged
returned
to
theand
exact
spot
you cast
the aspell.
You of
canpoints
only maintain
You trap the soul of a dying creature within a gem. The trapped creature is aware
maximum
HP. casting Word of Recall again before speaking the word replaces on
a target
surface
that
will
kill that goring
creature,
should
read them.this spell is
single location;
creature
from
flying,
orcan
a bull
you
on itsthey
horns.
Contagion
Level 5
Ongoing of
its imprisonment
but
stillfrom
be manipulated
through
spells,While
parley, and other
Sever
Level
7
Ongoing
Word
of
Recall
Level
7
the
earlier
spell.
ongoing
you
take
-1 to cast
spell. creature are at
Choose
a creature
you can see. Until you end thisLevel
spell, the
All
moves
against
thea trapped
+1. You
Consume
Unlife
Level
9 can free the soul at
Storm
of
Vengeance
9 target suffers from effects.
Harma word. The first time after casting this spell
Level
Control
Weatheron the target such as an Level
7
Choose
that7you speak the chosen Choose
an appendage
arm, tentacle,
or wing. The
aYour
disease
your choice.
While this
spellof
is your
ongoing
youtotake
-1Rain
to cast
a spell.or any
but itundead
can never
be recaptured
once
deityofbrings
the unnatural
weather
choice
pass.
of blood
The time
mindless
creature
you touch
is freed.
destroyed and you steal its death
Touch
an enemy
and
strike
them with
wrathdeal
2d8 are
damage
to them appendage
Pray for rainor
sun, wind,
or snow.
Within
dayLevel
orcausing
so,7your no
goddamage
will answer.
word,
you
and any
allies
touching
you divine
when you
cast
the7spell
immediately
is magically
severed
from
theira body,
but
Heal
Level
acid, clouds of souls, wind that can carry away buildings,
or any other weather Mark
energy to of
healDeath
yourself or the next ally you touch. The
amount
of damage healed
and
1d6
damage
to
yourself.
This
damage
ignores
armor.
The
weather
will
change
according
to
your
will
and
last
a
handful
of
days.
considerable
pain.
Missing
an
appendage
may,
for
example,
keep
a
winged
returned
to
the
exact
spot
where
you
cast
the
spell.
You
can
only
maintain
a
Touch
ally andask
you
may
heal come.
their damage a number of points up to your Choose
true
name you
This spell
creates
permanentit.runes
you cananimagine:
and
it shall
is equal atocreature
the HPwhose
that the
creature
hadknow.
remaining
before
you destroyed
single
location;
from
flying,
or will
a bull
you
on itsthey
horns.
While
maximum
HP. casting Word of Recall again before speaking the word replaces creature
on a target
surface
that
killfrom
that goring
creature,
should
read
them.this spell is
Severyou take -1 to cast a spell.
Level 7
Ongoing
Word
of
Recall
Level 7
the
earlier
spell.
ongoing
Storm
Level
Consume
Level
Repairof Vengeance
Level 99
Plague Unlife
Level 99
Ongoing
Choose
a
word.
The
first
time
after
casting
this
spell
that
you
speak
the
chosen
Choose
an
appendage
on
the
target
such
as
an
arm,
tentacle,
or
wing.
The
Harm
Level
Control
Weather
Level
7 you
Your
deity
unnatural
yourof
choice
to7pass.
Rain of blood
or The
mindless
undead
creature you
touchplace
is destroyed
and
its as
death
Choose
onebrings
eventthe
in the
targets weather
past. All of
effects
that
event,
including
damage,
Name
a city, town,
encampment,
or other
where
people
live. steal
As long
this
word,
you
and
any
allies
touching
you
when
you
cast
the
spell
are
immediately
appendage
is
magically
severed
from
their
body,
causing
no
damage
but
Heal
Level
7
Mark
of
Death
Level
7
Touch
an
enemy
andmagical
strikethat
them
with
divine
2d8
damage
to them
Pray
rainor
sun,
or
snow.
Within
a day
oramount
so,
willdomains
answer.
acid,
clouds
of souls,
wind
can
carry
awaywrathdeal
buildings,
any
other
weather
healthat
yourself
oristhe
next
you touch.
The
ofgod
damage
healed
poison,
disease,
and
effects,
are
ended
and
repaired.or
HP
and
diseases
are energy
spell for
is to
active
placewind,
beset
byally
a plague
appropriate
toyour
your
deitys
considerable
pain.
Missing
an
appendage
may,
for
example,
keep
a
winged
returned
to
the
exact
spot
where
you
cast
the
spell.
You
can
only
maintain
a
Touch
an
ally
and
you
may
heal
their
damage
a
number
of
points
up
to
your
Choose
a
creature
whose
true
name
you
know.
This
spell
creates
permanent
runes
and
1d6poisons
damageare
to
Thismagical
damageeffects
ignores
The
weather
according
to
your
will
last
handful
of days.
you
can
imagine:
askyourself.
and it shall
come.
is
equal
todeath
thewill
HP
thatfirst
the
creature
had
remaining
before
you destroyed
it.-1 to
(locusts,
ofchange
the
born,
etc.)
While
thisand
spell
is aongoing
you
take
healed,
neutralized,
arearmor.
ended.
single location;
creature
from
flying,
orwill
a bull
goring you
on itsthey
horns.
maximum
HP. casting Word of Recall again before speaking the word replaces on
a target
surface
that
killfrom
that creature,
should
readWhile
them.this spell is
cast a spell.
Sever
Level 7
Ongoing
Word
Recall
Level 7
the earlierof
spell.
ongoing you take -1 to cast a spell.
Storm of
Vengeance
Consume Unlife
Repair
Level
99
Plague
Level 9
Ongoing
Divine
Presence
Level
Ongoing
Choose
a word. The first time after casting this spell
that7you speak the chosen Choose
an appendage
on the target such as an Level
arm, tentacle,
or wing. The
Harm
Level
Control
Weather
7
Your
deity
brings
the
unnatural
weather
of
your
choice
to
pass.
Rain
of
blood
or
The
mindless
undead
creature
you
touch
is
destroyed
and
you
steal
its as
death
Choose
one
event
in
the
targets
past.
All
effects
of
that
event,
including
damage,
Name
a
city,
town,
encampment,
or
other
place
where
people
live.
As
long
this
Every you
creature
must
ask touching
your leaveyou
to when
enter your
presence,
and
must give appendage is magically severed from their body, causing no damage
word,
and any
allies
you
cast
the7spell
areyou
immediately
but
Heal
Level
Mark
of Death
Level
7your god will answer.
Touch
an
enemy
and
strike
them
with
divine
wrathdeal
2d8
damage
to
them
Pray
for
rainor
sun,
wind,
or
snow.
Within
a day
oramount
so,
acid,
clouds
of
souls,
wind
that
can
carry
away
buildings,
or
any
other
weather
energy
to
heal
yourself
or
the
next
ally
you
touch.
The
of
damage
healed
poison,
disease,
and
magical
effects,
are
ended
and
repaired.
HP
and
diseases
are
spell
is
active
that
place
is
beset
by
a
plague
appropriate
to
your
deitys
domains
permission
aloud
for them
to enter.
creature
without
your
leave
takes an
pain.
Missing
an
appendage
may,
for
example,
keep
a winged
returned
to
theand
exact
spot
youAny
cast
the spell.
You can
only
maintain
Touch
andamage
ally
you
maywhere
heal
their
damage
a number
of points
up to youra considerable
Choose
a creature
whose
true
name
you
know.
This
spell
creates
permanent
runes
and
1d6
to
yourself.
This
damage
ignores
armor.
The
weather
will
change
according
to
your
will
and
last
a
handful
of
days.
you can
imagine:
ask
and it shall
come.
is equal to
the HP
thatfirst
theborn,
creature
remaining
before
you destroyed
death
of the
etc.)had
While
this spell
is ongoing
you takeit.-1 to
healed,
poisons
are
neutralized,
magical
effectsinare
ended.
extra
1d10
damage
whenever
they
take damage
your
presence. While this spell (locusts,
single
location;
from
flying,
or will
a bull
you
on itsthey
horns.
While
maximum
HP. casting Word of Recall again before speaking the word replaces creature
on a target
surface
that
killfrom
that goring
creature,
should
read
them.this spell is
cast
a
spell.
is ongoing
you take -1 to cast a spell.
the
earlier spell.
ongoing you take -1 to cast a spell.
Repair
Level
9
Ongoing
Divine
Presence
Level
Ongoing Plague
Storm
of
Vengeance
Level 979
Consume
Unlife
Level
Harm
Level
Control Weather
Level 97
Choose
one
event
in
the
targets
past.
All
effects
of
that
event,
including
damage,
Name
a
city,
town,
encampment,
or
other
place
where
people
live.
As
long
as
this
Every
creature
must
ask
your
leave
to
enter
your
presence,
and
you
must
give
Your deity
bringsand
the unnatural
of your
choice
Rain of blood
or Mark
The
undead
creature
you touch
is destroyed
you
steal
death
Heal
Levelto7pass.
of Death
7your
Touch
an enemy
strike themweather
with divine
wrathdeal
2d8 damage
to them
Praymindless
for rainor
sun, wind,
or snow.
Within
a dayLevel
or so,and
god
willitsanswer.
poison,
disease,
and
magical
effects,
are
ended
and
repaired.
HP
and
diseases
are
spell
is
active
that
place
is
beset
by
a
plague
appropriate
to
your
deitys
domains
permission
aloud
for
them
to
enter.
Any
creature
without
your
leave
takes
an
acid,1d6
clouds
souls,
wind
can
carry
away
buildings,
other
energy
to
healwill
yourself
the name
next ally
you
touch.
The
amount
of
damage
Touch
andamage
allyofand
maythat
heal
their
damage
a number
of any
points
up weather
to your Choose
a creature
whoseortrue
you
know.
This
spell
creates
permanent
runes
and
toyou
yourself.
This
damage
ignores
armor. or
The weather
change
according
to your
will
and
last
a handful
of days.healed
death
of the
first
born,
etc.)
While
this spell
is ongoing
you takeit.-1 to
healed,
poisons
are
neutralized,
effectsinare
ended.
extra
1d10
damage
whenever
theymagical
take damage
your
presence. While this spell (locusts,
you
can
imagine:
ask
and
it
shall
come.
is
equal
to
the
HP
that
the
creature
had
remaining
before
you
destroyed
maximum HP.
on a target surface that will kill that creature, should they read them.
cast a spell.
is ongoing you take -1 to cast a spell.

The B
lood Spells
of Vol
fifth
Level
The PLevel
ath ofSpells
Light
fifth

The LLevel
ord of
Blades
fifth
Spells

The B
ecoming
God
fifth
Level
Spells

Seventh Level Spells

The U
ndying
Court
fifth
Level
Spells

Seventh Level Spells

The SLevel
pirits of
the Past
fifth
Spells
Seventh Level Spells
Seventh Level Spells

Seventh
Level
Spells
Ninth Level
Spells

Seventh
Level
Spells
Ninth
Level
Spells

Seventh
Level
Spells
Ninth Level
Spells
Ninth Level Spells

Ninth Level Spells

Name
N
ame
Name
Elf: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir
Elf:Name
Hycorax,
Sinathel,
Demanor,
Menoliir,
Mithralan,
Taeros,
Aegor
Names:
Gorm,Ethanwe,
Si-Yi, Priscilla,
Sen,
Xia, Anneira,
Haepha,
Lur, Shar,
Korrin,
Nkosi, Fafnir,
Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte,

Look
Look
Look
Knowing
Eyes, Fiery
Eyes,
or JoyousEyes
Eyes
Wise
Eyes,
ororHaunting
Look
Wise
Eyes,Wild
Wild
Eyes,
Haunting
Eyes
Tormented
eyes,Eyes,
Haunted
eyes, Wild
eyes, or Shrouded eyes
Fancy
Hair, Wild
Hair,
or or
Stylish
CapHair
Furry Hood,
Messy
Hair,
Braided

Halfling:
Tanner,
Dunstan,
Rose, Ivy,
Robard,
Mab,
Thistle, Puck,
Serah Khamisi
Furry Hood,
or Braided
Qua,
Sacer,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Sillius,Anne,
Sha-Sheena,
Mighty
thews,Messy
Long Hair,
shanks,
ScrawnyHair
body, or Supple body
Names:
Gorm, Cassandra
Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,Clothes,
Haunted
eyes,
or Shrouded
Ceremonial
Garb,
Practicaloreyes,
Leathers,
or
Weathered
Hideseyes
Lily,
Ramonde,
Finery,
Traveling
PoorWild
Clothes
Human:
Obelis,
Andanna,
Aziz,the
Pelin,
Sibel, Nils,
Wei
Ceremonial
Garb,
Practical
Leathers,
or Weathered
Hides
Strange
tattoos,
Unusual
jewelry,
or Unmarred
by decoration
Titles:
theElana,
Glorious,
the Herran,
Hungry,Syla,
the Irascible,
theSiobhan,
Undefeated,
Gluttonous,
Foesmasher,
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body,
or
Supple
body
Fit Body, Well-fed Body, or Thin Body
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Strange
tattoos,
Unusual
jewelry,
or
Unmarred
by
decoration
Titles: the Glorious, the Hungry, the Irascible,
the
Undefeated,
the
Gluttonous,
Foesmasher,
Assignthese
thesescores
scores to
to your
(+1),
1212
(+0),
9 (+0),
8 (-1)
Assign
your stats:
stats:16
16(+2),
(+2),1515(+1),
(+1),1313
(+1),
(+0),
9 (+0),
8 (-1)
Scraps, Silks, Scavenger's
outfit, or Weather-inappropriate
Bonebreaker,
the Mirthful, the Melancholic,
Giant, the Triumphant Intelligence
Strength
DexterityAll-Mighty, the
Constitution
Wisdom
Charisma clothes
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength

Dexterity

Constitution

WEAK
Weak
WEAK

-1
-1

SHAKY
Weak
SHAKY

-1
-1

SICK
Weak
SICK

-1
-1

WEAK

-1

SHAKY

-1

SICK

-1

STR
STR
STR

Damage
Damage
Damage
Damage

DEX
DEX
DEX
d6
d6
d10

d10

CON
Con
CON
CON

Armor
Armor
A
rmor
Armor

Intelligence

Wisdom

STUNNED
-1
Stunned
STUNNED
-1

CONFUSED -1
Confused -1
CONFUSED

SCARRED
Scarred
SCARRED

-1
-1

CONFUSED -1

SCARRED

-1

STUNNED

INT
INT
INT
INT

-1

WIS
WIS
WIS

HP
HP
HP
HP

Charisma

CHA
CHA
CHA

Current
YYour
our M
ax HP
isisis
Max
HP
Max
HP
Current Your
MAX
MAX
6+Constitution
8+Constitution
6+Constitution
Constitution
6+
Your Max HP is
Current
MAX
8+Constitution

Starting
Moves
Name
Alignment
Starting
Moves
A
lignment
Starting MLook
oves
Alignment
Good
Art
Names:
Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Arcane
Korrin,
Nkosi,
Fafnir,
Tormented
eyes, Haunted eyes, Wild eyes, or Shrouded eyes
Born
of
the
Soil
Choose
one
of
these
toSoil
start
with:
Starting
Moves
Chaotic
Born
of
the
Alignment
Chaotic
Perform
yourVercingeto,
art to aid someone
When
you weave
performance
a basic
spell,
an ally
and an
effect:
Qua, Sacer,
Barbozar,else.
Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena,
Khamisi
thews,
Long
shanks,
Scrawny
body,
or
Supple
body
You learned
youramagic
in Mighty
a placeinto
whose
spirits
are choose
strong
and
ancient
and
theyve
marked
Destroy aa convention
symbol of civilization.
Eschew
of the civilized world.

You learned your magic in a place whose spirits are strong and ancient and theyve marked you

Choose
one
of
these toand
start
with:
Chaotic
Full
Plate
Packing
Steel

Heal
1d8
damage
tattoos,
Unusual
jewelry,
or Unmarred
by decoration
Titles:
the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous,
you
as one
of
their
NoStrange
matter
where
go, they
live within
youtake
to take
as one
ofFoesmasher,
their
own.own.
No matter
where
you you
go, they
live within
you you
and and
allowallow
you to
their
Good
Neutral
Eschew
a
convention
of
the
civilized
world.
You
ignore
the
clumsy
tag
on
armor
you
wear.
their
shape.
Choose
one
of
the
following.
It
is
the
land
to which
you are attunedwhen
Good
Neutral
Full
+1d4
forward
to
damage
Scraps,
Silks,
Scavenger's
outfit,
or
Weather-inappropriate
clothes
Bonebreaker,
the
Mirthful,
the
Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
Plate
and
Packing
Help something or someone grow.
shape. Choose
one of the
following.
It is the landSteel
to which you are attunedwhen shapeshifting

Avoid a conflict or defuse a tense situation.


shapeshift
ing 15
you
may13
take
the
shape
of9 any
animal
who might live in your Land.
Help something
or someone
grow.
Teach
someone the
ways of your
people. Assign these scores to your stats:

Their
mind
shaken
clear
of12
one
enchantment
16 (+2),
(+1),
(+1),
(+0),
(+0),
8 (-1)
You
ignore
theisthe
clumsy
on
you
wear.
you
may
take
shapetag
of
anyarmor
animal
who
might
live in your Land.
Neutral
Unencumbered,
Unharmed
Neutral
Th
e
Great
Forests
Strength
Dexterity
Constitution
Intelligence
Charisma
The next time someone
successfully assists theWisdom
target with aid, they get +2
instead of +1
Chaotic
Th
The
Great
Forests
Teach
someone
the waysmenace.
of your people.
Eliminate
an unnatural
So
long
as
you are
below your Load and neither wear armor nor carry a shield, take +1 armor.
Neutral
eroll+Cha.
Whispering
Unencumbered,
Unharmed
Then
OnPlains
a 10+, the ally
gets the selected effect. On a 7-9, your spell still works,
Spur others to significant and unplanned decisive action.
ThThe
Whispering
e Vast
Desert Plains
Eliminate an unnatural menace.
So you
longdraw
as youunwanted
are belowattention
your Load
armor nor
shield,affecting
take +1 armor.
but
orand
yourneither
magicwear
reverberates
to carry
other atargets
them
Outsider

The
Vast
Desert
Th
e
Sinking
Mire
WEAK
SHAKY
SICK
STUNNED
CONFUSED -1
SCARRED
-1
-1
-1
-1
-1
You
also
start
with
all
of
these:
as well,
GMs
choice.
e River
DeltaMire
You may be elf, dwarf, halfling, or human, but you and your people ThThe
Stinking
Elf OR HALF-ELF
Outsider
You
also
startof
with
of these:
ThThe
e Depths
the all
Earth
Herculean
Appetites
are
not
from
around
here.
At
the
beginning
of
each
session,
the
GM

River
Delta
Elf
Bardic
Lore
Th
e may
sap ofbethe
trees
flows or
within
you.but
In you
addition
to any
othYou
elf,elder
dwarf,
halfling,
human,
and your
people
Elf
Th
e
Sapphire
Islands
Others
may
content
themselves
wine, or dominion over a servant
or two, but
STR
DEX
CON
INT
CHA
will
ask
you
something
about
your
whyyou
youyour
left,ask
or
what
TheanDepths
theAppetites
Earth with just a taste ofWIS
When
you
enter
an
location
(your
can
the
er attunements,
theimportant
Great
Forest
ishomeland,
always
considered
land.
area ofofexpertise:
Herculean
are
here.flows
At
the
beginning
ofcall)
each
session,
the
GM Choose
Thenot
sapfrom
of thearound
elder trees
within
you. In
addition
to any
other
Th
e
Open
Sea
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
roll for
youfor
left behind.
If youthe
answer
them,
mark
XP.
Spells
Themay
Sapphire
Islands
GM
from
history
ofhomeland,
that
location.
and
Magicks
content
themselves with just a taste of wine, or dominion over a servant or two, but
HaLFLING
will
askone
youfact
something
why you
left,
or what Others
The Towering
Mountains
attunements,
the Greatabout
Forestyour
is always
considered
your
land.
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
The
The
Open
Sea
you
and
Undeadtwo appetites. While pursuing oneCurrent
You left
havebehind.
access If
toyou
a new
Land:them,
Thmark
e LandXP.
Before Time.
more.
Choose
of your appetites
if you
would
Your
Max
HP roll
is for
you
answer
Thwant
e Dead
Frozen
North
Human
d10
will
also
introduce
a
complication
or
danger
that
comes
about
due
to
your
heedless
pursuits.
Towering
Mountains
Human
a
Grand
Histories
of
the Known
move,
instead
of rolling
2d6 youWorld
roll 1d6+1d8. If the d6 isMAX
the higher8+Constitution
die of the pair, the GM
ThThe
e Blasted
Wasteland
HALF-ORC
When
you first enter a civilized settlement someone who respects
A Bestiary
Pure
destruction
The
Frozen
North
As
your
people
learned
to
bind
animals
to
field
and
farm,
so
too

of
Creatures
Unusual
will also
introduce
a complication or danger that comes about due to your heedless pursuits.
Fill
in
theshapeshift
name of one
of
your companions
ingain
at least
one: when By
You
can
into
a
horrid
animal.
You
+1
armor
Nature
Sustained
the custom of hospitality to minstrels will take you in as their guest.
Power
over
others
The
Blasted
Wasteland
are
you bound
to an
them.
Youand
may
always
the shape
Planar
Spheres
shapeshift
ing into
form.
The
Pure
destruction
_______________
isappropriate
puny
foolish,
buttake
amusing
to me.of any
You
dont
need
to eat or drink. If a move tells you to mark off a ration just ignore it.
Fill in the name of one of your companions in at least one:

Mortal
pleasures
Chose
a
tella
physical
domesticated
animal,
in
addition
to
your
normal
options.

Legends
of
Heroes
Pastattribute that marks you as born of the soilthat reflects the spirit of
Power
over others
_______________s
ways are strange and confusing.
HUMAN OR HALF-ELF
Spirit
Tongue
_______________
is puny and foolish, but amusing to me.
Gods
Conquest
your
land.
It
may
be
an
animal feature like antlers or leopards spots or something more general:

and
Their
Servants
e grunts,
Mortal pleasures
_______________
is always
getting
into
mustsoprotect
As
your people learned
to bind
animals
to troubleI
ficonfusing.
eld and farm,
too
Th
barks,
chirps, and calls of the creatures of the wild are as language to you. You
Halfling
_______________s
ways
arecompanions
strange
and
Riches
and
property
hair
like
leaves
or
eyes
of glittering
crystal.
Your telllocation,
remainsor
noitem
matter
what
shape
you take.
Fill
in
the
name
of
one
of
your
in
at
least
one:
When
you
first
encounter
annative
important
creature,
(your
call)
covered
by
are you
bound
to them. You may always take the shape of any
understand
Conquest
them
from
themselves.
any animal
Choose
one
ofglory
these
to start
with:to your land or akin to one whose essence you have
Chaotic
You
sing
themy
healing
of getting
spring
and
When
youprotect
make can
_______________
issongs
always
into brook.
troubleI
must
Fame
and
This
is
not
first
adventure
with
_______________.
domesticated
animal,
in
addition
to
your
normal
options.
your
bardic
lore
you
can
ask
the
GM
any
one
question
about
it;
the
GM
will
answer
truthfully.
Riches
and property
_______________
shares
my hunger
for glory; the earth will studied.
By
Nature
Sustained
Eschew
a convention
of
theheal
civilized
camp,
you
and
your
allies
+1d6.world.
them
from
themselves.
I sang
stories
_______________
long before I ever met them The
Full
Plate
and
Steel
GM
may
then ask
you
whatPacking
tale, song, or legend
you heard that information in.

Fame
and
tremble
at our of
passing!
Shifter
The
Upper
Hand
Shapeshifter
(WIS)
You dont needglory
to eat
or drink. If a move tells you to mark off a ration just ignore it.
_______________
shares
my
hunger
for
glory;
the
earth
will
inNeutral
person.
You
ignore
the
clumsy
tag
on
armor
you
wear.
Choose the animal that represents your lycanthropic ancestry.
You take
ongoing
to
breath
When
you
take your
last breath,
on a hold
79 you
make
an
When
you+1call
upon
thelast
spirits
torolls.
change
your
shape,
roll+Wis.
On a 10+
3. On
a 79
tremble
at our passing!
Charming
and
Open
The
Upper
Hand
_______________
is into
often
theform.
butt
of my jokes.
Spirit
Take
+1
to shapeshift
Teach
someone
the ways
ofthat
your
people.
hold
2.
On
aTongue
miss
hold 1for
in your
addition
to
whatever
the GM
says.
offer
to
Death
in
return
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
Unencumbered,
Unharmed
When
you speak
frankly
someone,
you you
can ask your
their last
player
a question
from make
the list
You
ongoing
lastwith
breath
rolls.
When
breath,
on a studied
79
an
I aminwriting
a ballad
the companions
adventures ofin_______________.
Fill
the name
of oneabout
of your
at least one:
The
grunts,
barks,
and
calls
ofofthe
creatures
of
the wild
are
as
language
to you
you.orYou
can
Youtake
may+1take
on chirps,
thetophysical
form
any
speciestake
whose
essence
you
have
who
So
long
as
you
are
below
your
Load
and
neither
wear
armor
nor
carry
a
shield,
take
+1
armor.
below.
They
must
answer
it
truthfully,
then
they
may
ask
you
a
question
from
the
list
(which
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
Musclebound
_______________
trusted smells
me with
a secret.
____________________
more
like prey than a hunter.
lives
in your any
Land:
you and
your
a perfect
of the
form.
understand
animal
native
to possessions
your land ormeld
akininto
to one
whosecopy
essence
youspecies
have studied.
you
must
answer
truthfully).
While
you
wield
a
weapon
it
gains
the
forceful
and
messy
tags.
You
have
any
innate
abilities
and
weaknesses
of
the
form:
claws,
wings,
gills,
breathing
water
_______________
does
not
trust
me,
and
for
good
reason.
The
spirits
spoke
to
me
of
a
great
danger
that
follows
Fill in the name of one of your companions in at least one:
Musclebound
Outsider
Shapeshifter

Whom
do
you
serve?
You
also
start
with
all
of
these:
instead
of
air.
You
still
use
your
normal
stats
but
some
moves
may
be
harder
to
triggera
______________.
_________________
more
like prey
than
hunter.
While
wield
a weapon
it do?
gains
the forceful
and messy
tags.
What
Are
For?
You
may be elf, dwarf, smells
halfling,
or human,
but
youaand
your people
When
you
call
upon
spirits
to change
shape,
10+
hold
a 79
Whatyou
do
you
wish
Ithe
would
housecat
will
find
itYou
hard
toWaiting
do battle
withyour
an ogre.
Throll+Wis.
e GM willOn
also atell
you
one3.orOn
more
showed
a secret
of the Land.
ThIehave
spirits
spoke________________
to me of a great danger
that rite
follows
Herculean
Appetites
When
you
cry
out
ahold
challenge
toform.
yourto
enemies,
roll+Con.
On
amove.
10+ they
treat
youout
as of
the
are not from around here. At the beginning of each session, the GM
moves
associated
with
your
new
Spend
1
hold
to
make
that
Once
youre
hold
2.
On
a
miss
1
in
addition
whatever
the
GM
says.
How
can
I
get
you
to
______?
___________ has tasted my blood and I theirs. We are bound by it. What Are You Waiting For?
______________.
Others
may
content
themselves
with
just
a any
taste
of your
wine,
or
dominion
over
a+2
servant
orwho
two,
but
most
obvious
threat
to
be
dealt
with
and
ignore
companions,
take
damage
ongoing
will
ask
you
something
about
your
homeland,
why
you
left,
or
what
hold,
you
return
to
your
natural
form.
At
time,
you
may
spend
all
your
hold
and
revert
You
may
take
on
the
physical
form
of
any
species
whose
essence
you
have
studied
or
lives

What
are
you
really
feeling
right
now?
I have showed ________________ a secret rite of the Land.
When you cry out a challenge to your enemies, roll+Con. On a 10+ they treat you as the
you
want
more.
Choose
twoonly
appetites.
pursuing
one
ofcopy
your
if you
would
rollhave
for
to
your
natural
form.
against
them.
On
adesire?
79
a few While
(the
weakest
most
foolhardy
among
them)
fall
prey
you
left behind.has
If you
answer
them,and
mark
XP. We are bound by it.
inWhat
your
land:
you
and
possessions
meld
intoyour
a or
perfect
ofappetites
the
species
form.
You
do
you
most
___________
tasted
my blood
I theirs.
most
obvious
threat
toyour
be dealt
with and
ignore
companions,
take
+2 damage
ongoing
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
to
taunting.
Studied
Essence
anyyour
innate
abilities
and
weaknesses
the form:
claws,
wings,
gills, breathing
of
against
them.
On
a 79
only a fewof(the
weakest
or most
foolhardy
among water
them)instead
fall prey
A
Port
in
the
will
also
introduce
a complication
or danger
that
comes
about
dueto
totriggera
your
pursuits.
When
you
spend
time
inStorm
contemplation
of an
animal
spirit,
you
may
addheedless
its species
to will
air.
You
still
use
your
normal
stats
but
some
moves
may
be
harder
housecat
to your
taunting.
When
you
return
to a civilized
settlement
youve visited before, tell the GM when you were
Pure
destruction
those
can
ing.GM
find
ityou
hard
to assume
do battleusing
withshapeshift
an ogre. The
will also tell you one or more moves associated
Fill in the name of one of your companions in at least one:
last
here.
Theyll
tell you how its changed since then.

Power
over
others
with
your
new
form.
Spend
1
hold
to
make
that
move. Once youre out of hold, you return to
_______________ is puny and foolish, but amusing to me.
Mortal
pleasures
When
you
spend
time
in
contemplation
of
an
animal
spirit,
you
your
natural
form.
At
any
time,
you
may
spend
all
your hold and revert to your natural form.
_______________s ways are strange and confusing.
Conquest
may
add
its
species
to
those
you
can
assume
using
shapeshifting.
_______________ is always getting into troubleI must protect
Riches and property
them from themselves.
Fame and glory
_______________ shares my hunger for glory; the earth will
tremble at our passing!
The Upper Hand

Race
Race
Race
Race
Race

Bonds
Damage
Bonds

Bonds
Alignment

Armor

HP

Starting Moves

Bonds

Bonds
Race

Bonds
Studied Essence

The
Bard
Barbarian
T
he
D
ruid
The
Druid
The Barbarian

Level
Level
Level
You take +1 ongoing to last breath rolls. When you take
your last breath, on a 79 you make an
XP
Level
XP
XP
offer to Death in return for your life. If Death accepts he
will return you to life. If not, you die.
XP

Gear
G
ear

Your Load
Loadisis8+Str.
6+STR.You
Youcarry
carrydungeon
some token
of (5
your
Land,
describe
it.
Your
rations
uses,
1 weight),
a dagger
Choose1your
defenses:
(hand,
weight)
some token of where youve travelled or where youre
Hide
armor
armor,
weight)
from,
and
your(1choice
of1weapon:
Wooden shield (+1 armor, 2 weight)
Axe (close, 1 weight)
Choose your armament:
Shillelagh
Two-handed
sword
(close, +1 damage, 2 weight)
(close,
2 weight)
Choose
one:
Staff (close, two-handed, 1 weight)
Spear
Adventuring
gear (1near,
weight)
and dungeon rations (5 uses, 1 weight)
(close, thrown,
1 weight)

Chainmail
(1
armor,
1
weight)
Choose one:
Adventuring gear (1 weight)
Poultices and herbs (2 uses, 1 weight)
Halfling pipeleaf (0 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Hunters Brother

Still
Hungry
Choose one move from the ranger class list.
Choose an additional appetite.

Red of Tooth and Claw

When you are in anfor


appropriate
animal form (something dangerous) increase
Appetite
Destruction

your adamage
to d8.
Take
move from
the fighter, bard or thief class list. You may not take multiclass
moves
from
those
classes.
Communion
of Whispers
When you spend time in a place, making note of its resident spirits and
My
Love
For
You
LikeYou
a Truck
calling on
the spirits
of the
land,Is
roll+Wis.
will be granted a vision of
When
you
perform
a
feat
of
strength,
name
someone
present
youvision
have
significance to you, your allies, and the spirits around you.
On awhom
10+ the
impressed
and
take
+1 forward
them. is unclear, its meaning
will be clear
and
helpful
to you. to
Onparley
a 79with
the vision
murky. On a miss, the vision is upsetting, frightening, or traumatizing. The
What
Is Best
In
Life
GM will describe
it. Take -1
Forward.
At the end of a session, if during this session you have crushed your enemies, seen
Barkskin
them
driven
before
or the
haveground
heard the
of their kinfolk mark XP.
So long
as your
feetyou,
touch
youlamentations
have +1 armor.

Eyes of the Tiger


Wide-Wanderer

When travelled
you mark
anwide
animal
(with
or blood)
you can
Youve
the
world
over.mud,
Whendirt,
you arrive
someplace
asksee
thethrough
GM about
that
animals
eyes
as
if
they
were
your
own,
no
matter
what
distance
separates
any important traditions, rituals, and so on, theyll tell you what you need
to know.
you. Only one animal at a time may be marked in this way.

Usurper
Shed

When
you take
provedamage
yourselfwhile
superior
to a person
power,
taketo+1revert
forward
with
When you
shapeshift
ed youinmay
choose
to your
their
followers,
underlings,
and
hangers
on.
natural form to negate the damage.

Thing-Talker
Khan
of Khans

You see the spirits in the sand, the sea and the stone. You may now apply your
Your hirelings always accept the gratuitous fulfillment of one of your appetites
spirit tongue, shapeshifting and studied essence to inanimate natural objects
as payment.
(plants and rocks) or creatures made thereof, as well as animals. Thing-talker
forms can be exact copies or can be mobile vaguely humanoid-shaped entities.
Samson

YouFormcrafter
may take a debility to immediately break free of any physical or mental
When you shapeshift choose a stat: you take +1 Ongoing to rolls using that
restraint.
stat while shifted. The GM will choose a stat, too: you take -1 Ongoing to rolls
Smash!
using that stat while shifted.
When
you hack andMastery
slash, on a 12+ deal your damage and choose something
Elemental
physical
your
hasprimal
(a weapon,
limb):or
they
it.
When you
calltarget
on the
spiritstheir
of fiposition,
re, water,aearth
air lose
to perform
a task for you, roll+Wis. On a 10+ choose two. On a 79 choose one. On a
Indestructible
miss, some catastrophe occurs Hunger
as a result of your calling.
When
you
you can
choose to take -1 ongoing until you sate one of
The eff
ecttake
you damage
desire comes
to pass
your
appetites
instead
of
taking
the
You avoid paying natures price damage. If you already have this penalty you
You retain
cannot
choose
this option.
control

Balance
Eye
for Weakness

When you deal damage, take 1 balance. When you touch someone and chanWhen you discern realities add "What here is weak or vulnerable?" to the list of
nel the spirits of life you may spend balance. For each balance spent, heal 1d4
questions
you can ask.
HP.

On the Move

When you defy a danger caused by movement (maybe falling off a narrow bridge
or rushing past an armed guard) take +1.

Common Animal Moves


Pack Hunters
Summon the pack
Drag them to the ground
Flying Creatures
Escape to the air
Pull an enemy aloft
Hardy Beasts
Trample them
Break through
Poisonous
Inflict your poison on them
Drive them back

When you
you gain
gain a level from 6-10,
When
610, choose
choosefrom
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.

Embracing No Form

A
Day
to
WhenGood
you shapeshift
, roll
1d4Die
and add that total to your hold.

As long as you have less than your Con in current HP (or 1, whichever is higher)
Doppelgangers Dance
take +1 ongoing.
You are able to study the essence of specific individuals to take their exact
form, including
Kill
em men,
Allelves, or the like. Suppressing your tell is possible, but if
you do, take -1 Ongoing until you return to your own form.
Requires: Appetite for Destruction
andfrom
Thunder
Red ofclass
Tooth
Claw
TakeBlood
another move
the fighter,Replaces:
bard or thief
list.and
You
may not take
When youmoves
are in from
an appropriate
animal form (something dangerous) increase
multiclass
those classes.
your damage to d10.

War
Cry Sleep
The Druid

When
battle
with the
a show
force (a shout,
a rallying
a battle
Whenyou
youenter
take this
move,
nextofopportunity
that
you havecry,
safety
anddance)
time
roll+Cha.
On
a 10+ both, location,
on a 79you
onemay
or the
other.
to spend in
an appropriate
attune
yourself to a new land.
Th
is effect
occurs
only once
GM will tell you how long it will take and
Your
allies
are rallied
and and
take the
+1 forward
what
cost
you must
thenaccordingly
on, you are(avoiding
considered
to be
born attacking
of the
Your
enemies
feelpay.
fearFrom
and act
you,
hiding,
soilwith
in both
lands. abandon)
fear-driven

World-Talker Requires: Thing-Talker

Mark
of Might
You see the patterns
that make up the fabric of the world. You may now apply

When
you take
this shapeshift
move and er
spend
uninterrupted
time
on your
your spirit
tongue,
and some
studied
essence moves
toreflecting
pure elements
past
youand
may
mark yourself with a symbol of your power (a long braid
fire, glories
water, air
earth.
tiedStalkers
with bells, ritual
scars orRequires:
tattoos, Hunters
etc.) AnyBrother
intelligent mortal creature who
Sister
sees
this one
symbol
knows
that you
Choose
move
frominstinctively
the ranger class
list. are a force to be reckoned with and
treats
you appropriately.Requires: Formcrafter
Formshaper
You may increase
your armor
by 1 or deal an additional +1d4 damage while in
More!
Always
More!

an animal form. Choose which when you shapeshift.


When you satisfy an appetite to the extreme (destroying something unique and
Chimera
significant,
gaining enormous fame, riches, power, etc.) you may choose to resolve
When
shapeshift
youmark
may create
a merged
formpursue
of up to
three
different
it. Crossyou
it off
the list ,and
XP. While
you may
that
appetite
again,
shapes. You may be a bear with the wings of an eagle and the head of a ram,
you no longer feel the burning desire you once did. In its place, choose a new
for example. Each feature will grant you a different move to make. Your chiappetite
from
the list
writerules
youras
own.
mera form
follows
theorsame
shapeshifter otherwise.

Weather
Weaver
The
One Who
Knocks

When you
youdefy
are under
open
thethe
sundanger
rises the
GM
askthe
youGM
what
When
danger,
on askies
12+ when
you turn
back
onwill
itself,
will
the weather
describe
how.will be that day. Tell them whatever you like, it comes to pass.

Eldeen Boon

Healthy
Distrust
You have risen to the
innermost circles of one of the druidic sects of the El-

Whenever
the unclean
wielded
deen Reaches.
Choose magic
a sect and
gainby
itsmortal
boon: men causes you to defy danger,
treat
any
result
of
6as
a
79.
Ashbound: When you deal damage to an arcane spellcaster, your damage increases by one step.
For
the
Blood
God
Children
of Winter:
You
can shapeshift into undead animals. When you
You
are
initiated
in
the
old
ways,
ways ofstate.
sacrifice. Choose something your
do so, you gain a move related to the
its undead
gods
(or the ancestor
spirits,
or yourthe
totem,
etc)ofvaluegold,
bones or
Gatekeepers:
When
you release
power
nature at anblood,
aberration,
the
like. When
those things
as perOn
your
ritesyou
anddeal
rituals,
roll+WIS.
On ayou
hit,sacrifice
the aberration
is repelled.
a 10+,
yourroll+wis.
damage
to it as
its unnatural
biology
absorb into
the energy.
On
a 10+
the GM will
grantcant
you insight
your current trouble or a boon to
Greensingers:
learned
enchanting
waysgods
of your
allies.flesh
help
you. On a 7-9You
the have
sacrifice
is notthe
enough
and your
takefae
of your
You
can
always
use
your
continued
good
mood
as
leverage
to
Parley.
as well, but still grant you some insight or boon. On a miss, you earn the ire
Wardens of the Wood: When you are in a forest, you can sense the
of the fickle spirits.
presence of living creatures within near range.

N
ame
Name

Look
Look
Hard
Eyes,
Look
Tormented
eyes,Eyes,
Haunted
eyes,Eyes
Wild
Hard
Eyes,Dead
Dead
Eyes,ororEager
Eager
Eyes eyes, or Shrouded eyes
Wild Hair, Shorn Hair, or Battered Helm

Name

Names:
Gorm, Si-Yi,
Sen,Annika,
Xia, Anneira,
Lur,Rundrig,
Shar, Korrin,
Nkosi, Fafnir,
Dwarf: Ozruk,
Surtur,Priscilla,
Brunhilda,
Janos, Haepha,
Greta, Dim,
Jarl, Xotoq
Qua,
Sacer, Vercingeto,
Barbozar,
Clovis, Cadeus,
Frael, Thra-raxes,
Sillius, Sha-Sheena,
Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body, or Supple body
Wild Hair,
Shorn
Hair,
or Battered
Helm
Elf: Elohiir,
Sharaseth, Hasrith,
Shevaral,
Eldar, Kithracet,
Thelian
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,Tanned
Haunted
eyes,
eyes,
or Shrouded eyes
Calloused
Skin,
Skin,
or Wild
Scarred
Skin
Strange
tattoos,
jewelry,
or Unmarred
Titles:
theFinnegan,
Glorious, the
Hungry,
the Irascible,
Undefeated,
theBecca
Gluttonous, Foesmasher,
Calloused
Skin, Unusual
Tanned Skin,
or Scarred
Skin by decoration
Halfling:
Olive,
Randolph,
Bartleby,the
Aubrey,
Baldwin,
Built
Body,
LitheLong
Body,
or Ravaged
Body
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
thews,
shanks,
Scrawny
body, or Supple body
Scraps,
Silks,Lithe
Scavenger's
or Weather-inappropriate
clothes
Bonebreaker,
theRudiger,
Mirthful,Gregor,
the Melancholic,
All-Mighty,
theShanna,
Giant, the
Triumphant
Built Body,
Body, oroutfit,
Ravaged
Body
Human: Hawke,
Brianne, Walton,
Castor,
Ajax,
Hob
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1),
(+1), 12
12 (+0),
(+0), 99 (+0),
(+0), 88 (-1)
(-1)
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Weak
WEAK
WEAK

-1
-1

Weak
SHAKY
SHAKY

-1
-1

Weak
SICK
SICK

-1
-1

Stunned
STUNNED
STUNNED

-1
-1

Confused
CONFUSED
CONFUSED -1
-1

Scarred
SCARRED
SCARRED

-1
-1

WEAK

-1

SHAKY

-1

SICK

-1

STUNNED

-1

CONFUSED -1

SCARRED

-1

STR
STR

Damage
Damage
Damage

DEX
DEX
d10
d10

d10

A
lignment
Alignment
Alignment

Good
Chaotic
Good

Defend those
weaker of
than
Eschew
a convention
theyou.
civilized world.

Con
CON

CON

Armor
A
rmor
Armor

INT
INT

INT

WIS

CHA

WIS

HP
HP

Current
MAX

HP

CHA
YYour
our MMax
ax HP
is is
HP
8+Constitution
10+Constitution
Constitution
10+

Current
MAX

Your Max HP is
8+Constitution

Starting
Moves
Starting Moves
Bend
Bars,
Lift
Choose
one
of these
toGates
startGates
with:
Starting
Moves
Bend
Bars,
Lift
When you use pure strength to destroy an inanimate obstacle, roll+Str. On a 10+, choose

When you
use
strength
to destroy an inanimate obstacle, roll+Str. On a 10+, choose
Choose
onechoose
of pure
these
start with:
Full
Plate
Packing Steel
3.
On a 7-9
2. toand
3.
On
a
7-9
choose
2.
You
It doesnt
a very long
time
ignoretake
the clumsy
tag on
armor you wear.
Plate
and
Packing Steel
Nothing
It doesnt
take aisvery
long time
Full
of value
damaged
Teach
ways of your people.
Defeatsomeone
a worthythe
opponent.
ignore
the
clumsy
tag
on
armor
youofwear.
It Nothing
of
value
is
damaged
Neutral
Unencumbered,
Unharmed
You
Evil
doesnt make an inordinate amount
noise
You
It
doesnt
an inordinate
amount
of
Teach
someone the
of your people.
So
Kill
a defenseless
orways
surrendered
enemy.
long
arething
below
yourwithout
Load
and
neither
wear armor nor carry a shield, take +1 armor.
canasfiyou
x make
the
again
a lot
ofnoise
effort
Evil
Unencumbered, Unharmed

You
can
fix
the
thing
again
without
a
lot
of
effort
Kill
a
defenseless
or
surrendered
enemy.
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin,
Tormented
Haunted
eyes, Wild
eyes, aorshield,
Shrouded
Armored
So longNkosi,
as you Fafnir,
are below your
Load andeyes,
neither
wear armor
nor carry
take eyes
+1 armor.
Outsider
Qua,
Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena,
Khamisi
Mighty
thews,
Long shanks, Scrawny body, or Supple body
You
ignore
the
clumsy
tag
on
armor
you
wear.
You
also
start
with
all
of
these:
Armored
YouDwarf
may
elf, dwarf,
human,
butthe
youUndefeated,
and your people
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles:
thebe
Glorious,
thehalfling,
Hungry,or
the
Irascible,
the Gluttonous,
Foesmasher,
Outsider
Signature
Weapon
You also
ignore
thewith
clumsy
tagthese:
on armor you wear.
You
start
all
of
Herculean
Appetites
are
notyou
fromshare
around
here.with
Atthe
thesomeone,
beginning
ofAll-Mighty,
each
session,
theGiant,
GM the
When
aMirthful,
drink
you
can
Parley
using
Scraps,
Silks,
outfit,
or Weather-inappropriate
Bonebreaker,
the
Melancholic,
the
Triumphant
Th
is
is
your
weapon.
Th
ere
are many
likeScavenger's
it, but this one
is yours.
Your weapon is yourclothes
best
You
may
be
elf,
dwarf,
halfling,
or
human,
but
you
and
your
people
Dwarf
Others
may
content
themselves
with just a taste of wine, or dominion over a servant or two, but
will
you something
why
youscores
left, ortowhat
CONask
instead
of CHA. about your homeland,
Signature
Weapon
Assign
these
your
stats:
16
(+2),
15
(+1),
13
(+1),
12
(+0),
9
(+0),
8
(-1)
friend.
It
is
your
life.
You
master
it
as
you
master
your
life.
Your
weapon,
without
you,
is
Herculean
Appetites
are
not
from
around
here.
At
the
beginning
of
each
session,
the
GM
When you share a drink with someone, you may parley with them you want more. Choose two appetites. While pursuing one of your appetites if you would roll for
youElf
leftStrength
behind.
If you answer them,
mark XP.
Without
your
weapon,
are
useless.
You
must
yourYour
weapon
true.isoryour
Intelligence
Wisdom
Charisma
This is may
your
weapon.
There
areyou
many
like
it, but
this
one
is yours.
orsomething
Half-Elf
Others
content
themselves
with
just
a taste
of
wine,
orwield
dominion
over
aweapon
servant
two,best
but
will
askCON
you
about yourDexterity
homeland, why you left, Constitution
or what useless.
using
instead
of CHA.
afriend.
move,Itainstead
of
rolling
2d6
you
roll
1d6+1d8.
If the
d6Your
is theweapon,
higher die
of theyou,
pair,isthe
GM
Choose
base
description,
all
are
2
weight:
Choose
one
weapon
you
can
always
treat
weapons
of
that
type
as
is
your
life.
You
master
it
as
you
master
your
life.
without
you want more. Choose two appetites. While pursuing one of your appetites if you woulduseless.
roll for
you left behind. If you answer them, mark XP.
will
also introduce
a complication
or danger
that comes
about
due to true.
your heedless pursuits.
Sword
Spear
if
they had the precise tag.
Elf
your weapon,
you
areyou
useless.
You must
weapon
aWithout
move,
instead
of rolling
2d6
roll 1d6+1d8.
Ifwield
the d6your
is the
higher die of the pair, the GM
WEAK
SHAKY
SICK
STUNNED
CONFUSED -1
SCARRED
-1
-1
-1
-1
-1

Pure
destruction
Axe
Flail
Choose
one
weaponyou
can always
treat weapons
that type as will
Choose
a base description,
all areor2 danger
weight:that comes about due to your
Half-Orc
also introduce
a complication
heedless pursuits.
Fill
in the
name
of one of your
companions
in at leastofone:
Hammer
Fists

Power
over
others
Your
liveprecise
is legendary.
Rollfoolish,
twice and
the better
result
if _______________
theywill
hadtothe

destruction
is tag.
puny and
buttake
amusing
to me.
Spear
Pure
Sword
Choose
the
range
that best fits your weapon:
Fill
in taking
the name
ofLast
one Breath.
of your You
companions
in at least
one:offer.
Mortal
pleasures
when
your
can
still
refuse
Deaths

Power
_______________s
ways are strange
and confusing.
Flail
Hand
Axe over othersINT
STR
DEX
CON
WIS
CHA
_______________ is puny and foolish, but amusing to me.
Halfling
Conquest
Human
or
Half-Elf
Mortal
pleasures
_______________
is always getting into troubleI must protect
Fists
Close
Hammer
_______________s
and size
confusing.
When
you defy dangerways
and are
usestrange
your small
to your advantage, Riches and property
Once from
per battle,
you may reroll a single damage roll (yours or
Reach
Conquest
them
themselves.
the range that best fits your weapon:
_______________
is
always
getting
into
troubleI
must protect Choose
take
+1.
Fame and glory
Your Max HP is
Current
someone
elses).
twoand
enhancements:

Riches
property
_______________
shares my hunger
for glory; the earth will Choose
d10

Hand
MAX
8+Constitution
them from themselves.
Hooks
and
spikes.
+1
damage,
but
+1
weight.
Kalashtar

and gloryHand
tremble
at our passing!
Human
Fame
Close
Upper
_______________ shares my hunger for glory; the earth will The
Your
weapon
is formed
psychic
energy.
Oncesignature
per battle
you may
reroll from
a single
damage
rollWhen
(yours or You
Sharp.
Reach
take +2
+1 piercing.
ongoing to last breath rolls. When you take your last breath, on a 79 you make an
tremble
atyour
ourweapon,
passing! choose only one enhancement to start. You The
Upper
Hand
Perfectly
weighted.
Add precise.
defi
ning
someone elses).
Choose
two enhancements:
offer
to Death
in return for your life. If Death accepts he will return you to life. If not, you die.
Serrated
edges.
+1
damage.
You
take
+1
ongoing
to
last breath rolls. When you take your last breath, on a 79 you make an
choose the other one when you unsheath it.
Glows
Hooks
andpresence
spikes. +1
but creature,
+1 weight.
in
the
ofdamage,
one type
yourhe
choice.
offer
to
Death
in
return
for
your
life. of
If Death accepts
will return you to life. If not, you die.
Musclebound
Shifter
Huge.
Sharp.
+2
piercing.
Add
messy
and
forceful.
While you
a weapon
it gains
Your claws and fangs allow you to deal your class damage without Choose
onewield
ofweighted.
these
to Add
start
with:the forceful and messy tags.
Chaotic
Versatile.
Perfectly
precise.
Musclebound
Choose
an additional
range.
Fill
in the name of one of your companions in at least one:
a
weapon.
Eschew a convention of the civilized world.
Well
Serrated
+1and
damage.
you
weapon
it gains
the forceful
and messy tags.
craftwield
ed.edges.
-1aweight.
What
Are
You
Waiting
For?
_______________ owes me their life, whether they admit it or not. While
Full
Plate
Packing
Steel
Warforged
Choose
a
look:

Glows
in
the
presence
of
one
type
of
creature,
your choice.
When
you cry
out a challenge
to your
roll+Con.
On a 10+ they treat you as the
I have
sworn
to protect
ignore
the clumsy
tag on
armor
youenemies,
wear.
Neutral
What
Are
You
Waiting
For?
Your
creator
installed
into_______________.
you your signature weapon. Your signa- You
Ancient
Blood-stained

Huge.
Add
messy
and
forceful.
most
obvious
threat
to
be
dealt
with
and
ignore
your
companions,
take +2 damage ongoing
I
worry
about
the
ability
of
_______________
to
survive
in
the
Teach
someone
the
ways
of
your
people.
ture weapon has 2 less weight and cannot be taken away from you. When
you cry out a challenge
to your enemies, roll+Con. On a 10+ they treat you as the
Sinister
Unencumbered,
Unblemished
Versatile.
an additional
against
them. Choose
On a 79
only aUnharmed
fewrange.
(the weakest or most foolhardy among them) fall prey
dungeon.
most
obvious
to beyour
dealt
withand
andneither
ignorewear
yourarmor
companions,
+2 damage
So
long
as
youthreat
are -1
below
Load
nor carrytake
a shield,
take +1ongoing
armor.
Ornate
Well-crafted.
weight.
to
your
taunting.
_______________ is soft, but I will make them hard like me.
against them. On a 79 only a few (the weakest or most foolhardy among them) fall prey
Choose a look:
to your taunting.
Fill
in the name of one of your companions in at least one:
Outsider
You
also start with all of these:
Blood-stained
Ancient
______________
owes
me
their
life,
whether
they
admit
it
or
not.
You may be elf, dwarf, halfling, or human, but you and your people
Sinister
Unblemished
I have sworn to protect _______________.
are not from around here. At the beginning of each session, the GM Herculean Appetites
Ornate
I worry about the ability of _______________ to survive in the
will ask you something about your homeland, why you left, or what Others may content themselves with just a taste of wine, or dominion over a servant or two, but
dungeon.
you want more. Choose two appetites. While pursuing one of your appetites if you would roll for
you left behind. If you
answer
markthem
XP. hard like me.
_______________
is soft
, but Ithem,
will make
a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
will also introduce a complication or danger that comes about due to your heedless pursuits.
Pure destruction
Fill in the name of one of your companions in at least one:
Power over others
_______________ is puny and foolish, but amusing to me.
Mortal pleasures
_______________s ways are strange and confusing.
Conquest
_______________ is always getting into troubleI must protect

Chaotic
Neutral
Eschew
a convention of the civilized world.
Neutral
Defeat a worthy opponent.

Name
Race
Race
Race
Race

Look

Bonds
Bonds

Damage

Alignment
Bonds

Armor

HP

Starting Moves

Bonds
Race

Bonds

The
Barbarian
T
he
F
ighter
Fighter
The Barbarian

Level
Level
Level
XP
XP
XP

Gear
G
ear

Your Load
Loadisis8+Str.
12+STR.
You
carry
your signature
and dungeon
rations (5 uses, 1 weight).
Your
You
carry
dungeon
rations (5weapon
uses, 1 weight),
a dagger
Choose1your
defenses:
(hand,
weight)
some token of where youve travelled or where youre
Chainmail
(1choice
armor,of1 weight)
from,
and your
weapon:and adventuring gear (5 uses, 1 weight)
Scale armor (2 armor, 3 weight)
Axe (close, 1 weight)
Choose two:
2 Two-handed
sword
(close, +1 damage, 2 weight)
healing potions
(0 weight)
Choose
one:
Shield (+1 armor, 2 weight)
Antitoxin
Adventuring
gear (1dungeon
weight) and
dungeon
rationsand
(5 uses,
1 weight)
(0 weight),
rations
(1 weight),
poultices
and herbs (2 uses, 1 weight)
22Chainmail
(1
armor,
1
weight)
coin

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Merciless

Still
Hungry
When you deal damage, deal +1d4 damage.
Choose an additional appetite.

Heirloom

When you consultfor


the spirits
that reside within your signature weapon,
Appetite
Destruction

they will
givefrom
you the
an insight
to theclass
current
andtake
might
ask
Take
a move
fighter,relating
bard or thief
list. situation,
You may not
multiclass
you some
questions
in return, roll+CHA. On a 10+, the GM will give you good
moves
from
those classes.
detail. On a 7-9, the GM will give you an impression.

My
Love
For You Is Like a Truck
Armor
Mastery

When you make


perform
a feat
of strength,
name someone
present
whom
your
armor
take the brunt
of damage
dealt to
you, you
the have
impressed
and takebut
+1 you
forward
parleythe
with
them.
damage is negated
musttoreduce
armor
value of your armor or
shield (your choice) by 1. The value is reduced each time you make this choice.
What
Isleaves
Best
If the reduction
the In
itemLife
with 0 armor it is destroyed.
At the end of a session, if during this session you have crushed your enemies, seen
Improved Weapon
them
driven
beforeenhancement
you, or have heard
thesignature
lamentations
of their kinfolk mark XP.
Choose
one extra
for your
weapon.

Seeing Red
Wide-Wanderer

When travelled
you discern
realities
during
combat,
take
+1.
Youve
the wide
world
over. When
youyou
arrive
someplace
ask the GM about
anyInterrogator
important traditions, rituals, and so on, theyll tell you what you need to know.
When you parley using threats of impending violence as leverage, you may
Usurper
use STR instead of CHA.
When you prove yourself superior to a person in power, take +1 forward with
Scent of Blood
their followers, underlings, and hangers on.
When you hack and slash an enemy, your next attack against that same foe
deals +1d4 damage.
Khan
of Khans

Multiclass
Your
hirelings always Dabbler
accept the gratuitous fulfillment of one of your appetites
Getpayment.
one move from another class. Treat your level as one lower for choosing
as
the move.
Samson
Iron Hide

You
may +1
take
a debility to immediately break free of any physical or mental
You gain
armor.
restraint.

Blacksmith

When you have access to a forge you can graft the magical powers of a weapSmash!
on ontoyou
your
signature
weapon.
is process
destroys
magical
weapon.
When
hack
and slash,
on a Th
12+
deal your
damagetheand
choose
something
Your signature weapon gains the magical powers of the destroyed weapon.
physical your target has (a weapon, their position, a limb): they lose it.

Action Hero

Indestructible
Hunger
When you make a quip after killing
an enemy, you may either take +1 For-

ward oryou
heal
1d4damage
damage.
When
take
you can choose to take -1 ongoing until you sate one of
your appetites instead of taking the damage. If you already have this penalty you
cannot choose this option.

Eye for Weakness

When you discern realities add "What here is weak or vulnerable?" to the list of
questions you can ask.

On the Move

When you defy a danger caused by movement (maybe falling off a narrow bridge
or rushing past an armed guard) take +1.

When you
you gain
gain a level from 6-10,
When
610, choose
choosefrom
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.
Bloodthirsty Replaces: Merciless
A
WhenGood
you deal Day
damage,to
dealDie
+1d8 damage.
As long as you have less than your Con in current HP (or 1, whichever is higher)
Armored Perfection Replaces: Armor Mastery
take +1 ongoing.
When you choose to let your armor take the brunt of damage dealt to you,
the damageem
is negated
Kill
All and you take +1 Forward against the attacker, but you
must reduce the armor value of your armor or shield (your choice) by 1. The
Requires: Appetite for Destruction
value is reduced each time you make this choice. If the reduction leaves the
Take another move from the fighter, bard or thief class list. You may not take
item with 0 armor it is destroyed.
multiclass moves from those classes.
Evil Eye Requires: Seeing Red
When youCry
enter combat, roll+CHA. On a 10+, hold 2. On a 7-9, hold 1. Spend
War
your hold
to make
eyewith
contact
with
NPC
present,
who freezes
flinches
When
you enter
battle
a show
ofan
force
(a shout,
a rallying
cry, aor
battle
dance)
and cant act
until
youboth,
breakon
it off
Onone
a 6-,oryour
roll+Cha.
On
a 10+
a .79
the enemies
other. immediately identify
you
as their
threat.
Your
alliesbiggest
are rallied
and take +1 forward
Taste
offeel
Blood
Scent of (avoiding
Blood
Your
enemies
fear andReplaces:
act accordingly
you, hiding, attacking
When
hack andabandon)
slash an enemy, your next attack against that same foe
withyou
fear-driven
deals +1d8 damage.

Mark
of Might
Multiclass
Initiate Requires: Multiclass Dabbler

When
you
takefrom
this move
andclass.
spendTreat
someyour
uninterrupted
reflecting
on your
Get one
move
another
level as onetime
lower
for choosing
past
glories you may mark yourself with a symbol of your power (a long braid
the move.
tiedSteel
with bells,
ritualReplaces:
scars or Iron
tattoos,
Hide
Hideetc.) Any intelligent mortal creature who
sees
knows instinctively that you are a force to be reckoned with and
You this
gainsymbol
+2 armor.
treats
you appropriately.
Through
Deaths Eyes
When you goAlways
into battle, roll+WIS.
On a 10+, name someone who will live
More!
More!

and someone who will die. On a 7-9, name someone who will live or someWhen you satisfy an appetite to the extreme (destroying something unique and
one who will die. Name NPCs, not player characters. The GM will make your
significant,
gaining
fame, riches,
power,
etc.)
may
to resolve
vision come
true, ifenormous
its even remotely
possible.
On
a 6-you
you
seechoose
your own
death
it.
Cross
it
off
the
list
and
mark
XP.
While
you
may
pursue
that
appetite
again,
and consequently take -1 Ongoing throughout the battle.
you no longer feel the burning desire you once did. In its place, choose a new
Eye for Weaponry
appetite
from
theover
list or
yourweaponry,
own.
When you
look
anwrite
enemys
ask the GM how much damage
they do. One Who Knocks
The

Superior
Warrior
When
you defy danger,
on a 12+ you turn the danger back on itself, the GM will
When you
hack and slash on a 12+ you deal your damage, avoid their attack,
describe
how.
and impress, dismay, or frighten your enemy.
Healthy Distrust

Whenever the unclean magic wielded by mortal men causes you to defy danger,
treat any result of 6- as a 79.

For the Blood God

You are initiated in the old ways, the ways of sacrifice. Choose something your
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
the like. When you sacrifice those things as per your rites and rituals, roll+wis.
On a 10+ the GM will grant you insight into your current trouble or a boon to
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

Name
N
ame
Name

Look
Look
Look

Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes, Wild
eyes, or Shrouded eyes
Hollow
eyes,eyes,
deadHaunted
eyes, or glowing
eyes
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,
Haunted
eyes, Wild
eyes, or Shrouded eyes
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body, or Supple body
Withered
hair, bald,
eerie helm
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty thews,
Longorshanks,
Scrawny body, or Supple body
Strangefinery,
tattoos,
Unusual jewelry,
by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Ornate
bloodstained
finery,or
orUnmarred
ancient finery
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Embalmed
body,
witheredoutfit,
body, or Weather-inappropriate
bony body
Scraps, Silks,
Scavenger's
clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength
Strength
Strength

WEAK
Weak
WEAK

Dexterity
Dexterity
Dexterity

-1
-1

STR
Name
STR

SHAKY
Weak
SHAKY

DEX
DEX

Constitution
Constitution
Constitution

-1
-1

SICK

-1
-1

Weak
SICK

CON
Con
CON

Intelligence
Intelligence
Intelligence
STUNNED
Stunned
STUNNED

Wisdom
Wisdom
Wisdom

CONFUSED -1
Confused -1
CONFUSED

-1
-1

INT
INTLook
INT

WIS
WIS

Charisma
Charisma
Charisma

SCARRED
Scarred
SCARRED

-1
-1

CHA
CHA

Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes
Max
HP is
Qua, Sacer, Vercingeto, Barbozar, Clovis,
Frael,
Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty thews, Long shanks, Scrawny
body,Your
or Supple
body
Current
d10
Y
our MMax
ax HP
is is
Your
HP
Current
MAX
8+Constitution
d10
Strange tattoos, Unusual jewelry,MAX
or Unmarred
decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
8+Constitution
Cby
onstitution
10+
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)

Damage
Damage
Damage

Armor
Armor
A
rmor

Alignment
Name
A
lignment
Alignment
Strength

Dexterity

HP
HP
HP

Starting
Moves
Starting
Moves
Starting MLook
oves

Constitution

Intelligence

Wisdom

Charisma

ChooseNkosi,
one ofFafnir,
these to start
with: eyes, Haunted eyes, Wild eyes, or Shrouded eyes
Chaotic
Names:
Gorm, Si-Yi,-1Priscilla, Sen,
Xia, Anneira,
Haepha, Lur,
Shar, Korrin,
Tormented
No
Rest
the
Dead
WEAK
SHAKY
SICK
STUNNED
SCARRED
-1
-1
-1 (CHA) CONFUSED -1
-1
Evil
Choose
one for
of these
to start
with:
Chaotic
Eschew
a
convention
of
the
civilized
world.
Qua,
Sacer,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty
thews,
shanks,
body,
or spirits,
Supple roll+CHA.
body
When
you
stand
over
the
remains
of yourLong
enemies
andScrawny
call forth
their
Kill
a
surrendered
enemy
to
show
Deaths
superiority.
Eschew a convention of the civilized world.
Full Plate and Packing
Steel
Full
Plate
Packing
Steel
Strange
tattoos,
Unusual
jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous,
On
10+,Foesmasher,
gain
3 Souls.and
Onon
a 7-9,
gain
1 Soul.
Lawful
Youaignore
the clumsy
tag
armor
you
wear.
Neutral
STR
DEX
CON
INT
WIS
You
ignore
the
clumsy
tag
on
armor
you
wear.
You
cannot
gain
more
souls
from
a
battle
than
there
are bodies
of the fallen.CHA clothes
Scraps,
Silks,
Scavenger's
outfit,
or Weather-inappropriate
Bonebreaker,
the
Mirthful,
the
Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
Neutral
Endanger
yourself
fulfiof
ll an
order
from Death.
Teach
someone
theto
ways
your
people.
16 (+2), 15 (+1),
13 Corpses
(+1), 12
(+0), 9 (+0), 8 (-1)
Teach someone the ways of your people. Assign these scores to your stats:
Unencumbered,
Unharmed
Commander
of
Unencumbered,
Unharmed
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

D
eaths Domain
Race
d10
Race
Damage

So longyou
as you
below to
your
Load and
neither
wear
armorTreat
nor carry
a shield,
take +1
When
bindare
a spirit
a corpse,
spend
at least
1 Soul.
the undead
soldier
as armor.
a
Your Max HP is

So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
hireling with no Loyalty or Cost, Warrior HP
2, and as many points in one of the following skills
Armor
Current
MAX

8+Constitution

The Reaper
as
Souls
Outsider
You
alsospent:
start with all of these:
Outsider
WEAK
SICK
-1
-1
-1
-1
Death
takes
those
whose
time has
passed, but
andyou
they
reward
for YouSkeleton:
also
start When
withSTUNNED
allyou
of take
these:watch,
add theCONFUSED
skeletons skill-1to your roll.SCARRED -1
You
may
be elf,
dwarf,
halfling,
orSHAKY
human,
and
your you
people
You
may be
elf,task.
dwarf,
halfling,
or human,
but you
your
people Herculean
fulfilling
their
When
you take
someones
life,and
heal
1 HP.
Zombie: When a zombie
stands between you and an attack you increase your armor
Appetites
are not from around here. At the beginning of each session, the GM Herculean
are not from around here. At the beginning of each session, the GM against that attack by Appetites
the zombies skill.

Alignment

Starting Moves

of
the Underworld
Others may content themselves with just a taste of wine, or dominion over a servant or two, but
willLord
ask you
something
about your homeland,
why you left, or what
STR
DEX
CON
INT
CHA
Others
may content
themselves
with
just aantaste
of WIS
wine, or dominion
over amark
servant
orStress.
two, but
will
askin
you
something
aboutruler
yourofhomeland,
whyisyou
left,
undead
soldier
has
2 Stress.
When
damage,
one
Death,
addition
to being
heir
to or
thewhat Each
you want
more.
Choose
two
appetites.
While undead
pursuingsoldier
one of takes
your appetites
if you would
roll for
you
left behind.
If you
answer
them,those
markpassed,
XP.
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
roll for
When
anone
undead
soldiers
stress boxes are all filled, it falls apart.
you
leftbeneath
behind.the
If you
answer
them, ismark
XP. with their gifts.
riches
earth,
and Death
generous
Choose
of these
to start
Chaotic
a move, instead
of rolling
2d6 with:
you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
You gaina two
gifts from
Death
instead
of one.
Buried
on Sunday,
Born
on Monday
Your
Max HP
is
Eschew
convention
of the
civilized
world.
will also introduce
a complication
or danger
that comes Current
about due to your
heedless
pursuits.
d10
Full
Plate
and
Packing
Steel
will
also
introduce
a
complication
or
danger
that
comes
about
due
to
your
heedless
pursuits.
MAX
When
youdestruction
reach 0 HP, you do not take your Last Breath. Instead, you8+Constitution
come back to life a
Spirits of the Past
Pure
Fill
in the
name
ofvoice,
one of
your
companions
in atgives
least you
one:an
You
ignore
thelater
clumsy
tag
onHP.
armor
you
wear.
moments
Pure
destruction
Neutral
few
with
half
You
will
also
recieve
an
order
from
Death;
you might reDeath
is
not
one
but
many.
When
Death
Fill in the name of one of your companions in at least one:
Power over others
_______________
is puny
andone.
foolish, but amusing to me.
cieve
it immediately
or at a later time, GMs choice. When you reach 0 HP before fulfilling
Power
over others
Teach
someone
the
ways
of your
people.
order,
you
may
ask
for
another
_______________ is puny and foolish, but amusing to me.
Mortal pleasures
Unencumbered,
Unharmed
an
from
Death, you die irrecovably.
_______________s ways are strange and confusing.
order
Mortal
pleasures
_______________s ways are strange and confusing.
long
Conquest
So
as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
_______________ is always getting into troubleI must protect Armored
Conquest
_______________ is always getting into troubleI must protect Riches and property
them
from
themselves.
You
ignore the
tag on armor you wear.
Riches
andclumsy
property
Fill infrom
the name
of one of your companions in at least one:
Outsider
them
themselves.
Fame
andofglory
Choose
one
thesealltoofstart
with:
You
also
start
with
these:
Chaotic
_______________
shares
my
hunger
for
glory;
the
earth
will

Fame
and
glory
________________
fears
death.orIhuman,
can feelbut
it. you and your people Death Never Eats,
Never Sleeps
You
may
be
elf,
dwarf,
halfling,
_______________
shares
my
hunger
for
glory;
the
earth
will
Eschew at
a convention
the civilized
world.
tremble
our passing!of
________________s
fearlessness
in the
face of death disturbs me. Herculean
The
Upper
link
toPlate
Death Hand
grants
you vitality.
When aSteel
move tells you to mark rations, ignore it. In
Full
and
Packing
Appetites
are
not from
around
here. At the beginning of each session, the GM Your
tremble
at our
passing!
The
Upper
Hand
________________ sends many souls to my lord.
addition,
you
gain
the
benefi
t of
making
camp
through
a few
hours
of
devotion
Death.
You
take
+1
ongoing
to
last
breath
rolls.
When
you
take your
last
breath,
ona servant
a 79 to
you
make
an
You
ignore
the
clumsy
tag
on
armor
you
wear.
Others
may
content
themselves
with
just
a
taste
of
dominion
over
or
two, but
Neutral
will
askhas
youwarned
something
aboutconsorting
your homeland,
why you left, or what You take +1 ongoing to last breath rolls. When youwine,
take or
your
last breath,
on a 79 you
make
an
Death
me about
with ________________.
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
roll
for
Teach
someone
the
ways
of
your
people.
you left behind. If you answer them, mark XP.
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
Unencumbered, Unharmed
aMusclebound
move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
Musclebound
will
also
introduce
a complication
that
comes
While
you
wield a weapon
it gains or
thedanger
forceful
and
messyabout
tags.due to your heedless pursuits.
While
youdestruction
wield a weapon it gains the forceful and messy tags.
Pure
Outsider
Fill
in the name of one of your companions in at least one:
You
also start
with
all of these:
What
Are
You
Waiting For?
Power
over
others
You
may be elf, dwarf,ishalfling,
orfoolish,
human,but
butamusing
you and to
your
_______________
puny and
me.people What Are You Waiting For?
When
you
cry
out
a
challenge
to your enemies, roll+Con. On a 10+ they treat you as the

Mortal
pleasures
Herculean
are
not from around here.
thestrange
beginning
each session, the GM When
_______________s
waysAtare
and of
confusing.
you cry out a Appetites
challenge to your enemies, roll+Con. On a 10+ they treat you as the
most
obvious
threat
to
be
dealt
withjust
and ignore
damage

Conquest
Others
may content
taste ofyour
wine,companions,
or dominiontake
over+2
a servant
orongoing
two, but
will
ask you something
about your
homeland,
why youmust
left, or
what most
_______________
is always
getting
into troubleI
protect
obvious
threatthemselves
to be dealtwith
with anda ignore
your
companions,
take
+2
damage
ongoing
against
them.
On
a
79
only
a
few
(the
weakest
or
most
foolhardy
among
them)
fallroll
prey

Riches
and
property
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
for
you
left
behind.
If
you
answer
them,
mark
XP.
them from themselves.
against them. On a 79 only a few (the weakest or most foolhardy among them) fall prey
to
your
taunting.

Fame
and
glory
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
_______________ shares my hunger for glory; the earth will to your taunting.
will alsoUpper
introduce Hand
a complication or danger that comes about due to your heedless pursuits.
tremble at our passing!
The

Pure
destruction
You take +1 ongoing to last breath rolls. When you take your last breath, on a 79 you make an
Fill in the name of one of your companions in at least one:
Power
over
offer
to Death
inothers
return for your life. If Death accepts he will return you to life. If not, you die.
_______________ is puny and foolish, but amusing to me.
Mortal pleasures
_______________s ways are strange and confusing.
Musclebound
Conquest
_______________ is always getting into troubleI must protect
While
you wield
a weapon it gains the forceful and messy tags.
Riches
and property
them from themselves.
Fame and glory
_______________ shares my hunger for glory; the earth will What Are You Waiting For?
tremble at our passing!
When
cry out Hand
a challenge to your enemies, roll+Con. On a 10+ they treat you as the
The you
Upper
most
obvious
threat to be
with
and
ignore
takeon
+2a damage
You take
+1 ongoing
lastdealt
breath
rolls.
When
youyour
takecompanions,
your last breath,
79 you ongoing
make an
against
a 79
few If(the
weakest
or he
most
among
offer to them.
Death On
in return
foronly
youra life.
Death
accepts
willfoolhardy
return you
to life.them)
If not,fall
youprey
die.
to your taunting.

Bonds
Damage
Bonds

B
onds
Race
Alignment

Armor

HP

Starting Moves

SRace
ouls
Bonds

Bonds

The
T
he GBarbarian
rave Knight

Level
Level
Level
XP
XP
XP

Gear
G
ear

Your Load
Loadisis8+Str.
12+STR.
Choose
one gift from
Death:
Your
You
carry dungeon
rations
(5 uses, 1 weight), a dagger
A skeletal steed, fearless and tireless (+2 Control)
(hand, 1 weight) some token of where youve travelled or where youre
An exoskeleton of undeath (3 armor, 1 weight, implanted)
from,
and your
weapon: exudes an aura of dread and fear
A banner
that,choice
whenofdisplayed,
AAxe
(close,
1
weight)
death mask that, when worn, allows you to speak with the dead & undead
ATwo-handed
sword
+1 damage,
rune-inscribed
skull(close,
that houses
a spirit2 weight)
of intellect
Choose one:
your weapon:
(close,
+1 damage,
two-handed,
weight)
Executioners
Adventuringaxe
gear
(1 weight)
and dungeon
rations2 (5
uses, 1 weight)
(close,(1
1 weight)
shield (+1 armor, 2 weight)
Sickle
Chainmail
armor, 1and
weight)
Choose two:
Scale armor (2 armor, clumsy, 3 weight)
Adventuring gear (5 uses, 1 weight)
Bandages (2 uses, slow, 0 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Bonecraft
Still Hungry

When you craft or modify a weapon or suit of armor using bones, add one
Choose
an additional
of the following
tags: appetite.
Anathema:
It
bane to
those still living, dealing +1d4 damage to them
Appetite isfor
Destruction
and add the Terrifying tag.
Take a move from the fighter, bard or thief class list. You may not take multiclass
Soulbound: You may spend 1 Soul to ask the spirit whose bones make
moves
those classes.
up the from
item something
about what it knew in life.
Necromantic
Focus:
You can
1 Soul
while displaying the weapon
My
Love For
You
Is spend
Like
a Truck
or wearing the armor to command an intelligent undead (or several mindless
When you perform a feat of strength, name someone present whom you have
undead).
impressed and take +1 forward to parley with them.

On a Pale Horse

When you summon


undead
for you and your companions and you
What
Is Best
Insteeds
Life

ride
like
devils through
treat
as rolling
a 10+
the trail-seen
At
thethem
end of
a session,
if during the
thiswild,
session
youithave
crushed
youronenemies,
blazerdriven
roll tobefore
undertake
a perilous
journey.
them
you, or
have heard
the lamentations of their kinfolk mark XP.

Soul Siphon

Wide-Wanderer
When you steal the life energy from a creature, roll+CHA. On a hit, you gain

Youve
thethe
wide
world over.
Whendamage
you arrive
someplace
the GM about
1 Soul.travelled
On a 10+,
creature
also takes
equal
to yourask
level.
any important traditions, rituals, and so on, theyll tell you what you need to know.

Strength of Death

While you have at least one Soul, you deal +1d4 damage.
Usurper

Black
Blade
When
you prove
yourself superior to a person in power, take +1 forward with
You gain
a signature
weapon,
ashangers
a fighter.on.
In addition, you can choose the
their
followers,
underlings,
and
following enhancement:
Khan
of
Khans
Wreathed
in Souls:
This weapon has piercing equal to the number of
Soulshirelings
you have.always accept the gratuitous fulfillment of one of your appetites
Your
as payment.
Duke of Death
When you have more undead soldiers than your Constitution, they count as
Samson
a unit with 2 Morale and 1 Damage.
You may take a debility to immediately break free of any physical or mental
Undead, but Not Unarmed
restraint.
When you bind a spirit to a corpse, they reanimate better equipped for battle,
whether with armor and weaponry made from other corpses or shadowy
Smash!
equipment.
Theyand
haveslash,
Warrior
and deal
have your
+1 Stress.
If you
Sovereign
of
When
you hack
on a3 12+
damage
andhave
choose
something
Stiffs, they gain +1 Morale and +1 Damage.
physical your target has (a weapon, their position, a limb): they lose it.
Stormbringer

Indestructible
Hunger
You gain vitality from the spirits
of the slain. When you gain Souls, heal your

CHA inyou
HP.take damage you can choose to take -1 ongoing until you sate one of
When
yourAre
appetites
instead
taking the damage. If you already have this penalty you
You
My of
Mummy?
cannot
choose
this
option.
Add the following skill to the Commander of Corpses move:
Mummy: When a creature attacks a mummy, they are inflicted with
Eye
for
Weakness
mummy rot
and start
to turn to dust. Whenever the attacker takes damage,
When
you
discern
realities
addin"What
here is weak or vulnerable?" to the list of
they take +the mummys
skill
damage.
questions you can ask.

Deathly Dabbler

Gain onethe
non-multiclass
On
Movemove from any class list. Choose the move as if you
were
one
level
lower
thancaused
you are,
unless that (maybe
move deals
with
and bridge
the
When you defy a danger
by movement
falling
offsouls
a narrow
afterlife.
or rushing past an armed guard) take +1.

When you
you gain
gain aa level from 610,
6-10, choose
When
choose from
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.

Master of the Bleached Banner

A
Day
WhenGood
you summon
anto
armyDie
of undead soldiers, roll+Souls spent. On a hit,

As
as you enough
have lessundead
than your
in current
HPsiege
(or 1,
higher)
youlong
summon
to fiCon
ght one
battle or
forwhichever
you. As aisunit,
take
ongoing.
they+1
have
3 Morale and 2 Damage. On a 10+, choose three. On a 7-9, choose
two:
Kill
em
All +2 Morale.
The army
is massive,
Requires:
Appetite
forequipped,
Destruction
The army is well
add ranged, +1 Damage.
TakeYouve
another
move
from
the fighter,
bard
thief class list. You may not take
raised skeletal steeds
as well,
addormobile.
multiclass
moves
from
those
classes.
The army is relatively intelligent and can utilize tactics.

Agent
of the Black Gate
War
Cry

When someone takes their Last Breath in your presence, on a 7-9, you
When you enter battle with a show of force (a shout, a rallying cry, a battle dance)
may offer them a deal in addition to Deaths. If they accept you deal, they are
roll+Cha. On a 10+ both, on a 79 one or the other.
returned to life and bound by the terms of your agreement. How Death feels
Yourthis
allies
aretorallied
and take +1 forward
about
is up
the GM.
Your enemies feel fear and act accordingly (avoiding you, hiding, attacking
Avatar of Death
with fear-driven abandon)
When you roll a 12+ to hack and slash, you deal your damage, avoid their
attack, and scare
living daylights out of them, the GM will describe how. If
Mark
ofthe
Might
they live, theyll live in mortal fear of you and of Death.
When you take this move and spend some uninterrupted time reflecting on your
ofmay
Souls
pastAegis
glories you
mark yourself with a symbol of your power (a long braid
You
can
use
Souls,
1 for
1, or
as hold
when
you
defend.
tied with bells, ritual
scars
tattoos,
etc.)
Any
intelligent mortal creature who
the
Skull that you are a force to be reckoned with and
seesKnight
this symbolof
knows
instinctively
You gain
commune and cast a spell cleric moves. When you select this
treats
youthe
appropriately.
move, treat yourself as a cleric of level 1 for using spells. Every time you gain a
More!
Always
More!
level thereafter,
increase your
effective cleric level by 1.
When
you satisfyMission
an appetite to the extreme (destroying something unique and
Unholy
significant,
enormous
fame,from
riches,
power,
etc.)
you may choose to resolve
When you gaining
act to fulfi
ll an order
Death,
take
+1.
it. Cross
it
off
the
list
and
mark
XP.
While
you
may
pursue
appetite again,
Powered by Slaughter Replaces: Strengththat
of Death
you
no you
longer
the burning
desire
you once
In its place, choose a new
While
havefeel
at least
one Soul,
you deal
+1d8 did.
damage.
appetite from the list or write your own.
Mournblade Replaces: Stormbringer
You gain vitality
the spirits
of the slain. When you gain Souls, heal your
The
One from
Who
Knocks
CHA inyou
HPdefy
anddanger,
take +1on
Forward.
When
a 12+ you turn the danger back on itself, the GM will

Then
We Will Fight in the Shade
describe
how.
Add the following skill to the Commander of Corpses move:
Healthy
Shade: When Distrust
a creature attacks a shade, roll a d6. If the number is less
than or equal
the shades
it misses
and the
shade
doesnt
mark
Whenever
the to
unclean
magicskill,
wielded
by mortal
men
causes
you to
defyStress.
danger,
treatDeathly
any result of Initiate
6- as a 79. Requires: Deathly Dabbler
Gain one non-multiclass move from any class list. Choose the move as if you
For
the
Blood
were one level
lower
than youGod
are, unless that move deals with souls and the
You
are
initiated
in
the
old ways, the ways of sacrifice. Choose something your
afterlife.
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
the like. When you sacrifice those things as per your rites and rituals, roll+wis.
On a 10+ the GM will grant you insight into your current trouble or a boon to
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte,
Lily, Ramonde, Cassandra

Fancy Hair, Wild Hair, or Stylish Cap


Finery, Traveling Clothes, or Poor Clothes
DEX
CON
INT
WIS
Fit Body, Well-fed Body,
or Thin Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)

STR
U
ndead
Soldiers
Alignment

Undead
Soldier
Good
Strength

Undead Soldier
UndeadArt
Unit
Arcane
Constitution
Intelligence

Dexterity

d6 ___ Stress:
Warrior:
___artStress:
Perform
your
to aid someoneWarrior:
else.
Skeleton: ___
Skeleton: ___
Zombie:
Zombie: ___-1
Neutral
WEAK___
SHAKY
-1
Mummy:
___ or defuse a tense situation.
Mummy: ___
Avoid
a conflict
Shade: ___
Shade: ___

Damage

Undead Units
Starting
Moves

Armor

Undead Unit

Wisdom

CHA
Charisma

Current
Damage:
Morale:
___an
Morale:Your
Max HP is
When
you ___
weave
a performance into a basicDamage:
spell, choose
an effect:
MAX ally and
6+Constitution
Ranged
Ranged
Heal 1d8 damage
Mobile
Mobile -1
SICK
CONFUSED
SCARRED
-1
-1
-1
+1d4
forward toSTUNNED
damage
Intelligent
Intelligent
Their mind is shaken clear of one enchantment
The next time someone
successfully assists theWIS
target with aid, they get +2
instead of +1
Chaotic
STR Soldier
DEX Soldier CON
INT
CHA
Undead
Undead
Then
roll+Cha.
On
a 10+,
the
ally
gets
the selected
effect. On
aIf7-9,
your
spell
still works,
Spur
others
to
significant
and
unplanned
decisive
action.
When
you
issue
orders
to
a
unit
of
soldiers
you
command,
roll.
you
give
the
orders
in
Warrior: ___ Stress:
Warrior: ___ Stress:
Good
Arcane
Art attention or your magic reverberates to other targets affecting them
but
you
draw
unwanted
person,
roll+CHA.
On
a
10+,
the
orders
are
recieved
intact
and
the
unit
follows
them
as
Skeleton: ___
Skeleton: ___
Perform your art to aid someone else. d6
When
you
weave
a performance into a basic spell, choose
an ally and an effect:
Current
as
well,
GMs
best
it can.
Onchoice.
a 7-9, something gets lost along the way:
the GM will modify
the orders
Zombie: ___
Zombie: ___
Your Max
HP isin
MAX

Heal
1d8
damage
6+Constitution
some way; the unit carries out the mangled orders as best they can. On
a 6-, something goes
Mummy: ___
Mummy: ___
Neutral
Elf
Bardic
Lore
+1d4 forward
damage
seriously
wrong
-tothe
GM will either modify the orders dramatically, replace the order with
Shade:
___ or defuse a tense situation.
Shade: ___
Avoid
conflict
When ayou
enter an important location (your call) you can ask the Choose
an
area
expertise:
Their mind
isofshaken
clear
of one
whatever
the unit
desires,
or have
theenchantment
unit hold its ground.
Soldier
GMUndead
for one fact from
the history ofUndead
that location.Soldier
The
Spells
andtime
Magicks
next
someone successfully assists the target with aid, they get +2 instead of +1
Chaotic
Warrior: ___ Stress:
Warrior: ___ Stress:
Theroll+Cha.
Dead andOn
Undead
Then
a 10+, the ally gets the selected effect. On a 7-9, your spell still works,
Spur
others to ___
significant and unplanned
decisive
Skeleton:
Skeleton:
___action.
Human

Grand
Histories
of theattention
Known World
but
you
draw
unwanted
or your
magic
reverberates
to add
other
targets
Zombie:
___
Zombie:
___
Man-at-Arms: Art
When you deal damage
while
a warrior
aids you
their
skillaffecting
to the them
When you first enter a civilized settlement someone who respects Arcane
Good

A
Bestiary
of
Creatures
Unusual
as
well, GMs
choice.
Mummy:
___
Mummy:
___
damage
done.
If
your
attack
results
in
consequences
(like
a
counter
attack)
the
the custom
of hospitality
to minstrels
Perform
your
art to aid someone
else.will take you in as their guest. When you weave a performance into a basic spell, choose an ally and an effect:man-at Thetakes
Planar
Shade: ___
Shade: ___
arms
theSpheres
brunt of it.
Heal 1d8 damage
Elf
Bardic

Legends
ofLore
Heroes Past
Neutral
Undead
Soldier
Undead
Soldier
+1d4 an
forward
damage
When you enter an important location (your call) you can ask the Choose
area
oftoexpertise:
Gods and
Their
Servants
Avoid
a conflict
or defuse a tenseWarrior:
situation. ___ Stress:
Warrior:
___ Stress:

Their
mind
is
shaken
clear of one enchantment
GM
for
one
fact
from
the
history
of
that
location.
Spells
and
Magicks
FillSkeleton:
in the name
of one of your companions
in ___
at least one:
When you first encounter an important creature, location, or item (your call) covered by
___
Skeleton:

The
next
time
someone
successfully assists the target with aid, they get +2 instead of +1
Dead
and
Undead
Chaotic
This
is not___
my first adventure with
_______________.
your bardic lore you can ask the GM any one question about it; the GM will answer truthfully.
Zombie:
Zombie:
___
Human
Then
roll+Cha.
On
a
10+,
the ally
gets the selected effect. On a 7-9, your spell still works,

Grand
Histories
of
the
Known
World
Spur
others
to
significant
and unplanned
IMummy:
sang
stories
of _______________
longdecisive
before
I ever met them The GM may then ask you what
___
Mummy:
___ action.
song, or legend you heard that information in.
When
you first
enter a civilized settlement
someone
who respects but you draw unwanted attentiontale,
or
your magic reverberates to other targets affecting them

A
Bestiary
of
Creatures
Unusual
Shade: ___
in Shade:
person. ___
the custom of hospitality to minstrels will take you in as their guest. as
GMs choice.
Charming
and Open
well,
The Planar
Spheres
_______________
is often the butt
of my jokes.Soldier
Undead Soldier
Undead
When
you
speak
frankly

Legends
of
Heroes
Past with someone, you can ask their player a question from the list
I am writing
ballad about theWarrior:
adventures___
of _______________.
Warrior:
___a Stress:
Stress:
Elf
Bardic Lore
below.
They
must
answer
it truthfully, then they may ask you a question from the list (which

Gods
and
Their
Servants
Skeleton:
___
Skeleton:
___ you can ask the Choose an area of expertise:
_______________
trusted me
with
a secret.
When
you enter
an important
location
(your call)
Fill
in
the
name
of
one
of
your
companions
in
at
least
one:
you
must
answer
truthfully).
When
you
first
encounter
an important creature, location, or item (your call) covered by
Zombie: ___
Zombie:
___
_______________
not trust
for good reason.
GM
for one fact fromdoes
the history
of me,
thatand
location.
Spells and Magicks
This
is not ___
my first adventure with
_______________.
Whom
dolore
youyou
serve?
Mummy:
Mummy:
___
your
bardic
can ask the GM any one question about it; the GM will answer truthfully.
The Dead and Undead
___ of _______________
Shade:
IShade:
sang stories
long ___
before I ever met them The
What
do you
wish
would
do?tale, song, or legend you heard that information in.
GM may
then
askI you
what
Human
Grand Histories of the Known World
in
person.

How
can
I
get
you
to
______?
Undead
Soldier
Undead
Soldier
When
you first enter
a civilized settlement
someone
who respects
A Bestiary of Creatures
Charming
andUnusual
Open
_______________
is often
theWarrior:
butt will
of my
jokes.
Warrior:
___
Stress:
___
Stress:
the
custom of
hospitality
to minstrels
take
you
in as their guest. What are you really feeling right now?

The
Planar
Spheres
When
you
speak
frankly
with
Skeleton:
ISkeleton:
am writing ___
a ballad about the adventures
of ___
_______________. What do you most desire? someone, you can ask their player a question from the list
Legends
Heroes
Pastit truthfully, then they may ask you a question from the list (which
below.
Theyofmust
answer
Zombie: ___
Zombie:
___
_______________
trusted me with
a secret.
Gods
and
Their
Servants
A
Port
in
the
Storm
you
must
answer
truthfully).
Mummy:
___
Mummy:
___
_______________ does not trust me, and for good reason.
FillShade:
in the name
in at least one:
When
youdo
first
encounter
an important
location,
or item
(your
covered
by
return
to a civilized
settlementcreature,
youve visited
before,
tell the
GMcall)
when
you were
___ of one of your companions
Shade: ___
Whom
you
serve?
This is not my first adventure with _______________.
your
bardic
lore
you
can
ask
the
GM
any
one
question
about
it;
the
GM
will
answer
truthfully.
last
here.
Theyll
tell
you
how
its
changed
since
then.

What
do
you
wish
I
would
do?
Undead Soldier
Undead Soldier
I sang stories
_______________
long before
I ever met them The
GMcan
mayI get
thenyou
asktoyou
what tale, song, or legend you heard that information in.
How
______?
Warrior:
___ of
Stress:
Warrior:
___ Stress:
in Skeleton:
person.
___
Skeleton: ___
What are you really feeling right now?
Charming and Open
_______________
is often the butt
of my ___
jokes.
Zombie: ___
Zombie:
What do you most desire?
___
Mummy: ___
IMummy:
am writing
a ballad about the adventures
of _______________. When you speak frankly with someone, you can ask their player a question from the list
below.
They must
answer Storm
it truthfully, then they may ask you a question from the list (which
A
Port
in the
Shade: ___
Shade:
___
_______________
trusted me with
a secret.
you
must
answer
truthfully).
When
you
return
to
a
civilized
settlement youve visited before, tell the GM when you were
_______________
does
not
trust
me,
and
for
good
reason.
Undead Soldier
Undead Soldier
Whom
do youtell
serve?
last
here. Theyll
you how its changed since then.
Warrior: ___ Stress:
Warrior: ___ Stress:
What do you wish I would do?
Skeleton: ___
Skeleton: ___
How can I get you to ______?
Zombie: ___
Zombie: ___
Mummy: ___
Mummy: ___
What are you really feeling right now?
Shade: ___
Shade: ___
What do you most desire?

Command UMoves
nit (CHA)
Starting

Alignment
Race
Damage

HP

Armor

Alignment
Race

HP

Warrior (HMoves
ireling)
Starting

Bonds

Race
Bonds

Bonds

The Bard

Level
XP

The Bard

Level
XP

Undead Soldier

Warrior: ___ Stress:


Skeleton: ___
Zombie: ___
Mummy: ___
Shade: ___

Undead Soldier

Undead Soldier

Warrior: ___ Stress:


Skeleton: ___
Zombie: ___
Mummy: ___
Shade: ___

A Port in the Storm

When you return to a civilized settlement youve visited before, tell the GM when you were
last here. Theyll tell you how its changed since then.

Undead Soldier

The Bard

Warrior: ___ Stress:


Skeleton: ___
Zombie: ___
Mummy: ___
Shade: ___

Warrior: ___ Stress:


Skeleton: ___
Zombie: ___
Mummy: ___
Shade: ___

Level
XP

Name
N
ame
Name
Elf: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir
Name
Names:
Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte,

Look
Look
Look
Knowing
Eyes,dead
Fieryeyes,
Eyes,ororinky
Joyous
Eyes
Haunted
eyes,
black
eyes or Shrouded eyes
Look
Tormented
eyes, Haunted
eyes, Wild
eyes,
Fancy
Hair,bald
Wild
Hair,ororstyled
Stylish
Cap
Wild hair,
head,
hair

Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty thews, Long shanks, Scrawny body, or Supple body
Names:
Gorm,Cassandra
Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,
Haunted
eyes,
Wild
eyes,
or Shrouded eyes
Tattered
robes,
fine
robes, or
or
traveling
clothes
Lily,
Ramonde,
Finery,
Traveling
Clothes,
Poor
Clothes
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Bony
body,
wasted
body,
or
mummifi
ed
body
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body,
or Supple body
Fit Body, Well-fed Body, or Thin Body
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Strange
tattoos,
Unusual
jewelry,
or
Unmarred
by decoration
Titles: the Glorious, the Hungry, the Irascible,
the
Undefeated,
the
Gluttonous,
Foesmasher,
Assignthese
these scores
scores to
(+1),
1212
(+0),
9 (+0),
8 (-1)
Assign
to your
yourstats:
stats:16
16(+2),
(+2),1515(+1),
(+1),1313
(+1),
(+0),
9 (+0),
8 (-1)
Scraps,
Silks,
Scavenger's
outfit,
or
Weather-inappropriate
Bonebreaker,
the
Mirthful,
the
Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma clothes
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)

Name
Weak
Strength

WEAK
WEAK

-1
-1

Dexterity
SHAKY
Weak
SHAKY

-1
-1

Look Confused

Constitution

Intelligence

Wisdom

SICK
Weak
SICK

STUNNED
-1
Stunned
STUNNED
-1

CONFUSED -1
CONFUSED -1

-1
-1

Charisma
SCARRED
Scarred
SCARRED

-1
-1

Names:WEAK
Gorm, Si-Yi,-1Priscilla, Sen,
Xia, Anneira,
Haepha, Lur,
Shar, Korrin,
Nkosi, Fafnir,
Tormented
eyes, Haunted
eyes, Wild eyes, or Shrouded
eyes-1
SHAKY
SICK
STUNNED
CONFUSED -1
SCARRED
-1
-1
-1
Qua, Sacer,
Vercingeto, Barbozar, Clovis,
Frael, Thra-raxes, Sillius,
Sha-Sheena, Khamisi INT
Mighty thews, Long shanks,
Scrawny body, or Supple
body
STR
DEX
CON
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
STR
DEX All-Mighty, the Giant,
CON
INT
WIS
CHA clothes
Scraps, Silks, Scavenger's
outfit, or Weather-inappropriate
Bonebreaker,
the Mirthful, the Melancholic,
the Triumphant
d6Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1) Current
Y
our
M
ax HP
isisis
Your
Max
HP
Your
Max
HP
Current
MAX
d10

STR

Damage
Damage
Damage
Name
Damage
Strength

DEX

Con

INT

Dexterity

Armor
Armor
A
rmor
Armor

Intelligence

d10

Constitution

WIS

HP
HP
HP
Look
HP

CHA

MAX
8+Constitution
6+Constitution
Constitution
4+
Wisdom
Charisma
Your Max HP is
Current
MAX
8+Constitution

Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes
WEAK
SICK
-1
-1
-1
-1
Qua, Sacer,
Vercingeto,
Barbozar,SHAKY
Clovis, Frael,-1Thra-raxes, Sillius,
Sha-Sheena,
KhamisiSTUNNED
Mighty
thews, LongCONFUSED
shanks, Scrawny
body, orSCARRED
Supple body -1
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Good
Arcane
Art
Scraps,
outfit, or Weather-inappropriate
Bonebreaker,
the
Mirthful,
the
Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
Last
Rites
Choose one of these to
start
with:Silks, Scavenger's
Good
STR
DEX
CON
INT
WIS
CHA clothes
Chaotic
Perform
your
art
to
aid
someone
else.
When
you
weave
a
performance
into
a
basic
spell,
choose
an
ally
and
an
effect:
Assign
these
scores
to
your
stats:
16
(+2),
15
(+1),
13
(+1),
12
(+0),
9
(+0),
8
(-1)
When
you
perform
last
rites
over
the
corpse
of
a
sentient
humanoid,
you
bind their soul
Carry out
a spirits lastofrequest.
Eschew
a convention
the civilized world.
Choose
onedamage
ofgem
these
toand
start
Chaotic
Full
Plate
Packing
Steel
into
Heal
1d8
Strength
Dexterity
Constitution
Intelligence
Wisdom
a fetish
or
(which
haswith:
1 weight) and gain
1 Soul. You cannot haveCharisma
more Souls than
Neutral
Neutral
Eschew
a convention of the civilized world.
Your Max HP is
You
ignore
the
clumsy
tag on
armor
youused.
wear.
level+1,
and
stay
bound
until
Neutral
your
+1d4
forward
tothey
damage
d10
Full
Plate
and Packing Steel Current
Uncover
a deadorsecret.
MAX
8+Constitution
Avoid
a conflict
defuse a tense situation.
Teach someone the ways of your people.
Secrets
Their
mind
isclumsy
shaken
clear
ofarmor
one
enchantment
of
thetag
Dead
(CHA)
You
ignore
the
on
you
wear.
Neutral
Unencumbered,
Unharmed
Evil
WEAK
SHAKY
SICK
STUNNED
CONFUSED -1
SCARRED
-1
-1
-1
When
The-1next
time someone
assists
the
targetspend
with aid,
they
getroll+CHA.
+2 insteadOn
of -1
+1
you convince
a soulsuccessfully
youve
bound
to aid
you,
1 Soul
and
a
Chaotic
Teach
the ways
of your people.
Cause someone
terror in living
creatures.
So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
10+,
the
soul
of
that
person
gets
absorbed
into
you,
hold
1.
You
can
spend
this
hold,
for 1,
Unencumbered,
Unharmed
Then roll+Cha. On a 10+, the ally gets the selected effect. On a 7-9, your spell still 1works,
Spur others to significant and unplanned decisive action.
to
anunwanted
action
that
a ghost
could
domagic
(walkwear
through
turn invisible
for a+1
moment,
Soperform
longdraw
as you
are below
your
Load
and
armorwalls,
nor
carry
atargets
shield,
take
armor.
but
you
attention
or
yourneither
reverberates
to other
affecting
them
STR
DEX
CON
INT
WIS
CHA
Outsider
You
also
start
with
all
of
these:
etc).
On
a
7-9,
the
soul
gets
absorbed,
but
choose
one:
as well, GMs choice.
You may be elf, dwarf, halfling, or human, but you and your people
You take 1d4 damage.
Elf or Half-Elf
Outsider
You
alsoone
start
these:
Choose
ofwith
theseall
toofstart
with:
Chaotic
Herculean
Appetites
are
around
Attouching
the beginning
of each
session,
the GM
The spiritLore
does it unwillingly,
take -1 Forward.
Elf
Younot
canfrom
spend
1dwarf,
Soulhere.
while
the eyes
of a and
deadyour
person
to Bardic
Your Max HP is
You
may
be
elf,
halfling,
or
human,
but
you
people
Current
Eschew
a
convention
of
the
civilized
world.
d10
Others
may
content
themselves
with
just a taste
of wine,
over
a servant or two, but
will
ask
you
something
about
your
homeland,
whyyou
youcan
left,ask
or what
MAX
You
have
to
swear
to
perform
a service
for Steel
the
spirit.or dominion
8+Constitution
When
you
enter
an
important
location
(your
call)
the
see
what
they
saw
before
they
died.
Choose
an
area
of
expertise:
Herculean
PlateAppetites
and Packing
are not from around here. At the beginning of each session, the GM Full
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if you would roll for
youfor
left behind.
If youthe
answer
them,
mark
XP.
GM
from
history
ofhomeland,
that
location.
Spells
andof
Magicks
thethemselves
Grave
Others
may
content
with just
taste of wine, or dominion over a servant or two, but
You
ignore
the
clumsy
tag on armor
youawear.
or
Half-Elf
Neutral
willHuman
askone
youfact
something
about
your
why you left, or what Touch
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of the pair,
the GM
youmore.
touch
a creature
and expelWhile
angry
spirits into
of Souls
When
The
Dead
andChoose
Undead
As long
as you have
at answer
least
1 Soul,
you
gainXP.
+1 to parley.
you
want
two appetites.
pursuing
one ofthem,
your roll+the
appetitesnumber
if you would
roll for
Teach
the
ways
of your
people.
you
leftsomeone
behind.
If you
them,
mark
Human
will
also
introduce
a
complication
or
danger
that
comes
about
due
to
your
heedless
pursuits.
Unencumbered,
Unharmed
spend.
On aofhit,
deal
damage,
ignoring
Onhigher
a 10+,die
rollof1the
diepair,
for each
you
Grand
Histories
of you
the Known
a move,
instead
rolling
2d6 your
youWorld
roll
1d6+1d8.
If thearmor.
d6 is the
the GM
When you first enter a civilized settlement someone who respects Soul

Pure
destruction
you
below
your
Load and
neither
wear armor nor carry a shield, take +1 armor.
youasintroduce
spend
and
the
highest
forthat
damage.
So
Along
Bestiary
ofare
Creatures
Unusual
will
also
atake
complication
orresult
danger
comes about due to your heedless pursuits.
Fill in the name of one of your companions in at least one:
the custom of hospitality to minstrels will take you in as their guest.

Power
over
others
Forbidden
Lore

The
Planar
Spheres

Pure
destruction
_______________ is puny and foolish, but amusing to me.
Choose
onepleasures
of these to start with:
Chaotic
Fill
in the name of one of your companions in at least one:
Outsider
Mortal
youstart
spout
lore
byofsending
You
also
with
all
these: a spirit through the Black Gates and having them ask a
When
of
Heroes
Past
Legends
Power
over
others
_______________s
ways are strangeancestors
and confusing.
I helped
of dwarf,
________________s
beand
at peace.
Eschew
convention
the civilized
world.
_______________
isofhalfling,
puny
and
but
to me.people spirit
You
mayaone
be
elf,
orfoolish,
human,
butamusing
you
your

Conquest
residing
there,
spend
1 Soul
and roll+CHA
instead of +INT.

Gods
and
Their
Servants
Full
Plate
and
Packing
Steel
Mortal pleasures Appetites
_______________
is always getting
intoDeaths
troubleI
must protect Herculean
I brought
________________
back
from
door.
_______________s
ways
strange
andin
are
not
from
around
here.
Atare
the
beginning
ofconfusing.
each
session,
the GM Riches and property
Fill
in
the
name
of
one
of
your
companions
at
least
one:
When
you
first
encounter
an
important
creature,
location, or item (your call) covered by
You
ignore
the
clumsy
tag
on
armor
you
wear.
Neutral
Conquest
them
from themselves.beliefs about the afterlife are wrong. I shall
________________s
mayand
content
themselves with just a taste of wine, or dominion over a servant or two, but
_______________
is about
alwaysyour
getting
into troubleI
protect
will
ask
youmy
something
homeland,
why youmust
left, or
what Others
bardic
Fame
glory
This
is
not
first
adventure
with
_______________.
your
lore
you
can
ask
the
GM
any
one
question
about it; the GM will answer truthfully.
try
to show
them
the
truth.
Teach
someone
the
ways
of your
want
Riches
and Choose
propertytwo appetites. While pursuing one
_______________
shares
my people.
hunger for glory; the earth will you
more.
of your appetites if you would roll for
them
from
themselves.
you
left
behind.
If_______________
you answer them, long
markbefore
XP. I ever met them
Unencumbered,
Unharmed
I
sang
stories
of
The
GM
may
then
ask
you
what
tale,
song,
or
legend
you
heard that information in.
move,
Fame
and glory
tremble at our passing!
Upper
Hand
aThe
instead
of below
rolling
2d6 you
roll
1d6+1d8.
If thearmor
d6 is the
of the
pair,
GM
_______________
shares
my
hunger
for
glory;
the
earth
will
So
long
as
you
are
your
Load
and
neither
wear
norhigher
carry adie
shield,
take
+1the
armor.
in person.
You also
take introduce
+1 ongoing
to lastOpen
breath rolls.
Whenthat
youcomes
take your
lastdue
breath,
on aheedless
79 youpursuits.
make an
will
a complication
or danger
about
to your
tremble
at
our
passing!
Charming
and
The
Upper
Hand
_______________ is often the butt of my jokes.
offer
to
Death
in return
for yoursomeone,
life. If Death
will player
return you
to life. If not, the
youlist
die.
Pure
destruction
Outsider
When
you
speak
frankly
youaccepts
can take
askhetheir
a question
You
take
+1
ongoing
to last
breath rolls. When
you
your last
breath,
on a 79from
you make
an
also
start
with
all
of with
these:
I aminwriting
a ballad
thecompanions
adventures ofin_______________.
Fill
the name
of oneabout
of your
at least one:
Power
over
others
You may be elf, dwarf, halfling, or human, but you and your people below.
They
must
answer
it
truthfully,
then
they
may
ask
you
a
question
from
the
list
(which
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
Musclebound
_______________
with
a secret.
_______________trusted
is punyme
and
foolish,
but amusing to me.
Herculean
must
Mortal
pleasures Appetites
are not from around here. At the beginning of each session, the GM you
answer
While
you
wieldtruthfully).
a weapon it gains the forceful and messy tags.
_______________
does
notare
trust
me, and
good reason.
_______________s
ways
strange
andfor
confusing.
Musclebound
Others
may
themselves with just a taste of wine, or dominion over a servant or two, but
Conquest
will ask you something about your homeland, why you left, or what Whom
docontent
you serve?
_______________ is always getting into troubleI must protect
While
you
wield
a
weapon
itappetites.
gains theWhile
forceful
and messy
you
want
more.
Choose
twoWaiting
pursuing
one oftags.
your appetites if you would roll for
Are
You
For?
What
Riches
and wish
property
you left behind. If you answer them, mark XP.
What
do you
I would
do?
them from themselves.
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
higher
of the
pair,
When
you
out
atochallenge
to your enemies, roll+Con. the
On
a 10+die
they
treat
youthe
asGM
the
How
Fame
canand
Icry
getglory
youYou
______?
Are
Waiting For?
_______________ shares my hunger for glory; the earth will What
will
also
introduce
a
complication
or
danger
that
comes
about
due
to
your
heedless
pursuits.
most
obvious
threat
tofeeling
be dealt
with
and ignore your companions, take +2 damage ongoing

What
are
you
really
right
now?
When
you
cry out Hand
a challenge to your enemies, roll+Con. On a 10+ they treat you as the
tremble at our passing!
The
Upper
What
Pure
destruction
against
them.
On
79 only a few (the weakest or most foolhardy among them) fall prey
most
do
youthreat
mostato
desire?
Fill in the name of one of your companions in at least one:
obvious
be dealt
with
and
ignore
takeon
+2a damage
ongoing
You
take +1over
ongoing to last
breath
rolls.
When
youyour
takecompanions,
your last breath,
79 you make
an
your
Power
to
taunting.others
_______________ is puny and foolish, but amusing to me.
against
them.
On
a
79
only
a
few
(the
weakest
or
most
foolhardy
among
them)
fall
to Death
in the
return for
your life. If Death accepts he will return you to life. If not, youprey
die.
Aoffer
in
Storm
Port
Mortal
pleasures
_______________s ways are strange and confusing.
to your
taunting.
When
you
return to a civilized settlement youve visited before, tell the GM when you were
Conquest
_______________ is always getting into troubleI must protect Musclebound
last
here.
Theyll
tell you how its changed since then.

Riches
and property
While you wield
a weapon it gains the forceful and messy tags.
them from themselves.
Fame and glory
_______________ shares my hunger for glory; the earth will
What Are You Waiting For?
tremble at our passing!
The
Upper
When you
cry out Hand
a challenge to your enemies, roll+Con. On a 10+ they treat you as the
You
take
+1
ongoing
breath
rolls.
When
youyour
takecompanions,
your last breath,
79 you make
an
most obvious
threat to
to last
be dealt
with
and
ignore
takeon
+2a damage
ongoing
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
against them. On a 79 only a few (the weakest or most foolhardy among them) fall prey
to
your taunting.
Musclebound

Alignment
A
lignment
Alignment
Alignment
Damage

Race
Race
Race
Alignment
Race
Damage

Bonds
Alignment
Bonds
Race
Bonds

Starting
Starting
Moves
Starting MMoves
oves
Starting Moves

Armor

HP

Starting Moves

Armor

HP

Starting Moves

Bonds

Souls
Race
Bonds

Bonds

The
Bard
The
Barbarian
T
he
N
ecromancer
The Barbarian

Level
Level
Level
XP
Level
XP
While you wield a weapon it gains the forceful and messy
tags.
XP
What Are You Waiting For? XP

Gear
G
ear

Your Load
Loadisis8+Str.
7+STR.You
Youcarry
startdungeon
with dungeon
uses, 1 weight).
Your
rationsrations
(5 uses,(51 weight),
a dagger
Choose1your
defenses:
(hand,
weight)
some token of where youve travelled or where youre
Leather
armorchoice
(1 armor,
1 weight)
from,
and your
of weapon:
Bag of books (5 uses, 2 weight) and 3 healing potions (0 weight)
Axe (close, 1 weight)
Choose your weapon:
Sacrifi
Two-handed
sword
(close,
+1 damage,
cial dagger
(hand,
messy,
1 weight)2 weight)
Choose
one:
Scythe (close, two-handed, 1 weight)
Adventuring
gear (1 weight) and dungeon rations (5 uses, 1 weight)
Choose
one:
Bandages
Chainmail
(1
armor,
(3 uses,
slow,10weight)
weight)
Book of the Dead (gain 2 Souls when performing last rites, 3 uses, 1 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

A Death for All Things

Still
Hungry
You can perform last rites over any living creature, not just humanoids.
Choose an additional appetite.

Vampiric Touch

When you touch afor


creature
and expel angry spirits into them, you heal yourAppetite
Destruction

self an
equal from
amount
damage
asor
you
dealt.
Take
a move
the of
fighter,
bard
thief
class list. You may not take multiclass
moves
from
those
classes.
Deathwatch
When you focus on a creature, you can tell how many hit points they have. In
My
You
Is Like
a Truck
addition,Love
you can For
detect the
life force
of creatures
nearby when you concenWhen
you
perform
a
feat
of
strength,
name
someone
present whom you have
trate.
impressed
and
take
+1
forward
to
parley
with
them.
Secrets of the Living
When you convince
a soulIn
youve
bound to aid you, you can spend hold to
What
Is Best
Life

do something that the person could do in life, provided you are physically
At the end of a session, if during this session you have crushed your enemies, seen
capable of doing it.
them driven before you, or have heard the lamentations of their kinfolk mark XP.

Ectoplasmic Ward

You gain armor equal to the number of Souls you have (maximum 2 armor).
Wide-Wanderer

Youve
travelled
the wide world over. When you arrive someplace ask the GM about
Soul
Man
any
traditions, rituals,
and soany
on,class
theyll
you what
need
know.
Gainimportant
one non-multiclass
move from
list.tell
Choose
theyou
move
as to
if you
were one level lower, unless that move deals with souls and the lands beyond
Usurper
the Black Gates or comes from the cleric or wizard class lists.
When you prove yourself superior to a person in power, take +1 forward with
Spirit Lore
their followers, underlings, and hangers on.
When you first encounter an important creature, location, or item (your
call) that pertains
to spirits or the lands beyond the Black Gates, you can
Khan
of Khans
ask the GM any one question about it; the GM will answer truthfully.
Your hirelings always accept the gratuitous fulfillment of one of your appetites
I Drink Your Soul, I Drink It Up!
as payment.
When you absorb the essence of a soul youve bound, spend 1 Soul and
Samson
remove a debility or heal yourself of 1d8 damage.
YouSpiritus
may take a Servitas
debility to immediately
(CHA) break free of any physical or mental
restraint.
When you release a soul youve bound to complete a task for you, spend 1
Soul and roll+CHA. On a hit, they manifest and will complete a single task for
Smash!
you before going beyond the Black Gates. Treat the spirit as a hireling with no
When
hackofand
slash,
on a in
12+
deal your
anditchoose
Cost, ayou
Loyalty
0, and
1 point
a single
Skill.damage
On a 10+,
has twosomething
additionphysical
targetbetween
has (a weapon,
their
position, a limb): they lose it.
al pointsyour
to divide
Loyalty or
a Skill.

Not Quite Last Breath


Indestructible
Hunger

The next
reachyou
0 HP
aftchoose
er taking
this move,
you do
notyou
rollsate
yourone
Last
When
youtime
takeyou
damage
can
to take
-1 ongoing
until
of
Breath. Instead, choose one of the following contingencies youd previously
your appetites instead of taking the damage. If you already have this penalty you
planned:
cannot
choose
thisall
option.
You send
ahead
of your collected Souls instead of your own. Lose all of
your Souls;
if theWeakness
total is less than the amount of damage you took, it wasnt
Eye
for

enough. Take your Last Breath.


When you discern realities add "What here is weak or vulnerable?" to the list of
Youve prepared a body that will carry your spirit in the event of your passquestions
you can
ask. youve stored the corpse a few minutes later, with a
ing. You wake
up where
couple ofthe
changes:
choose two stats from Strength, Dexterity, and Constitution
On
Move

and swap them.


When you defy a danger caused by movement (maybe falling off a narrow bridge
Youve created a phylactery to store your soul. When you someone touches
or rushing past an armed guard) take +1.
your phylactery, you can possess them. Their consciousness will stay dormant, but it may resurface and try to regain control at some point.

When you
you gain
gain aa level from 610,
6-10, choose
When
choose from
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.
Bloodsucking Fiend Requires: Vampiric Touch
A
Dayofto
Die your damage increases to d8.
WhenGood
you use touch
the grave,
As long as you have less than your Con in current HP (or 1, whichever is higher)
Equal Rites
take +1 ongoing.
When you roll a 10+ on secrets of the dead, you hold 3 instad of 1.

Kill
em All Armor Replaces: Ectoplasmic Ward
Ectoplasmic

You gain Appetite


armor equal
to the number of Soul you have (maximum 4 armor).
Requires:
for Destruction
TakeBlack
another move
from
Arrowsthe fighter, bard or thief class list. You may not take
multiclass
moves
frombolts
those
You can volley using
of classes.
soul energy, treating them as a weapon with the
near, far, and 2 piercing tags. When you would choose to lose ammo, you can
War
Cry
instead choose
to lose 1 Soul.
When you enter battle with a show of force (a shout, a rallying cry, a battle dance)
Unfettered Souls
roll+Cha.
Onneed
a 10+toboth,
a 79
or or
thegem
other.
You no longer
bindon
a soul
to aone
fetish
when performing last

Your
allies
are
rallied
and
take
+1
forward
rites.
Your enemies feel fear and act accordingly (avoiding you, hiding, attacking
Vitality Transfer Requires: I Drink Your Soul, I Drink It Up!
withyou
fear-driven
abandon)
When
force another
to absorb the essence of a soul youve bound, spend
1 Soul and roll+CHA.
On a hit, you heal them of a debility or 1d8 damage. On
Mark
of Might

a 7-9, the spirit deposits the wounds on you. Take the same amount of damage
When you take this move and spend some uninterrupted time reflecting on your
or the debility.
past glories you may mark yourself with a symbol of your power (a long braid
thescars
Black
Gates
tiedBeyond
with bells, ritual
or tattoos,
etc.) Any intelligent mortal creature who
Wen you petition Death themself to create a necromantic effect, tell the GM
sees this symbol knows instinctively that you are a force to be reckoned with and
what youre trying to achieve. Necromantic effects are always possible, but te
treats
youtell
appropriately.
GM will
you one of the four of the following conditions:
You will have
to sacrificeMore!
a few/several/many souls in exchange
More!
Always

You must first give up you own soul, or someone elses if they are willing
When you satisfy an appetite to the extreme (destroying something unique and
First you must ____
significant,
gaining
power,
etc.)and
youunreliable
may choose to resolve
Death will
onlyenormous
perform afame,
lesserriches,
version,
limited
it. Cross
it
off
the
list
and
mark
XP.
While
you
may
pursue
that appetite again,
You and your allies will risk danger from ____
youYoull
no longer
the burning
you once did. In its place, choose a new
have feel
to sacrifi
ce ____ desire
to do it.
appetite
from
thethe
list orSpirit
write your
own. Requires: Soul Man
Sage
of
Realm
Gain one One
non-multiclass
from any class list. Choose the move as if you
The
Whomove
Knocks

were one level lower, unless that move deals with souls and the lands beyond
When you defy danger, on a 12+ you turn the danger back on itself, the GM will
the Black Gates or comes from the cleric or wizard class lists.
describe how.

A Little Skeletal Bird Told Me

When you roll a 12+


to spout lore by using spirits, you learn something
Healthy
Distrust

useful andthe
learn
something
themen
statecauses
of theyou
lands
beyond
Whenever
unclean
magicinteresting
wielded byabout
mortal
to defy
danger,
the Black
Gates:ofhow
changed down there, how your actions have shaken
treat
any result
6- asitsa 79.
things up, etc.

For the Blood God

You are initiated in the old ways, the ways of sacrifice. Choose something your
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
the like. When you sacrifice those things as per your rites and rituals, roll+wis.
On a 10+ the GM will grant you insight into your current trouble or a boon to
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

Name
N
ame
Name
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,

Look
Look
Look

Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes


Kind
Fiery
Eyes,
ororGlowing
Eyes
Names:
Gorm,
Si-Yi, Priscilla,
Sen,Clovis,
Xia,
Anneira,
Haepha,
Lur,
Shar,
Korrin,
Nkosi,
Fafnir,
Tormented
eyes,
Haunted
eyes,
Wild
eyes,
eyes
KindEyes,
Eyes,
Fiery
Eyes,
Glowing
Eyes
Thaddeus,
Augustine,
Lux,
Cassius,
Hadrian,
Octavia,
Regulus,
Valeria,
Sanguinus,
Qua,
Sacer,
Vercingeto,
Barbozar,
Frael, Lucia,
Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body,ororShrouded
Supple body
Helmet,
Styled
Hair,
or
Bald
Qua,
Sacer,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Sillius,
Sha-Sheena,
Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body,
or
Supple
body
Helmet,
Styled
Hair,
or
Bald
Titanius
Strange
tattoos,
Unusual
jewelry,
Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Worn
Holy
Symbol
or Fancy
Holyor
Symbol
Strange
tattoos,
Unusual
jewelry,
Unmarred by decoration
Titles: the Glorious,
the Hungry,
the Irascible,All-Mighty,
the Undefeated,
the Gluttonous,
Foesmasher,
Worn Holy
Symbol
or Fancy
Holy
Symbol
Scraps,
outfit,
ororWeather-inappropriate
clothes
Bonebreaker,
the Mirthful,
the Melancholic,
the Giant,
the Triumphant
Fit
Body,Silks,
BulkyScavenger's
Body, or Th
in Body
Scraps,
Silks,
Scavenger's
outfit,
or
Weather-inappropriate
clothes
Bonebreaker, the Mirthful, the Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
Fit
Body,
Bulky
Body,
or
Thin
Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Assign
these
scores
to
your
stats:
16
(+2),
15
(+1),
13
(+1),
12
(+0),
9
(+0),
8
Assign
these
scores
to
your
stats:
16
(+2),
(-1)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Strength
Strength

WEAK
Weak
WEAK
WEAK

Dexterity
Dexterity
Dexterity

-1
-1
-1

STR
STR

SHAKY
Weak
SHAKY
SHAKY

DEX
DEX

Constitution
Constitution
Constitution

-1
-1
-1

SICK
Weak
SICK
SICK

-1
-1
-1

CON
Con
CON

Intelligence
Intelligence
Intelligence
STUNNED
Stunned
STUNNED
STUNNED

Name
d10
Damage
Armor
d10
d10
Damage
Armor
Damage
rmor
Names:
Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha,A
Lur,
Shar, Korrin, Nkosi, Fafnir,

INT
INT
INT

-1
-1
-1

Wisdom
Wisdom
Wisdom

Charisma
Charisma
Charisma

CONFUSED -1
Confused
CONFUSED
CONFUSED -1
-1

SCARRED
Scarred
SCARRED
SCARRED

WIS
WIS

-1
-1
-1

CHA
CHA

Look
Your Max HP is
HP
HP
HP
Constitution
Tormented eyes,
Haunted eyes, Wild eyes, 10+
or Shrouded
eyes
Current
MAX
Current
Current
MAX
MAX

Your Max HP is
Your
Your Max
Max HP
HP is
is
8+Constitution
8+Constitution
10+Constitution

Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty thews, Long shanks, Scrawny body, or Supple body
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Choose one of these
to start with:
Chaotic
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Lay
(CHA)
Choose
oneHands
of
these to
start
with:
Lawful
Chaotic
Lawful
Layon
on
Hands
(Cha)
Eschew
a convention of the civilized world.
When
skin
to skin,
skin,and
andpray
pray
fortheir
their
well-being,
roll+CHA.On
On aa 10+
Full
Plate
and
Packing
Steel
Deny mercy
to a criminal
unbeliever.
Eschew
a convention
of theorcivilized
world.
Whenyou
youtouch
touch someone,
someone,
skin
to
for
well-being
, roll+CHA.
Full
Plate
and
Packing
Steel
10+
you
heal
1d8
damage
or
remove
one
disease.
On
a
79,
they
are
healed,
but
the
damageor
You
ignore
the
clumsy
tag
on
armor
you
wear.
Neutral
you heal
1d8 damage
or remove-1one disease. CONFUSED
On a 79, they
but the damage
Good
WEAK
SHAKY
SICK
STUNNED
SCARRED
-1
-1
-1
-1 are healed,
-1
You
ignoreisthe
clumsy tag
on armor you wear.
or
disease
transferred
to you.
Neutral
Good
Teach
someone
theto
ways
of your
people.weaker than you.
Endanger
yourself
protect
someone
disease is transferred to you.
Unencumbered, Unharmed
Teach
someone
theto
ways
of your
people.weaker than you.
Endanger
yourself
protect
someone
Armored
Unencumbered,
Unharmed
So
long
as you
below
Load
and
armor nor carry a shield,
take +1 armor.
Armored
You
ignore
the are
clumsy
tagyour
on armor
youneither
wear. wear
STR
DEX
CON
INT
WIS
CHA
So long as you are below
your Load and neither wear
armor nor carry a shield,
take +1 armor.
You
ignore
the
clumsy
tag on armor you wear.
I
Am
the
Law
(CHA)
ELF OR HALF-ELF
Outsider
You also
all ofanthese:
When
youstart
givewith
an NPC
order based on your divine authority, roll+Cha. On a 7+, they
You are
human,
sowithin
you get
thissoul,
move.
Outsider
Holy
light
your
causing
creature
I Am
the
Law
Your Max HP is
You
also
start with
all of these:
You
may
beradiates
elf, dwarf,
halfling,
or human,
butany
youimpure
and your
people choose
Current
one:
d10
MAX
8+Constitution
You
may
be elf,
halfling,
human,
but
you
and
yourthe
people
thatnot
touches
youdwarf,
to take
damage
equal
to your
CHA.
Appetites
When
youyou
givesay
an NPC
an order based on your divine authority,
roll+Cha.
On a 7+, they
are
from
around
here.
At theorbeginning
of each
session,
GM Herculean
Human
Do
what
Herculean
Appetites
are
not
from
around
here.
At
the
beginning
of
each
session,
the
GM
Others
may
content
themselves
with
just
a
taste
of
wine,
or
dominion
over
a
servant
or two, but
choose
one:
HUMAN
OR
will
askyou
youpray
something
about your
why you
what Back away cautiously, then flee
When
for HALF-ELF
guidance,
evenhomeland,
for a moment,
andleft,
ask,orWhat
Others
may
content
themselves
with just
a taste
of wine,
orofdominion
over aifservant
or two,
will
ask
you
something
about
your
homeland,
why
you
left,
or
what
When
you
pray
for
guidance,
even
for
a
moment,
and
ask,
you
want
more.
Choose
two
appetites.
While
pursuing
one
your
appetites
you
would
rollbut
for

Do
what
you
say
Attack you
you
behind.
youwill
answer
them,
mark XP.
hereleft
is evil?
theIfGM
tell you,
honestly.
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
rollGM
for
you
lefthere
behind.
If youthe
answer
them,
What
is evil?
GM will
tellmark
you, XP.
honestly.
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the

Back
away
cautiously,
then
flee
On a 10+, you also take +1 Forward against them. On a miss, they do as they please and you
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
take
-1 Forward
them.
will
also
introduce
a complication
or danger that comes about due to your heedless pursuits.
Attack
you against
KALASHTAR
will
also
introduce
a complication
or danger that comes about due to your heedless pursuits.
While on a quest, you automatically gain senses that pierce lies, in Quest

Pure
destruction
On
a
10+,
you
also
take
+1
forward
Choose
one
of these to start with: against them. On a miss, they do as they please and
Chaotic
Fill
in
the
name
of
one
of
your
companions
in
at
least
one:
Fill
in
the
name
of
one
of
your
companions
in
at
least
one:

Pure
destruction
the form
ofname
the light
of of
truth.
Power
over
others
you
take
forward
against them.
When
you-1dedicate
yourself
to a mission through prayer and ritual cleansing, state what
Fill
in the
of one
your
companions
inamusing
at least one:
Eschew
a convention
the
civilized
world.
_______________
isof
puny
and
foolish,
but
to me.
_______________s
misguided
behavior
endangers
their
very soul! you
set
Power
over
othersand Packing Steel
Full
Plate
out
to
do:

Mortal
pleasures
Warforged
_______________
is
puny
and
foolish,
but
amusing
to
me.
_______________s
ways
are strange
and
confusing.
Quest
_______________
stood
by me in
battle
and can be trusted You
Slay
Mortal
pleasures
_______,
a greattag
blight
on theyou
landwear.
ignore
the
clumsy
on armor
Neutral
While
on a quest, youhas
gain
the
following
boon
automatically:

Conquest
_______________s
aregetting
strangeinto
and
confusing.
_______________
isways
always
troubleI
must protect When
you
dedicate
yourself
to a mission
prayer and ritual cleansing, state what you
completely.

Conquest
Defend
_______
from
the
iniquities
thatthrough
beset them
Immunity
to
fear.
Teach
someone
the
ways
of
your
people.

Riches
and
property
_______________
is always getting into troubleI must protect
them
from themselves.
Unharmed
set
out
to do:
I respect
the beliefs of _______________ but hope they will Unencumbered,
Discover
the
truth
of
_______

Riches
and
property
Fame and glory
them
from themselves.shares my hunger for glory; the earth will So
_______________
long
as and
youupare
your
andland
neither wear armor nor carry a shield, take +1 armor.
Th
choose
toabelow
two
boons:
en
Slay
_______,
great
blightLoad
on the
someday
see the true way.

Fame
glory
_______________
shares my hunger for glory; the earth will
tremble
at our passing!
unwavering
sense
of the
direction
to _______
Upper
Hand
An
Defend
_______
from
iniquities
that beset them
_______________
is a brave soul, I have much to learn from them. The
Fill in the
of one of your companions in at least one:
tremble
at name
our passing!
The
Upper
Outsider
toHand
_______
(e.g.,rolls.
edged
weapons,
fire,your
enchantment,
take
+1
ongoing
tooflast
breath
When
you take
last breath,etc.)
on a 79 you make an
Invulnerability
Discover
thewith
truth
_______
You
also
start
all
of
these:
______________s
misguided
endangers
their
very
soul! You
take
+1
ongoing
to
last
breath
rolls.
When
you
take
your
last
breath,
on
a 79
you make
an
A
mark
of
divine
authority
You
may be elf, dwarf,
halfling, behavior
or human,
but you and
your
people
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to life.
If not,
you die.
Then
choose
up
to
two
boons:
______________ has stood by me in battle and can be trusted
Senses
that pierce
lies
Appetites
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
are not from around here. At the beginning of each session, the GM Herculean
An unwavering sense of direction to _______.
completely.
A voice
that
transcends
language
Musclebound
may
content
with just
a taste
of wine,
orenchantment,
dominion overetc.)
a servant or two, but
will
ask you
about your homeland,
why you
what Others
Invulnerability
tothemselves
_______ (e.g.,
edged
weapons,
fire,
I respect
thesomething
beliefs of ______________
but hope
theyleft,
willor
someMusclebound
A want
freedom
from
hunger,
thirst,
sleep
While
youmore.
wield
a weapon
itappetites.
gainsand
theWhile
forceful
and messy
tags.
you
Choose
two
pursuing
one
of
your
appetites
if you would roll for
you
left
behind.
If
you
answer
them,
mark
XP.
eAGM
mark
ofthen
divine
authority
day see the true way.
While
you
atell
weapon
it gains
the
forceful
and messy
Th
willwield
you2d6
what
vow
or1d6+1d8.
vows is required
ofistags.
you
to
maintain
blessing:
a
move,
instead
of
rolling
you
roll
If
the
d6
the
higher
die
ofyour
the pair,
the GM
______________ is a brave soul, I have much to learn from them. What
Honor
Senses(forbidden:
that
pierce
lies Waiting
Are
You
cowardly
tactics and For?
tricks)
will
also
introduce
a
complication
or
danger
that
comes
about
due
to
your
heedless
pursuits.
What
You
Waiting
For?
Temperance
A voice
that
transcends
language
gluttony
in food,
drink,
and pleasure
esh) treat you as the
When
you Are
cry (forbidden:
out
a challenge
to your
enemies,
roll+Con.
Onofa the
10+flthey

Pure
destruction
When
you
cry
out
a
challenge
to
your
enemies,
roll+Con.
On
a
10+
they
treat you
as the
Piety
(required:
observance
of
daily
holy
services)

A
freedom
from
hunger,
thirst,
and
sleep
Fill in the name of one of your companions in at least one:
most obvious threat to be dealt with and ignore your companions, take +2 damage
ongoing
Valor
Power
over
others
most
obvious
threat
to
be
dealt
with
and
ignore
your
companions,
take
+2
damage
ongoing
(forbidden:
suff
ering
an
evil
creature
to
live)
The
GM
will
then
tell
you
what
vow
or
vows
is
required
of
you
to
maintain
your
blessing:
_______________ is puny and foolish, but amusing to me.
against them. On a 79 only a few (the weakest or most foolhardy among them) fall prey

Mortal
pleasures
(forbidden:
against
them.
On alies)
79
only atactics
few (the
Truth
Honor
(forbidden:
cowardly
andweakest
tricks) or most foolhardy among them) fall prey
_______________s ways are strange and confusing.
to
your
taunting.

Conquest
Hospitality
(required:
comfort
to those
in need,
noand
matter
who of
they
taunting.(forbidden:
Temperance
gluttony
in food,
drink,
pleasure
theare)
flesh)
_______________ is always getting into troubleI must protect to your

Riches
and
property
Piety (required: observance of daily holy services)
them from themselves.
Fame and glory
_______________ shares my hunger for glory; the earth will Valor (forbidden: suffering an evil creature to live)
Truth
(forbidden:
lies)
tremble at our passing!
The
Upper
Hand

Hospitality
(required:
to those
in need,
no matter
who
theyon
are)
You take +1 ongoing to lastcomfort
breath rolls.
When
you take
your last
breath,
a 79 you make an

Alignment
A
lignment
Alignment

Starting
Moves
Starting
Moves
Starting Moves

Race
Race
Race

Damage

Alignment
Bonds
Bonds

Armor

HP

Starting Moves

Bonds
Race

Bonds

offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.

The
T
he PBarbarian
aladin
The
Paladin
Musclebound

Level
Level
Level
XP
XP
XP

While you wield a weapon it gains the forceful and messy tags.

What Are You Waiting For?

When you cry out a challenge to your enemies, roll+Con. On a 10+ they treat you as the
most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing

Gear
G
ear

Your Load
Loadisis8+Str.
12+STR.
You
start
with dungeon
rations
uses, 1 aweight),
Your
You
carry
dungeon
rations (5
uses, 1(5weight),
dagger scale armor (2 armor, 3 weight), and some mark of faith, describe it (0 weight).
Choose1your
weapon.
(hand,
weight)
some token of where youve travelled or where youre
Halberd
(reach,
+1 damage,
two-handed, 2 weight)
from,
and your
choice
of weapon:
Long sword (close, +1 damage, 1 weight) and shield (+1 armor, 2 weight)
Axe (close, 1 weight)
Choose one:
Adventuring
Two-handedgear
sword
(close,
+1 damage, 2 weight)
(5 uses,
1 weight)
Choose
one:
Dungeon rations (5 uses, 1 weight) and healing potion (0 weight)
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Chainmail (1 armor, 1 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Divine Favor

Still
Hungry
Dedicate yourself to a deity (name a new one or choose one thats already been

Choose
an additional
established).
You gain appetite.
the commune and cast a spell cleric moves. When you
select this move, treat yourself as a cleric of level 1 for using spells. Every time
Appetite for Destruction
you gain a level thereafter, increase your effective cleric level by 1.
Take a move from the fighter, bard or thief class list. You may not take multiclass
Bloody
Aegis
moves
from those
classes.
When you take damage you can grit your teeth and accept the blow. If you do
you takeLove
no damage
but instead
a debility
your choice. If you already
My
For
Yousuff
IserLike
a ofTruck
have allyou
six perform
debilitiesayou
use this move.
When
featcant
of strength,
name someone present whom you have
impressed
Smiteand take +1 forward to parley with them.
While on a quest you deal +1d4 damage.

What Is Best In Life

Exterminatus

At the end of a session, if during this session you have crushed your enemies, seen
When you speak aloud your promise to defeat an enemy, you deal +2d4
them
driven
before
or have
the lamentations
of their
XP.
damage
against
thatyou,
enemy
and heard
-4 damage
against anyone
else.kinfolk
This effmark
ect lasts
until the enemy is defeated. If you fail to defeat the enemy or give up the fight,
Wide-Wanderer

you can admit your failure, but the effect continues until you find a way to
Youve travelled the wide world over. When you arrive someplace ask the GM about
redeem yourself.
any important traditions, rituals, and so on, theyll tell you what you need to know.

Charge!

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

When
you prove yourself
superior to a person in power, take +1 forward with
Staunch
Defender
their
followers,
underlings,
and
on.even on a 6-.
When you defend you always
gethangers
+1 hold,

Setup Strike
Khan
of Khans

When you hack and slash, choose an ally. Their next attack against your target
Your hirelings always accept the gratuitous fulfillment of one of your appetites
does +1d4 damage.
as payment.

Holy Protection

Samson
You get +1 armor while on a quest.

YouVoice
may takeof
a debility
to immediately break free of any physical or mental
Authority
restraint.
Take +1 to order hirelings.

Hospitaller
Smash!

When you
ally,
youon
heal
+1d8deal
damage.
When
you heal
hackan
and
slash,
a 12+
your damage and choose something
Inspirational
Figure
physical your target has (a weapon, their position, a limb): they lose it.
When you gain a hireling, they gain +1 to one of their skills, and they also
Indestructible
gain Cost: Keeping You Happy.Hunger
When you take damage you can choose to take -1 ongoing until you sate one of
your appetites instead of taking the damage. If you already have this penalty you
cannot choose this option.

Eye for Weakness

When you discern realities add "What here is weak or vulnerable?" to the list of
questions you can ask.

On the Move

When you defy a danger caused by movement (maybe falling off a narrow bridge
or rushing past an armed guard) take +1.

When you
you gain
gain a level from 6-10,
When
610, choose
choosefrom
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.
Evidence of Faith Requires: Divine Favor
A
Daymagic
to as
Die
WhenGood
you see divine
it happens, you can ask the GM which deity
As
long as
you
have
less
yourTake
Con+1
in when
current
HP (or
whichever
granted
the
spell
and
itsthan
effects.
acting
on 1,
the
answers. is higher)
take +1 ongoing.
Holy Smite Replaces: Smite
While on aem
questAll
you deal +1d8 damage.
Kill

EverAppetite
Onward
Replaces: Charge!
Requires:
for Destruction
Whenanother
you lead
the from
charge
combat,
youclass
lead list.
take You
+1 Forward
Take
move
theinto
fighter,
bardthose
or thief
may notand
take
+2 armor Forward.
multiclass
moves from those classes.
Impervious Defender Replaces: Staunch Defender

War
When youCry
defend you always get +1 hold, even on a 6-. When you get a 12+ to

When
enterof
battle
withhold
a show
force (a
shout, acreature
rallying cry,
a battlegiving
dance)
defendyou
instead
getting
the of
nearest
attacking
is stymied
roll+Cha.
a 10+ both,
onwill
a 79
one orit.the other.
you a clearOn
advantage,
the GM
describe
Your
allies areStrike
rallied and
take +1Setup
forward
Tandem
Replaces:
Strike

Your
enemies
feel
fear
and
act
accordingly
(avoiding
you,against
hiding,your
attacking
When you hack and slash, choose an ally. Their
next attack
target
with
fear-driven
abandon)
does
+1d4
damage and
they take +1 Forward against them.

Divine of
Protection
Mark
Might Replaces: Holy Protection

You get +2 armor while on a quest.


When you take this move and spend some uninterrupted time reflecting on your
Authority
Replaces:
of Authority
pastDivine
glories you
may mark yourself
with Voice
a symbol
of your power (a long braid
Take
+1
to
order
hirelings.
When
you
roll
a
12+
the hireling
transcends
their
tied with bells, ritual scars or tattoos, etc.) Any intelligent
mortal
creature
who
moment of fear and doubt and carries out your order with particular effectivesees this symbol knows instinctively that you are a force to be reckoned with and
ness or efficiency.
treats you appropriately.
Perfect Hospitaller Replaces: Hospitaller
When you heal
an ally, youMore!
heal +2d8 damage.
More!
Always
When
you satisfy an appetite to the extreme (destroying something unique and
Indomitable
significant,
fame,through
riches, power,
etc.)
you may
to resolve
When you gaining
suffer aenormous
debility (even
Bloody
Aegis)
takechoose
+1 forward
against
it.
Crosswhatever
it off the caused
list andit.mark XP. While you may pursue that appetite again,
youPerfect
no longer feel
the burning desire you once did. In its place, choose a new
Knight
appetite
from
the you
list or
writethree
your boons
own. instead of two.
When you
quest
choose

The One Who Knocks

When you defy danger, on a 12+ you turn the danger back on itself, the GM will
describe how.

Healthy Distrust

Whenever the unclean magic wielded by mortal men causes you to defy danger,
treat any result of 6- as a 79.

For the Blood God

You are initiated in the old ways, the ways of sacrifice. Choose something your
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
the like. When you sacrifice those things as per your rites and rituals, roll+wis.
On a 10+ the GM will grant you insight into your current trouble or a boon to
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

N
ame
Name

Look
Look
Wild
Eyes,
Eyes
Look
Tormented
eyes, Eyes,
Haunted
eyes, Wild
eyes, or Shrouded eyes
Wild
Eyes,Sharp
Sharp
Eyes,or
orAnimal
Animal
Eyes

Name

Names:
Gorm,Elrosine,
Si-Yi, Priscilla,
Sen,
Xia, Anneira,
Haepha,
Lur, Shar, Korrin, Nkosi, Fafnir,
Elf:
Throndir,
Aranwe,
Celion,
Dambrath,
Lanethe
Hooded
Qua, Sacer,
Vercingeto,
Barbozar,Emory,
Clovis,Shrike,
Frael, Thra-raxes,
Mighty Head,
thews,
Long
shanks,
Scrawny
body, or Supple body
Hooded
Head,Wild
WildHair,
Hair,or
orBald
Bald
Human:
Jonah,
Halek, Brandon,
Nora, DianaSillius, Sha-Sheena, Khamisi
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,
Haunted
eyes, Clothes
Wild eyes, or Shrouded eyes
Cape,
Camoufl
age,
or
Traveling
Strange
tattoos, Unusual
jewelry,Clothes
or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Cape,
Camouflage,
or Traveling
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
thews,
shanks,
Scrawny
Lithe
Body,
WildLong
Body,
or Sharp
Body body, or Supple body
Scraps,
Silks,Wild
Scavenger's
Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Lithe
Body,
Body, oroutfit,
Sharpor
Body
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
(+0), 88 (-1)
(-1)
Assign these
these scores
scores to
to your
your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0),
Assign
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Intelligence
Charisma
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Strength
Dexterity
Constitution
Intelligence
Charisma
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Weak
WEAK
WEAK

-1
-1

Weak
SHAKY
SHAKY

-1
-1

Weak
SICK
SICK

-1
-1

Stunned
STUNNED
STUNNED

-1
-1

Confused
CONFUSED -1
-1
CONFUSED

Scarred
SCARRED
SCARRED

-1
-1

WEAK

-1

SHAKY

-1

SICK

-1

STUNNED

-1

CONFUSED -1

SCARRED

-1

STR
STR
STR

Damage
Damage
Damage

DEX
DEX
d10
d8

d10

Con
CON
CON

Armor
A
rmor
Armor

INT
INT
INT

WIS

CHA

WIS

HP
HP

Current
MAX

HP

CHA
Y
our MMax
ax HP
is is
Your
HP
8+Constitution
8+Constitution
Constitution
8+

Current
MAX

Your Max HP is
8+Constitution

Name
A
lignment
Alignment

Starting MLook
oves
Starting
Moves
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin,
Nkosi,
Fafnir,
Tormented
eyes, Haunted eyes, Wild eyes, or Shrouded eyes
Hunt
and
Track
(WIS)
Hunt
and
Track
(Wis)
Choose
one
of these
to start
with:
Starting
Moves
Chaotic
Alignment
Chaotic
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena,
thews,
Long
body,
or Supple
When you Khamisi
follow a trail ofMighty
clues left
behind
byshanks,
passingScrawny
creatures,
roll+WIS.
Onbody
a 7+, you

When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 7+, you
Free someone
someone
figurative
Eschew
a convention
of theorcivilized
world.
Free
from literal
figurative
bonds.
Choose
one
of thesetrail
toand
start
with:
Chaotic
Full
Plate
Packing
Steel
Strange
tattoos,
Unusual
jewelry,
decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous,
Foesmasher,
follow
the
creatures
until
theres
aasignifi
cant
change
ininor
itsitsUnmarred
direction
follow
the
creatures
trail
until
theres
significant
change
directionorby
ormode
modeofoftravel.
travel.
Good
Eschew
a
convention
of
the
civilized
world.
You
ignore
the
clumsy
tag
on
armor
you
wear.
On
a
10+,
you
also
choose
1:
Scraps,
Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker,
the Mirthful, the Melancholic, All-Mighty, the Giant, the
Triumphant
Neutral
Good
On
a
10+,
you
also
choose
1:
Full Plate and Packing Steel
Endanger yourself to combat an unnatural threat.
Gain
useful15bit
of information
about9your
quarry,
GM will tell you what
these scores to your stats:
16a(+2),
(+1),
(+1), 12 (+0),
(+0),
(-1) the
Teach someone
thetoways
of your
people. Assign
Endanger
yourself
combat
an unnatural
threat.
Gain
a useful
bit of13
information
about
your8quarry,
the GM will tell you what
ignore
the clumsy
tag on armor
you wear.
Neutral
Unencumbered,
Unharmed
Neutral
You
Determine whatIntelligence
caused the trail
to end
Strength
Dexterity
Constitution
Wisdom
Charisma
Determine
caused
theLoad
trail and
to end
Teach
someone
ways of
of the
your
people.
Help an
animal the
or spirit
wild.
So
long as youwhat
are below
your
neither wear armor nor carry a shield, take +1 armor.
Neutral
Called
Shot
(DEX)
Unencumbered,
Unharmed
Help an animal or spirit of the wild.
Called
Shot
When
attack
defenseless
or surprised
enemy
range,
cana choose
to deal
So longyou
as you
areabelow
your Load
and neither
wear at
armor
noryou
carry
shield, take
+1 your
armor.
Outsider
WEAK
SHAKY
SICK
STUNNED
SCARRED
-1
-1
-1 orstart
-1
You also
with
of these:
damage
your
target
and-1
roll+DEX.
When
youname
attack
a all
defenseless
or
surprised CONFUSED
enemy at range,
you can choose
to deal-1your
You may be elf, dwarf, halfling, or human, but you and your people Head 10+: As 79, plus your damage 7-9: They do nothing but stand and drool for a few
Elf or Half-Elf
Outsider
damage
name
your
target
and roll+DEX.
You
alsoorstart
with
all
of these:
Herculean
Appetites
are
notyou
fromundertake
around here.
At the beginning
of each session,
the GM moments.
When
a
perilous
journey
through
wilderness
You
may
be
elf,
dwarf,
halfling,
or
human,
but
you
and
your
people

Head
10+:
As
79,
plus
your
damage 7-9: WIS
They do nothing but standCHA
and drool for a
Elf
STR
DEX why you
CON
INT
Others
content
just 7-9:
a tasteTh
ofey
wine,
oranything
dominiontheyre
over aholding.
servant or two, but
Herculean
will
ask you
about
your homeland,
left, or what
Arms may
10+:
As 7-9,themselves
plus
your with
damage
drop
whatever
jobsomething
you take
you
succeed
as if youofrolled
a 10+.
Appetites
are
not
from
around
here.
At
the
beginning
each
session,
the
GM
few
moments.
When you undertake a perilous journey through wilderness you
want
more.
two
appetites.
While pursuing
one of your
if you would roll for
Legs
10+:
AsChoose
7-9,themselves
plus
your
damage
Thofeyre
hobbled
andappetites
slow moving.
you left behind. If you answer them, mark XP.
content
with
just7-9:
a 7-9:
taste
wine,
or dominion
a servant
or two, but
willHalf-Orc
ask you
about
your homeland,
why you
left, or what Others
Armsmay
10+:
As 7-9,
plus your
damage
They
drop
anything over
theyre
holding.
whatever
jobsomething
you take you
succeed
as if you rolled
a 10+.
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of the pair, the GM
Companion
Your
Max
HP roll
is for
Yourleft
skilled
percepion
allows you
to mark
see weaknesses
in your prey. Animal
you
want10+:
more.
Choose
twoyour
appetites.
While
pursuing
one
of yourand
appetites
if you
would
Current
you
behind.
If you answer
them,
XP.

Legs
As
7-9,
plus
damage
7-9:
Theyre
hobbled
slow
moving.
d10
will have
also introduce
a complication orwith
danger
thatanimal.
comes about
duetalk
to your
MAX
You
a supernatural
a loyal
cant
to itofheedless
per
butpursuits.
it GM
Human
Take +1 Ongoing against targets you have tracked.
a move,
instead
of rollingconnection
2d6 you roll 1d6+1d8.
If the d6You
is the
higher 8+Constitution
die
these
pair,
the
Pure
destruction
acts
as you
wish
it to. Nameor
your
animal
anddue
choose
a species:
Animal
Companion
When
youname
makeofcamp
a dungeon
or city,
dont
will also
introduce
a complication
danger
thatcompanion
comes about
to your
heedless pursuits.
FillHalfling
in the
one ofinyour
companions
in atyou
least
one:need to always
Wolf,
cougar,
bear,
eagle,connection
dog, hawk,with
cat, owl,
pigeon,
rat,You
mule

Power
over
others
You
have
a
supernatural
a
loyal
animal.
cant
talk
to
it per se but it always
consume
a
ration.
You
can choose a dinosaur
an animal
(your
choice
Pure destruction
_______________
is punyasand
foolish,companion
but amusing
to me.
Fill in the name of one of your companions in at least one:
Choose
a base:
Mortal
pleasures
acts
as you
wish
it to. Name your animal companion and choose a species:
what
species). In addition,
hasstrange
the mount
and travel trainings.
Ferocity
Power
over
others
_______________s
waysitare
and confusing.
+2,
Cunning
+1, 1 Armor, Instinct +1
_______________ is puny and foolish, but amusing to me.

Conquest
Wolf,
cougar,
bear,
eagle, dog, hawk, cat, owl, pigeon, rat, mule
Mortal+2,
pleasures
_______________
is always getting into troubleI must protect Ferocity
Human or Half-Elf
Cunning
+2, 0 Armor, Instinct +1
_______________s
ways are strange and confusing.

Riches
and
property
Choose
a base:
When
you
make
camp
in
a
dungeon
or
city,
you
dont
need
to

Conquest
them
from
themselves.
Ferocity
+1,
Cunning
+2,
Armor, Instinct +1
Fill
in
the
name
of
one
of
your
companions
in
at
least
one:
Choose
one
of
these
to
start1 with:
Chaotic
_______________ is always getting into troubleI must protect
Ferocity
Fame and
glory
+2,Cunning
Cunning
+1,11Armor,
Armor,Instinct
Instinct+2
+1
consume
a ration.

Riches
and
property
_______________
shares
my
hunger
for
glory;
the
earth
will
Ferocity
+3,
+1,
I
have
guided
_______________
before
and
they
owe
me
for
it.
Eschew
a convention
of the civilized world.
them from
themselves.

Ferocity
+2,
Cunning
+2,
0
Armor,
Instinct
+1
Full
Plate
and
Packing
Steel
Choose
as and
many
strengths
as its ferocity:
Fame
glory
tremble
at our passing!
Shifter
The
Upper
Hand
_______________
isshares
a friend
nature,for
so glory;
I will be
friend
_______________
myofhunger
thetheir
earth
will You

Ferocity
+1,
Cunning
+2,
1
Armor,
Instinct
+1
ignore
the
clumsy
tag
on
armor
you
wear.
Fast,
burly,
huge,
calm,
adaptable,
quick
refl
exes,
camoufl
age, ferocious,
Neutral
Your
animal companion shares your wild side. It gains +1
You take +1 ongoing to last breath rolls. When youtireless,
take your
last breath,
on a 79intimidating,
you make an
as
well.
tremble
at our passing!
The
Upper
Hand
Ferocity
+3,
Cunning
+1, 1 Armor, Instinct +2
keen
senses,
stealthy
Teach
someone
the
ways
of
your
people.
Ferocity,
but
it
is
always
savage.
offer to Death in return for yourUnharmed
life. If Death accepts he will return you to life. If not, you die.
_______________ has no respect for nature, so I have no respect Unencumbered,
You take
+1many
ongoing
to last
breath
rolls.
When
you take your
lastas
breath,
a 79 youtrainings
make an
Your
animal
companion
is trained
to fight
humanoids.
Choose
manyon
additional
Choose
as
strengths
as
its ferocity:
for them.
So
long
as
you
are
below
your
Load
and
neither
wear
armor
nor
carry
a
shield,
take
+1
armor.
as
its
cunning:
offer
to
Death
in
return
for
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
Musclebound
Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating,
_______________ does not understand life in the wild, so I will
Hunt,
search,
scout,
guard,
fi
ght
monsters,
perform,
labor,
travel
While
you wield
a weapon it gains the forceful and messy tags.
keen senses,
stealthy
Fill inthem.
the name of one of your companions in at least one:
Musclebound
teach
Outsider
Choose
asstart
many
weaknesses
as its instinct:
You also
with
all ofisthese:
Your
animal
companion
trained to fight humanoids. Choose as many additional trainings
IYou
have
guided
_______________
before
and
they
owe
me
for
it.
you
wield
a weapon
it gains
the forceful
and stubborn,
messy tags.
Flighty,
savage,
broken,
frightening,
forgetful,
lame
may be elf, dwarf, halfling, or human, but you and your people While
What
Areslow,
You
Waiting
For?
its cunning:
_______________ is a friend of nature, so I will be their friend as as
Herculean
Appetites
are not from around here. At the beginning of each session, the GM Command
When you cry out a challenge to your enemies, roll+Con. On a 10+ they treat you as the
well.
Hunt, search,
scout,
guard,Waiting
fight monsters,For?
perform, labor, travel
What
Are
You
Others
maywork
content
themselves
with
just
ofon
wine,
or dominion
over +2
a servant
or ongoing
two, but
will
ask
you
something
about
your
homeland,
why
you
left,
or
what
most
obvious
threat
toyour
be dealt
with
anda taste
ignore
your
companions,
take
damage
When
you
with
animal
companion
something
its trained
in
_______________ has no respect for nature, so I have no respect Choose
as many
weaknesses
as to
its your
instinct:
When
you
cry
out
a
challenge
enemies,
roll+Con.
Onappetites
a 10+ they
treat
you roll
as the
Command
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
if
you
would
for

and
you
attack
the
same
target,
add
its
ferocity
to
your
damage
you
left behind. If you answer them, mark XP.
against them. On a 79 only a few (the weakest or most foolhardy among them) fall prey
for them.
Flighty,
savage,
slow,tobroken,
frightening,
forgetful,
stubborn,
lame take +2 damage ongoing
obvious
threat
be
dealt
with
and
ignore
your
companions,
When
you work with your animal companion on something its most
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
and
you
track,
add
its
cunning
to
your
roll
to your taunting.
_______________ does not understand life in the wild, so I will
On
79 only
or most
foolhardy
among
them) pursuits.
fall prey
trained in
against
and
you
take
damage,
add aitsfew
armor
toweakest
your
will
alsothem.
introduce
aacomplication
or (the
danger
that armor
comes
about
due to your
heedless
teach them.
your
taunting.
and you attack the same target, add its ferocity to your damage to
and
discern realities, add its cunning to your roll

Pureyou
destruction
Fill
in theyou
name
of one
companions

and
track,
addofitsyour
cunning
to your in
rollat least one:
and
youover
parley,
add its cunning to your roll
Power
others
is punyadd
anditsfoolish,
amusing
to me.
and someone interferes with you, add its instinct to their roll
_______________
and you take damage,
armor but
to your
armor
Mortal pleasures
ways areadd
strange
and confusing.
_______________s
and you discern realities,
its cunning
to your roll
Conquest
is always
gettingto
into
troubleI
must protect
_______________
and you parley, add
its cunning
your
roll
Riches and property
them
fromsomeone
themselves.
and
interferes with you, add its instinct to their roll Fame and glory
_______________ shares my hunger for glory; the earth will
tremble at our passing!
The Upper Hand

Race
Race
Race
Race

Damage
Bonds
Bonds

Bonds
Alignment

Armor

HP

Starting Moves

Bonds
Race

Command
Bonds

The
Barbarian
T
he
R
anger
Ranger
The Barbarian

Level
Level
Level
XP
XP
XP

You take +1 ongoing to last breath rolls. When you take your last breath, on a 79 you make an
offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.

Gear
G
ear

Your Load
Loadisis8+Str.
11+STR.
You
start
with dungeon
rations
uses, 1 aweight),
Your
You
carry
dungeon
rations (5
uses, 1(5weight),
dagger leather armor (1 armor, 1 weight), and a bundle of arrows (3 ammo, 1 weight).
Choose1your
armament:
(hand,
weight)
some token of where youve travelled or where youre
Hunters
bowchoice
(near, far,
1 weight) and short sword (close, 1 weight)
from,
and your
of weapon:
Hunters bow (near, far, 1 weight) and short spear (reach, 1 weight)
Axe (close, 1 weight)
Choose one:
Adventuring
Two-handedgear
sword
(close,
+1 damage,
2 weight)rations (5 uses, 1 weight)
(5 uses,
1 weight)
and dungeon
Choose
one:
Adventuring gear (5 uses, 1 weight) and bundle of arrows (3 ammo, 1 weight)
Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Chainmail (1 armor, 1 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Wild Empathy

Still
Hungry
You can speak with and understand animals.
Choose an additional appetite.

Familiar Prey

When you spout lore


about
a monster you use WIS instead of INT.
Appetite
for
Destruction

Take
a move from
the fighter, bard or thief class list. You may not take multiclass
Vipers
Strike
moves
from
those
classes.
When you strike an
enemy with two weapons at once, add an extra 1d4
damage for your off-hand strike.

My Love For You Is Like a Truck

Camouflage

When you perform a feat of strength, name someone present whom you have
When you keep still in natural surroundings, enemies never spot you until
impressed
take +1 forward to parley with them.
you make aand
movement.

Mans Best
Friend
What
Is Best
In Life

When
youof
allow
your ifanimal
to take
blow that
wasenemies,
meant for
At
the end
a session,
duringcompanion
this session you
havea crushed
your
seen
you, the
damage
is you,
negated
and heard
your animal
companions
ferocity
becomes
them
driven
before
or have
the lamentations
of their
kinfolk
mark0.
XP.
If its ferocity is already 0 you cant use this ability. When you have a few hours
of rest with your animal companion its ferocity returns to normal.
Wide-Wanderer
Youve
travelled
the the
wide world
Blot
Out
Sunover. When you arrive someplace ask the GM about
any
important
traditions,
rituals,
so on,
theyll
tell you
whatFor
youeach
needpoint
to know.
When
you volley
you may
spendand
extra
ammo
before
rolling.
of
ammo spent you may choose an extra target. Roll once and apply damage to
Usurper
all targets.
When you prove yourself superior to a person in power, take +1 forward with
Well-Trained
their followers, underlings, and hangers on.
Choose another training for your animal companion.

God Amidst
the Wastes
Khan
of Khans

Dedicate
yourself
to a accept
deity (name
a new onefulfillment
or chooseofone
already
been
Your
hirelings
always
the gratuitous
onethats
of your
appetites
established).
as
payment. You gain the commune and cast a spell cleric moves. When you
select this move, treat yourself as a cleric of level 1 for using spells. Every time
Samson
you gain a level thereafter, increase your effective cleric level by 1.
YouFollow
may take a debility
Me to immediately break free of any physical or mental
restraint.
When you undertake a perilous journey you can take two roles. You make a
separate roll for each.

Smash!

A Safe
Place
When
you hack
and slash, on a 12+ deal your damage and choose something
When you set the watch for the night, everyone takes +1 to take watch.
physical your target has (a weapon, their position, a limb): they lose it.
Indestructible Hunger

When you take damage you can choose to take -1 ongoing until you sate one of
your appetites instead of taking the damage. If you already have this penalty you
cannot choose this option.

Eye for Weakness

When you discern realities add "What here is weak or vulnerable?" to the list of
questions you can ask.

On the Move

When you defy a danger caused by movement (maybe falling off a narrow bridge
or rushing past an armed guard) take +1.

When you
you gain
gain a level from 6-10,
When
610, choose
choosefrom
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.
Wild Speech Replaces: Wild Empathy
A
Good
Day
Die any non-magical, non-planar creature.
You can
speak with
andto
understand
As long as you have less than your Con in current HP (or 1, whichever is higher)
Hunters Prey Replaces: Familiar Prey
take +1 ongoing.
When you spout lore about a monster you use WIS instead of INT. On a 12+,
in additionem
to theAll
normal effects, you get to ask the GM any one question
Kill
about the subject.
Requires: Appetite for Destruction
Fangs
Vipers
TakeVipers
another move
fromReplaces:
the fighter,
bardStrike
or thief class list. You may not take
When youmoves
strike from
an enemy
two weapons at once, add an extra 1d8
multiclass
thosewith
classes.
damage for your off-hand strike.

War
CryBelly
Smaugs

When
a show
of force
(a shout,
rallying
cry,2apiercing.
battle dance)
Whenyou
youenter
knowbattle
yourwith
targets
weakest
point
your aarrows
have
roll+Cha.
On
a
10+
both,
on
a
79
one
or
the
other.
Strider Replaces: Follow Me
Youryou
allies
are rallieda and
take +1
forward
When
undertake
perilous
journey
you can take two roles. Roll twice

Your
enemies
feel
fear
and
act
accordingly
(avoiding you, hiding, attacking
and use the better result for both roles.
with
fear-driven
abandon)
A Safer Place Replaces: A Safe Place
When you setof
the watch
for the night, everyone takes +1 to take watch. After
Mark
Might

a night in camp when you set the watch everyone takes +1 Forward.
When you take this move and spend some uninterrupted time reflecting on your
pastObservant
glories you may mark yourself with a symbol of your power (a long braid
When
you
huntritual
and scars
track,orontattoos,
a hit you
may
also
ask one question
about the
tied
with
bells,
etc.)
Any
intelligent
mortal creature
who
creature you are tracking from the discern realities list for free.
sees this symbol knows instinctively that you are a force to be reckoned with and
Special
Trick
treats
you appropriately.
Choose a move from another class. So long as you are working with your
animal companion
you haveMore!
access to that move.
More!
Always
When
you satisfy an appetite
Unnatural
Allyto the extreme (destroying something unique and
significant,
gaining
enormous
fame, riches,
etc.) Describe
you may choose
Your animal
companion
is a monster,
not power,
an animal.
it. Givetoitresolve
+2
ferocity
instinct,
a new
it.
Cross and
it off+1the
list andplus
mark
XP. training.
While you may pursue that appetite again,
youNative
no longer Ties
feel the burning desire you once did. In its place, choose a new
appetite
list orthat
write
your
Name a from
nativethe
culture
you
haveown.
friendly relations with, such as the dark
elves of Xendrik or the sahuagin of Shargons Teeth. You know the ins and
The
One Who
outs of interacting
with thatKnocks
culture. In addition, name a particular family or
When
you
defy
danger,
on a 12+
yourelations
turn thewith
danger
onthem
itself,on
the
GM
will
tribe that you have especially
close
andback
mark
the
world
describe
how.
map. You can procure rare and unique items related to that culture if you ask
them for it personally.

Healthy Distrust

Whenever the unclean magic wielded by mortal men causes you to defy danger,
treat any result of 6- as a 79.

For the Blood God

You are initiated in the old ways, the ways of sacrifice. Choose something your
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
the like. When you sacrifice those things as per your rites and rituals, roll+wis.
On a 10+ the GM will grant you insight into your current trouble or a boon to
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

N
ame
Name

Look
Look
Shift
y Eyes
Criminal
Look
Tormented
eyes,
Haunted
eyes, Wild
eyes, or Shrouded eyes
Wild
Eyes,or
Sharp
Eyes, Eyes
or Animal
Eyes

Name

Names:
Gorm,Elrosine,
Si-Yi, Priscilla,
Sen,
Xia, Anneira,
Haepha,
Lur, Shar, Korrin, Nkosi, Fafnir,
Elf:
Throndir,
Aranwe,
Celion,
Dambrath,
Lanethe
Hooded
Hair, or
orScrawny
Croppedbody,
Hair or Supple body
Qua, Sacer,
Vercingeto,
Barbozar,Emory,
Clovis,Shrike,
Frael, Thra-raxes,
Mighty Head,
thews,
Long
Hooded
Head,Messy
Wild shanks,
Hair,
Bald
Human:
Jonah,
Halek, Brandon,
Nora, DianaSillius, Sha-Sheena, Khamisi
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,
Haunted
eyes,
Wild
eyes,Clothes
or Shrouded eyes
Dark
Clothes,
Fancy
Clothes,
or
Common
Strange
tattoos, Unusual
jewelry,Clothes
or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Cape,
Camouflage,
or Traveling
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
thews,
LongBody,
shanks,
body, or Supple body
Lithe
Body,
Knobby
or Scrawny
Flabby Body
Scraps,
Silks,Wild
Scavenger's
Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Lithe
Body,
Body, oroutfit,
Sharpor
Body
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Assign these
these scores
scores to
to your
your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Assign
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Strength
Dexterity
Constitution
Intelligence
Charisma
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Weak
WEAK

-1

Weak
SHAKY

-1

Weak
SICK

-1

Stunned
STUNNED

-1

Confused -1
CONFUSED

Scarred
SCARRED

-1

WEAK

-1

SHAKY

-1

SICK

-1

STUNNED

-1

CONFUSED -1

SCARRED

-1

STR
STR
STR

Damage
Damage
Damage

DEX
DEX
d10
d8

d10

Con
CON
CON

Armor
A
rmor
Armor

INT
INT
INT

WIS
WIS

HP
HP
HP

Current
MAX
Current
MAX

CHA
CHA

Y
our MMax
ax HP
is is
Your
HP
8+Constitution
Constitution
6+
Your Max HP is
8+Constitution

Starting MLook
oves
Starting
Moves
Trap
Expert
(DEX)
Hunt
and
Track
(Wis)
Choose
one
of these
to start with:
Starting
Moves
Chaotic
Alignment
Chaotic
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin,
Nkosi,
Fafnir,
Tormented
Hauntedarea,
eyes,roll+DEX.
Wild eyes,On
or Shrouded
When you
spend
a moment
to surveyeyes,
a dangerous
a 10+, holdeyes
3. On a
A
lignment
Alignment
Name

When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 7+, you
Leap into
danger
without
aorplan.
Eschew
a convention
of the
civilized
world.
Free
from
literal
figurative
bonds.
Choose
of these
toand
start
with:
Qua,someone
Sacer, Vercingeto,
Barbozar,
Clovis,
Frael, Thra-raxes, Sillius, Sha-Sheena,
Mighty
shanks,
Scrawny
Supple body
Chaotic
79,
holdone
1.Khamisi
Spend
your
hold
as
youthews,
walk Long
through
the area
to askbody,
theseor
questions:
Full
Plate
Steel
follow
the creatures
trail
until Packing
theres a significant
change in its direction or mode of travel.
Neutral

Is
there
a
trap
here
and
if
so,
what
activates
it?
Strange
tattoos,
Unusual
jewelry,
or
Unmarred
by decoration
Titles:
the
Glorious,
the
Hungry,
the
Irascible,
the
Undefeated,
the
Gluttonous,
Foesmasher,
Eschew
a
convention
of
the
civilized
world.
You
ignore
the
clumsy
tag
on
armor
you
wear.
Neutral
Good
a 10+,Plate
you also choose
1: Packing Steel
Full
and
Avoid detection or infiltrate a location.
On
What
does
the
trap
do
when
activated?
Scraps,
Silks,
Scavenger's
outfit,
or
Weather-inappropriate
clothes
Bonebreaker,
the
Mirthful,
the
Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
Teach someone
thetoways
of your
people. threat.
Endanger
yourself
combat
an unnatural
What
Gain
a useful
bit of information
about
your quarry, the GM will tell you what
ignore
thehidden
clumsy
tag on armor
you wear.
Neutral
You
Unencumbered,
Unharmed
Evil
Assign these scores to your stats:
16 else
(+2),is15
(+1), here?
13 (+1), 12
(+0), 9 (+0), 8 (-1)
Determine
caused
theLoad
trail and
to end
Teach
someone
the ways
of your
people.
Shift danger
or blame
from
yourself
to someone else.
So
long as of
youwhat
are
below
your
armor nor carry a shield,
take +1 armor.
Neutral
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Tricks
the
Trade
(DEX)neither wear
Unencumbered,
Unharmed
Help an animal or spirit of the wild.
When
pick
locks
or pockets
orand
disable
traps,
roll+DEX.
Oncarry
a 10+,
you dotake
it, no
Called
Shot
So longyou
as you
are
below
your Load
neither
wear
armor nor
a shield,
+1 armor.
Outsider
problem.
On
a 79,
still
do it,orbut
the GM enemy
will offer
twoyou
options
betweentosuspicion,
You also
start
witha you
all
of
these:
When
you
attack
defenseless
surprised
at you
range,
can choose
deal your
You may
be elf, dwarf,
human, but you
WEAK
SICK
STUNNED
CONFUSED -1
SCARRED
-1 halfling, orSHAKY
-1 and your people
-1 or cost.
-1
-1
danger,
Changeling
Outsider
damage
or
name
your
target
and
roll+DEX.
You
also start with all
of these:
Herculean
Appetites
are
not
from
around
here.
At
the
beginning
of
each
session,
the
GM
You may
havebe
one
several
alternate
them,
take Backstab
You
elf,ordwarf,
halfling,
or identities.
human, butDefi
youneand
yourand
people
Head 10+: (DEX)
As 79, plus your damage 7-9: They do nothing but stand and drool for a
Elf
Othersyou
mayattack
content
themselvesorwith
just a taste
of wine,
or dominion
over a servant
orchoose
two, but
will
ask you
something
about
your
homeland, why you left, or what When
+1 when
trying
to keep
upAtyour
disguise.
a surprised
defenseless
enemy
with
a melee weapon,
you can
Herculean
Appetites
are
not
from
around
here.
the
beginning
of
each
session,
the
GM
few
moments.
When you
undertake a perilous journey
through wilderness
STR
DEX
CON
INT
WIS
CHA
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
roll for
you left behind. If you answer them, mark XP.
your
damage
or plus
roll+DEX.
Onjust
a 10+
choose
two.
a 79 choose
Others
may
content
themselves
with
a 7-9:
taste
ofThey
wine,
orOn
dominion
over
a one.
servant
or two, but
or
Half-Elf
willElf
ask you
about
your homeland,
why you
left, or what to
deal
Arms
10+:
As 7-9,
your
damage
drop
anything
theyre
holding.
whatever
jobsomething
you
take you
succeed
as if you rolled
a 10+.
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
You dont get into melee with them
When
standIfin
shadow,
one mark
will notice
you
want10+:
more.As
Choose
twoyour
appetites.
While
pursuing
of yourand
appetites
if you would roll for
you
leftyou
behind.
you
answerno
them,
XP. you until you
Legs
7-9, plus
damage
7-9:
Theyreone
hobbled
slow moving.

will
also
introduce
a
complication
or
danger
that
comes
about
due
to
your
heedless
pursuits.
You
deal
your
damage+1d6
Max
HP
isGM
Human
make a movement.
a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6Current
is the higher Your
die of the
pair,
the
d10
Animal
MAX
YouPure
create
anCompanion
advantage, +1 Forward to you or an ally acting
on it 8+Constitution

destruction
When
you
make
camp
in
a
dungeon
or
city,
you
dont
need
to
also introduce a complication or danger that comes about due to your heedless pursuits.
FillGnome
in the name of one of your companions in at least one:
will
Reduce
1 until they with
repair
it animal. You cant talk to it per se but it always

Power
overarmor
othersby connection
You
have their
a supernatural
a loyal
consume
a ration.
You
collect
secrets like
squirrel
When you
meet
Pure
destruction
_______________
is apuny
and collects
foolish, nuts.
but amusing
to me.
Fill in the name of one of your companions in at least one:

Mortal
pleasures
Flexible
Morals
acts
as you over
wishothers
it to. Name your animal companion and choose a species:
someone
important (your
you can
the GM for one
Power
_______________s
ways call),
are strange
andask
confusing.
_______________
is them.
puny and
foolish,
but
amusing
toyou
me.know When
someone
trieseagle,
to detect
alignment
you canrat,
tellmule
them any alignment you like.

Conquest
Wolf,
cougar,
bear,
dog,your
hawk,
cat, owl, pigeon,
thing
you
know
about
Th
e
GM
can
ask
you
how
_______________ is always getting into troubleI must protect Mortal pleasures
_______________s
ways
are
strange
and
confusing.

Riches
and
property
this. from themselves.
Poisoner
Choose a base:
them
Fill
in the name of one
yourgetting
companions
in at leastmust
one: protect Conquest
_______________
is of
always
into troubleI
Fame
and
glory
Youve
mastered
the care +1,
and use
of a poison.
a poison from the list below; that poi
+2,
Armor,
InstinctChoose
+1
Halfling
Ferocity
Riches
property
shares my hunger
the me
earth
Choose
oneand
of Cunning
these
to start1with:
Chaotic
I_______________
have
guided
_______________
beforefor
andglory;
they owe
forwill
it. son
them
from
themselves.
is
no
longer
dangerous
for
you
to
use.
You
also
start
with three uses of the poison you

+2,glory
Cunning +2, 0 Armor, Instinct +1
When you
attack
withofathe
ranged
weapon,
deal +2 damage.
Ferocity
Fame
and
tremble
our
passing!
Eschew
aatconvention
civilized
world.
The
Upper
Hand
_______________
isshares
a friend
nature,
so glory;
I will be
friend
Whenever
you
have
time
to
gather
materials
and
a safe place to brew you can make
_______________
myofhunger
for
thetheir
earth
will choose.
Full
and
Ferocity Plate
+1, Cunning
+2, 1 Packing
Armor, InstinctSteel
+1
Human
or Half-Elf
You take
+1
ongoing
to last
breath
rolls.
WhenNote
you that
takesome
your last
breath,
a 79 you
make an
as
well.
three
uses
of
the
poison
you
choose
for
free.
poisons
areon
applied,
meaning
tremble
at
our
passing!
The
Upper
Hand
You
ignore the
tag+1,
on1armor
wear. +2
Neutral
Ferocity
+3, clumsy
Cunning
Armor,you
Instinct
You
are a professional.
you spout
lore orsodiscern
realities
offerhave
to Death
in return
for ityour
life.target
If Death
accepts he they
will return
you to Touch
life. If not,
you die.
_______________
hasWhen
no respect
for nature,
I have no
respect you
to carefully
apply
to the
or something
eat or drink.
poisons
You takeas
+1 ongoing
to last as
breath
rolls. When you take your last breath, on a 79 you make an
Teach
ways oftake
your+1.
people.
Choose
its ferocity:
about someone
criminal the
activities,
just
need tomany
touchstrengths
the target,
they
can even be used on the blade of a weapon.
for them.
Unencumbered,
Unharmed
offer
Deathhuge,
in return
your life.quick
If Death
accepts
he will
return youferocious,
to life. Ifintimidating,
not, you die.
Musclebound
Fast,to
calm,for
adaptable,
reflexes,
tireless,
camouflage,
ofburly,
Tagit
e target
a light
_______________ does not understand life in the wild, so I will SoOil
long
as
you(applied):
are belowTh
your
Loadfalls
and into
neither
wearsleep
armor nor carry a shield, take +1 armor.
While
you wield
a weapon
it gains
the -1d4
forceful
and messy
tags.
keen
senses,
stealthy
Bloodweed
(touch):
The target
deals
damage
ongoing
until cured
Musclebound
teach them.
Your
animal
companion
is
trained
to
fight
humanoids.
Choose
as
additional
Goldenroot
(applied):
Th
e
target
treats
the
next
creature
they
seemany
as a trusted
ally,trainings
until
Fill
in
the
name
of
one
of
your
companions
in
at
least
one:
Outsider
While
youstart
wield
a weapon
it gains the forceful
and messy tags.
What
Are
You
Waiting
For?
You
also
with
all of these:
proved
otherwise
as
its
cunning:
IYou
stole
something
from
_______________.
may be elf, dwarf, halfling, or human, but you and your people When you cry out a challenge to your enemies, roll+Con. On a 10+ they treat you as the
Serpents
Tears
(touch):
Anyone
dealing For?
damage
the target
_______________ has my back when things go wrong.
Hunt,
search,
scout,
guard,
fight monsters,
perform,tolabor,
travelrolls twice and takes the
Are
You
Waiting
Herculean
Appetites
are not from around here. At the beginning of each session, the GM What
most obvious
threat to
be dealt with and ignore your companions, take +2 damage ongoing
better
result.
_______________
knows
incriminating
details
about
me.
Choose
as many
weaknesses
as to
its your
instinct:
When
you
cry
out
a challenge
enemies,
roll+Con.
On a 10+
they
treat or
you
as but
the
Command
Others
content
a taste
of wine,
or dominion
over
a servant
two,
will
ask you something
homeland,
against may
them.
On themselves
a 79 only with
a fewjust
(the
weakest
or most
foolhardy
among
them) fall
prey
_______________
andabout
I haveyour
a con
running. why you left, or what most
Flighty,
savage,
slow,
broken,
frightening,
forgetful,
stubborn,
lame
obvious
threat
to
be
dealt
with
and
ignore
your
companions,
take
+2
damage
ongoing
When
you
work
with
your
animal
companion
on
something
its
you
wanttaunting.
more. Choose two appetites. While pursuing one of your appetites if you would roll for
you left behind. If you answer them, mark XP.
to your
against
a 79 2d6
onlyyou
a few
weakest
or most
them)
trained in
a move, them.
insteadOn
of rolling
roll(the
1d6+1d8.
If the
d6 is foolhardy
the higher among
die of the
pair,fall
the prey
GM
your
taunting.
and you attack the same target, add its ferocity to your damage to
will also introduce a complication or danger that comes about due to your heedless pursuits.
and you track, add its cunning to your roll
Pure destruction
Fill in the name of one of your companions in at least one:
and you take damage, add its armor to your armor
Power over others
_______________ is puny and foolish, but amusing to me.
and you discern realities, add its cunning to your roll
Mortal pleasures
_______________s ways are strange and confusing.
and you parley, add its cunning to your roll
Conquest
_______________ is always getting into troubleI must protect
and someone interferes with you, add its instinct to their roll Riches and property
them from themselves.
Fame and glory
_______________ shares my hunger for glory; the earth will
tremble at our passing!
The Upper Hand

Race
Race
Race
Race

Bonds
Damage
Bonds

Bonds
Alignment

Armor

HP

Starting Moves

Bonds
Race

Command
Bonds

The
Barbarian
T
he
T
hief
Ranger
The Barbarian

Level
Level
Level
XP
XP
You take +1 ongoing to last breath rolls. When you take
your last breath, on a 79 you make an
offer to Death in return for your life. If Death accepts he
will return you to life. If not, you die.
XP

Gear
G
ear

Your Load
Loadisis8+Str.
9+STR.You
Youcarry
startdungeon
with dungeon
uses, 1 weight),
Your
rationsrations
(5 uses,(51 weight),
a daggerleather armor (1 armor, 1 weight), 3 uses of your chosen poison, and 10 coins.
Choose1your
armament:
(hand,
weight)
some token of where youve travelled or where youre
Dagger
1 weight)
and short sword (close, 1 weight)
from,
and (hand,
your choice
of weapon:
Rapier (close, precise, 1 weight)
Axe (close, 1 weight)
Choose a ranged weapon:
3 Two-handed
sword
(close, +1
damage,
2 weight)
throwing daggers
(thrown,
near,
0 weight)
Choose
one:
Ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
Adventuring
gear (1 weight) and dungeon rations (5 uses, 1 weight)
Choose
one:
Adventuring
Chainmail (1
armor,
1 weight)
gear
(5 uses,
1 weight)
Healing potion (0 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Cheap Shot

Still
Hungry
When you use a precise or hand weapon, your backstab deals an extra +1d6
Choose
damage.an additional appetite.

Cautious for Destruction


Appetite

Whena move
you use
trap
you
always
get class
+1 hold,
on anot
6-. take multiclass
Take
from
theexpert
fighter,
bard
or thief
list. even
You may
moves
from
those
classes.
Wealth and Taste
When you make a show of flashing around your most valuable possession,
My
Love present.
For You
IsdoLike
a they
Truck
choose someone
They will
anything
can to obtain your item
When
you
perform
a
feat
of
strength,
name
someone
present whom you have
or one like it..
impressed
and
take
+1
forward
to
parley
with
them.
Shoot First
Youre never caught
by surprise.
When an enemy would get the drop on you,
What
Is Best
In Life

you get to act first instead.


At the end of a session, if during this session you have crushed your enemies, seen
Poison
Master
them
driven before
you, or have heard the lamentations of their kinfolk mark XP.
After youve used a poison once its no longer dangerous for you to use.

Wide-Wanderer
Envenom

Youve
travelled
the wide
worldpoisons
over. When
arrive someplace
askapply
the GM
You can
apply even
complex
withyou
a pinprick.
When you
a about
any
important
traditions,
rituals,
theyll
tell you
whatits
youtouch
need instead
to know.
poison
thats not
dangerous
forand
yousotoon,
use
to your
weapon
of applied.

Usurper

Brewer

When you prove yourself superior to a person in power, take +1 forward with
When you have time to gather materials and a safe place to brew you can
their followers, underlings, and hangers on.
create three doses of any one poison youve used before.

Underdog
Khan
of Khans

Whenhirelings
you are always
outnumbered,
yougratuitous
have +1 armor.
Your
accept the
fulfillment of one of your appetites
as payment.
Connections
When you put out word to the criminal underbelly about something you
Samson
want or need, roll+CHA. On a 10+, someone has it, just for you. On a 79,
You
a debility
to immediately
freewith
of any
physical
or mental
youllmay
havetake
to settle
for something
close orbreak
it comes
strings
attached,
your
restraint.
call.

Lie to Me (INT)
Smash!

When you
you read
a 10+,
can ask
GM 2something
questions
When
hack someone,
and slash, roll+INT.
on a 12+On
deal
youryou
damage
andthe
choose
about whats going on inside their head. On a 7-9, you can ask the questions,
physical your target has (a weapon, their position, a limb): they lose it.
but whoever youre reading knows that youre reading them.

Indestructible
Hunger
Social Minesweeper

You areyou
an take
expert
at avoiding
social
trapstoastake
well-1asongoing
the normal
Youone
mayof
When
damage
you can
choose
untilones.
you sate
use trap
expertinstead
in a social
situation,
rolling +CHA
+DEX.
your
appetites
of taking
the damage.
If you instead
already of
have
this penalty you
cannot choose this option.

Eye for Weakness

When you discern realities add "What here is weak or vulnerable?" to the list of
questions you can ask.

On the Move

When you defy a danger caused by movement (maybe falling off a narrow bridge
or rushing past an armed guard) take +1.

When you
you gain
gain aa level from 610,
6-10, choose
When
choose from
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.
Dirty Fighter Replaces: Cheap Shot
A
Dieweapon, your backstab deals an extra +1d8
WhenGood
you use aDay
preciseto
or hand
As
long asand
youallhave
lessattacks
than your
current HP (or 1, whichever is higher)
damage
other
deal Con
+1d4indamage.
take +1 ongoing.
Extremly Cautious Replaces: Cautious
When youem
use trap
expert you always get +1 hold, even on a 6-. On a 12+ you
Kill
All
get 3 hold and the next time you come near a trap the GM will immediately
Requires: Appetite for Destruction
tell you what it does, what triggers it, who set it, and how you can use it to
Take another move from the fighter, bard or thief class list. You may not take
your advantage.
multiclass moves from those classes.
Alchemist Replaces: Brewer
When youCry
have time to gather materials and a safe place to brew you can
War
create you
three
doses
of any
used
before.a Alternately
can dance)
deWhen
enter
battle
withpoison
a showyouve
of force
(a shout,
rallying cry,you
a battle
scribe the On
effects
of a both,
poisonon
youad79
likeone
to create.
e GM will tell you that you
roll+Cha.
a 10+
or the Th
other.
can
create
it, but
with one
ortake
more
Your
allies
are rallied
and
+1caveats:
forward
It will only work under specific circumstances

Your
enemies
feel
fear
and
act
accordingly
The best you can manage is a weaker version (avoiding you, hiding, attacking
with
fear-driven
Itll
take
a while toabandon)
take effect
Itll have obvious side effects
Mark of Might

Serious
Underdog
Replaces:
Underdog time reflecting on your
When
you take this
move and spend
some uninterrupted
You glories
have +1you
armor.
are outnumbered,
havepower
+2 armor
instead.
past
mayWhen
mark you
yourself
with a symbol you
of your
(a long
braid
tiedEvasion
with bells, ritual scars or tattoos, etc.) Any intelligent mortal creature who
When
defy knows
dangerinstinctively
on a 12+, you
transcend
danger.
You not only
sees
thisyou
symbol
that
you are athe
force
to be reckoned
withdo
and
what you
out to, but the GM will offer you a better outcome, true beauty, or
treats
you set
appropriately.
a moment of grace.
More!
More!
StrongAlways
Arm, True
Aim

When
you
satisfy
anmelee
appetite
to theusing
extreme
something
and
You can
throw
any
weapon,
it to(destroying
volley. A thrown
meleeunique
weapon
significant,
enormous
riches,ammo
power,onetc.)
you may choose to resolve
is gone; yougaining
can never
choosefame,
to reduce
a 79.
it. Cross
it off the
list and mark XP. While you may pursue that appetite again,
Escape
Route
you
no you
longer
thedeep
burning
Inyour
its place,
a new
When
are feel
in too
and desire
need ayou
wayonce
out, did.
name
escapechoose
route and
appetite
from
list youre
or write
yourOn
own.
roll+DEX.
Onthe
a 10+
gone.
a 79 you can stay or go, but if you go it
costs you: leave something behind or take something with you, the GM will
The
One Who Knocks
tell you what.
When you defy danger, on a 12+ you turn the danger back on itself, the GM will
Disguise
describe how.
When you have time and materials you can create a disguise that will fool
anyone into thinking
youre another creature of about the same size and shape.
Healthy
Distrust
Your actions can give you away but your appearance wont.
Whenever the unclean magic wielded by mortal men causes you to defy danger,
treatHeist
any result of 6- as a 79.
When you take time to make a plan to steal something, name the thing you
For
the
want to steal
and Blood
ask the GM God
these questions. When acting on the answers
you are
andinitiated
your allies
takeold
+1 ways,
Forward.
You
in the
the ways of sacrifice. Choose something your
Who
its missing?
gods
(orwill
thenotice
ancestor
spirits, or your totem, etc) valuegold, blood, bones or
Whats
its most
the
like. When
youpowerful
sacrificedefense?
those things as per your rites and rituals, roll+wis.
Who will come after it?
On a 10+ the GM will grant you insight into your current trouble or a boon to
Who else wants it?
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

N
ame
Name

Look
Look
Hard
Eyes,
Look
Tormented
eyes,Eyes,
Haunted
eyes,Eyes
Wild
Hard
Eyes,Dead
Dead
Eyes,ororEager
Eager
Eyes eyes, or Shrouded eyes
Wild Hair, Shorn Hair, or Battered Helm

Name

Names:
Gorm, Si-Yi,
Sen,Annika,
Xia, Anneira,
Lur,Rundrig,
Shar, Korrin,
Nkosi, Fafnir,
Dwarf: Ozruk,
Surtur,Priscilla,
Brunhilda,
Janos, Haepha,
Greta, Dim,
Jarl, Xotoq
Qua,
Sacer, Vercingeto,
Barbozar,
Clovis, Cadeus,
Frael, Thra-raxes,
Sillius, Sha-Sheena,
Khamisi
Mighty
thews,
Long
shanks,
Scrawny
body, or Supple body
Wild Hair,
Shorn
Hair,
or Battered
Helm
Elf: Elohiir,
Sharaseth, Hasrith,
Shevaral,
Eldar, Kithracet,
Thelian
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,Tanned
Haunted
eyes,
eyes,
or Shrouded eyes
Calloused
Skin,
Skin,
or Wild
Scarred
Skin
Strange
tattoos,
jewelry,
or Unmarred
Titles:
theFinnegan,
Glorious, the
Hungry,
the Irascible,
Undefeated,
theBecca
Gluttonous, Foesmasher,
Calloused
Skin, Unusual
Tanned Skin,
or Scarred
Skin by decoration
Halfling:
Olive,
Randolph,
Bartleby,the
Aubrey,
Baldwin,
Built
Body,
LitheLong
Body,
or Ravaged
Body
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
Mighty
thews,
shanks,
Scrawny
body, or Supple body
Scraps,
Silks,Lithe
Scavenger's
or Weather-inappropriate
clothes
Bonebreaker,
theRudiger,
Mirthful,Gregor,
the Melancholic,
All-Mighty,
theShanna,
Giant, the
Triumphant
Built Body,
Body, oroutfit,
Ravaged
Body
Human: Hawke,
Brianne, Walton,
Castor,
Ajax,
Hob
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1),
(+1), 12
12 (+0),
(+0), 99 (+0),
(+0), 88 (-1)
(-1)
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

Weak
WEAK
WEAK

-1
-1

Weak
SHAKY
SHAKY

-1
-1

Weak
SICK
SICK

-1
-1

Stunned
STUNNED
STUNNED

-1
-1

Confused
CONFUSED
CONFUSED -1
-1

Scarred
SCARRED
SCARRED

-1
-1

WEAK

-1

SHAKY

-1

SICK

-1

STUNNED

-1

CONFUSED -1

SCARRED

-1

STR
STR

Damage
Damage
Damage

DEX
DEX
d10
d10

d10

A
lignment
Alignment
Alignment

Good
Chaotic
Good

Con
CON

CON

Armor
A
rmor
Armor

INT
INT

INT

WIS

CHA

WIS

HP
HP

Current
MAX

HP

CHA
YYour
our MMax
ax HP
is is
HP
8+Constitution
10+Constitution
Constitution
10+

Current
MAX

Starting
Moves
Starting Moves
Bend
Bars,
Lift
Choose
one
of these
to Gates
startGates
with:
Starting
Moves
Bend
Bars,
Lift

Your Max HP is
8+Constitution

When
use
pure strength
to destroy
destroy an
an inanimate
inanimateobstacle,
obstacle,roll+Str.
roll+Str.On
On aa 10+,
When you
you
use
strength
to
10+, choose
choose
Choose
onePlate
of pure
these
start with:
Full
Packing Steel
3.
On a 7-9
choose
2. toand
3. On a 7-9 choose 2.
You
ignore take
the clumsy
tag on
armor you wear.
It doesnt
a very long
time
Full
and
Packing Steel
It doesntPlate
take a very
long time

Nothing
of
value
is
damaged
Teach
ways of your people.
Defeatsomeone
a worthythe
opponent.
You
ignore
the
clumsy
tag
on
armor
you wear.

Nothing
of
value
is
damaged
Neutral
Unencumbered,
Unharmed
Evil
It doesnt make an inordinate amount
of noise
You
It
doesnt
make
an
inordinate
amount
of noise
Teach
someone the
of your people.
Kill
a defenseless
orways
surrendered
enemy.
long
as
you
are
below
your
Load
and
neither
wear armor nor carry a shield, take +1 armor.
So
Evil
can
fi
x
the
thing
again
without
a
lot
effort
Unencumbered,
Unharmed
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented eyes,ofHaunted
eyes, Wild eyes, or Shrouded eyes
You can fix the thing again without a lot of effort
Kill a defenseless or surrendered enemy.
Armored
So long as you
are below your
Loadthews,
and neither
wear
armor
nor carry
shield,
take
+1 armor.
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena,
Khamisi
Mighty
Long
shanks,
Scrawny
body,a or
Supple
body
Outsider
You
also
start
with
all
of
these:
You
ignore
the
clumsy
tag
on
armor
you
wear.
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles:
thebe
Glorious,
thehalfling,
Hungry,orthe
Irascible,
the Gluttonous,
Foesmasher,
Armored
You
may
elf, dwarf,
human,
butthe
youUndefeated,
and your people
Dwarf
Outsider
Fighting
Style
Scraps,
Silks,
outfit, or Weather-inappropriate clothes
Bonebreaker,
the
Mirthful,
the
Melancholic,
All-Mighty,
the
Giant,
the
Triumphant
You
ignore
the
clumsy
tag
on armor
youScavenger's
wear.
You
also
start
with
all
of
these:
Herculean
Appetites
are notyou
from around
here.with
At the beginning
of eachParley
session,
the GM
When
a drink
you
using
You
may beshare
elf, dwarf,
halfling,someone,
or human,Assign
but can
you
andscores
your
people
Youve
been
trained
in13
a variety
of(+0),
combat
tricks
and techniques. First, name your style (may
Dwarf
these
to
your
stats:
16
(+2),
15
(+1),
(+1),
12
9
(+0),
8
(-1)
Others
may
content
themselves
with
just
a
taste
of
wine,
or dominion over a servant or two, but
will ask
you something
about your homeland, why you left, or what we
CON
instead
of CHA.here.
Signature
Weapon
Appetites
suggest Flying Intelligence
Guillotine,
Broken-Glass Fist,Wisdom
55th Eastern Legionary Style
or something
are
not
fromshare
around
At the
beginning
eachparley
session,
the
GM Herculean
Strength
Dexterity
Constitution
When
you
a drink with
someone,
youofmay
with
them
you
want
more.
Choose
two
appetites.
While
pursuing
one
ofisyour
appetites
ifCharisma
you would
roll for
you left behind. If you answer them, mark XP.
This is may
your
weapon.
There arewith
many
like
it, but
this one
yours.
Your
weapon
isoryour
equally
impressive).
Others
content
themselves
just
a
taste
of
wine,
or
dominion
over
a
servant
two,best
but
Elf
or
Half-Elf
will
ask
you
something
about
your
homeland,
why
you
left,
or
what
using CON instead of CHA.
afriend.
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
When
prepare
yourself
forit battle
(through
careful
strategizing,
tranquil
It you
is your
life. You
master
as you
master
your
life.
weapon,
without
you,
is useless.
Choose
one weapon
- you
can them,
alwaysmark
treat XP.
weapons of that type as you
want
more.
Choose
two
appetites.
While
pursuing
one Your
of
your
appetites
if youmeditation,
would
roll for
you left behind.
If you
answer
willotherwise)
also
introduce
a complication
or danger
that
comes
about
due to true.
your
heedless
pursuits.
or
all
Focus
you
have
gain
3 If
Focus.
Your
maximum
3. Choose
ifElf
theyWEAK
had the precise
yourlose
weapon,
you
are
useless.
You
must
wield
weapon
SHAKY
SICK
STUNNED
CONFUSED
SCARRED
-1 tag.
-1
-1 instead
-1
-1 GM
aWithout
move,
of rolling
2d6
you
rolland
1d6+1d8.
the d6your
is -1
the
higher dieFocus
of theispair,
the

Pure
destruction
styles
gives you
way to
gain
Focus:
Choose
one
weaponyou
can always
treat weapons
that type as your
Choose
a essence,
base description,
all another
areor2 danger
weight:
will
also
introduce
aitcomplication
that
comes
about due to your heedless pursuits.
Fill
in the
name
of one of your
companions
in at leastofone:
Half-Orc
Focus when you get a 10+ on a roll+STR
Brutal:
PowerGain
over 1others
if _______________
theywill
had
Your
tothe
liveprecise
is legendary.
Rollfoolish,
twice and
the better
result

destruction
is tag.
puny and
buttake
amusing
to me.
Spear
Pure
Sword
Fill in theSTR
name of one of your companions
in at least one:
Elegant:
Gain
1 Focus
when you get a 10+ on aWIS
roll+DEX
DEX
CON
INT
CHA

Mortal
pleasures
when
taking your Lastways
Breath.
can still
Deaths offer.

Power
over
others
_______________s
areYou
strange
and refuse
confusing.
Flail
Stoic:
Axe Gain
_______________ is puny and foolish, but amusing to me.
Halfling
Conquest 1 Focus when you get a 10+ on a roll+CON
pleasures
_______________
is always getting into troubleI must protect
Fists
Mortal
Hammer
Human
or Half-Elf
_______________s
and size
confusing.
When
you defy dangerways
and are
usestrange
your small
to your advantage, Tactics
Riches and property
Once
per battle,
you may reroll a single damage roll (yours or
Conquest
them from
themselves.
Your Max HP is
Current
Choose
the
range
that
best
fits
your
weapon:
_______________
is always gettingd10
into troubleI must protect You
have aand
variety
only be using one
take
+1.
Fame
gloryof tactics for dealing with different situations.
MAX You can
8+Constitution
someone
elses).

Riches
and
property
_______________
shares my hunger for glory; the earth will tactic

Hand
at a time. When you change to a different tactic you know, roll+Wis. On a 10+ you
them from themselves.

and glory
tremble
at our passing!
Human
Kalashtar
Fame
Close
The
Upper
HandOn a 7-9 you change tactics, but you lose 1 Focus or open yourtactics,
no problem.
_______________
shares my hunger for glory; the earth will change
Your
your
quori
spirit
keeps you
on the
alert.
You or self
Onceconnection
per battle to
you
may
reroll
a single
damage
roll
(yours

Reach
You
take
+1
ongoing
to last
rolls.
Whenit.you
breath,
on aand
79lose
you1make
an
up
to
some
danger,
the breath
GM will
describe
Ontake
a 6-your
you last
change
tactics
Focus,
tremble at our passing!
The Upper Hand
automatically
gain the Sixth Sense tactic.
someone elses).
in
addition
whatever
the your
GM says.
Choose
twotoenhancements:
offer
to Death
in return for
life. If Death accepts he will return you to life. If not, you die.
You
take +1three
ongoing
to of
lastyour
breath
rolls.
When
you take your last breath, on a 79 you make an
tactics
style
to start
with:
Shifter
Choose
Hooks and spikes.
+1 damage,
but
+1 weight.
offer
to
Death
in
return
for
your
life.
If
Death
accepts
will return
to life.
If not,ofyou
While using this tactic you have armorheequal
to youryou
Focus
in place
anydie.
Your
claws and fangs allow you to deal your class damage without Musclebound
Skjaldborg:
Sharp.
Choose
one+2ofpiercing.
these to start with:
Chaotic
Whilearmor
you wield
a weapon
it gains the forceful and messy tags.
other
you might
have.
a weapon.
Perfectly weighted. Add precise.
Musclebound
Eschew
a convention
civilized
world. in at least one:
Fill in the
name of oneofofthe
your
companions
Declaw: While
usingand
this tactic,
when you roll
damage less than your current Focus you
Full
Plate
Packing
Steel
Warforgedowes me their life, whether they admit it or not. may
Serrated
edges.
+1 damage.
While
you wield
a weapon
it gains
the forceful
and messy tags.
What
Are
You
Waiting
For?
_______________
chose to
disarm
your
opponent
instead
of dealing damage.
You
ignore
the
clumsy
tag
on
armor
you
wear.
Neutral
Instead
of choosing your armor in your gear, you have heavy
Instinctive
Glows
of
one
type
ofenemies,
creature,
your
When
you in
crythe
outpresence
aWhile
challenge
tothis
your
roll+Con.
Oninaplace
10+ they
treat
you as the
I have sworn to protect _______________.
Flow:
using
tactic
you use
yourchoice.
Focus
of your
WIS.
What
Are
You
Waiting
For?
adamantine
plating
(3 armor,
implanted,
Teach someone
the ways
of your
people. 3 weight).

Huge.
Add
messy
and
forceful.
most
obvious
threatWhile
to be using
dealtUnharmed
with
and ignore
your
companions,
takeand
+2 Slash.
damage ongoing
Flurry
of Blows:
this tactic
you use
your
Focus to Hack
I worry about the ability of _______________ to survive in the When
Unencumbered,
you cry out a challenge to your enemies, roll+Con. On a 10+ they treat you as the
Ox
Versatile.
Choose
an additional
range.
Body:
While
using
this
you
take or
your
Lastfoolhardy
Breath
soaamong
long asthem)
you +1
have
against
them.
On
a 79
onlytactic,
a fewand
(thedont
weakest
most
fall
prey
dungeon.
So
long
as you
are below
Load
nor
carry
shield,
take
armor.
most
obvious
threat
to beyour
dealt
with andneither
ignorewear
yourarmor
companions,
take
+2 damage
ongoing

Well-crafted.
-1
weight.
Focus
remaining.
If
you
take
damage
while
at
0
HP,
lose
1
Focus
instead.
to your taunting.
_______________ is soft, but I will make them hard like me.
against
them. On
a 79 only a few (the weakest or most foolhardy among them) fall prey
Fill
in the name of one of your companions in at least one:
Executioners
Choose
a look: Strike: While using this tactic, your damage is a number of d4s equal to
Outsider
You
also
start
with
all of these:
to
your
taunting.
______________ owes me their life, whether they admit it or not. your
Focus.
You may be elf, dwarf, halfling, or human, but you and your people Ancient
Blood-stained
I have sworn to protect _______________.
Sixth
Sense:
While
using this tactic you may ask then GM what should I be on the lookAppetites
are not from around here. At the beginning of each session, the GM Herculean
Sinister

Unblemished
I worry about the ability of _______________ to survive in the
out for whenever you like.
Others
may content themselves with just a taste of wine, or dominion over a servant or two, but
will
ask
you
something
about
your
homeland,
why
you
left,
or
what

Ornate
dungeon.
you want more. Choose two appetites. While pursuing one of your appetites if you would roll for
you left behind. If you
answer
markthem
XP. hard like me.
_______________
is soft
, but Ithem,
will make
a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM
will also introduce a complication or danger that comes about due to your heedless pursuits.
Pure destruction
Fill in the name of one of your companions in at least one:
Power over others
_______________ is puny and foolish, but amusing to me.
Mortal pleasures
_______________s ways are strange and confusing.
Conquest
_______________ is always getting into troubleI must protect
Riches and property
Defend those
weaker of
than
Eschew
a convention
theyou.
civilized world.

Chaotic
Neutral
Eschew
a convention of the civilized world.
Neutral
Defeat a worthy opponent.

Name
Race
Race
Race
Race

Look

Bonds
Bonds

Damage

Alignment
Bonds

Armor

HP

Starting Moves

Bonds
Race

Bonds

The
Barbarian
T
he
W
arrior
Fighter
The Barbarian

Level
Level
Level
XP
XP
XP

Gear
G
ear

Your Load
Loadisis8+Str.
12+STR.
You
carry
dungeon
rations
(5 uses,
1 weight).
Your
You
carry
dungeon
rations
(5 uses,
1 weight),
a dagger
Choose1your
defenses:
(hand,
weight)
some token of where youve travelled or where youre
Chainmail
(1choice
armor,of1 weight)
from,
and your
weapon:and adventuring gear (5 uses, 1 weight)
Scale armor (2 armor, 3 weight)
Axe (close, 1 weight)
Choose two:
ATwo-handed
(close,
damage,
2 weight)
weapon mostsword
befitting
your+1style:
Choose
one from the list or 1 weight and choose the range that best describes it (hand, close, or reach, usually)
Choose
one:
2 healing potions (0 weight)
Shield
Adventuring
gear2 (1
weight) and dungeon rations (5 uses, 1 weight)
(+1 armor,
weight)
Antitoxin
Chainmail
(1
armor,
1 weight)rations (1 weight), and poultices and herbs (2 uses, 1 weight)
(0 weight), dungeon
22 coin

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Merciless

Still
Hungry
When you deal damage, deal +1d4 damage.
Choose an additional appetite.

Be Like Water

Your maximum Focus


is 4.Destruction
When you prepare yourself for battle you gain 4
Appetite
for

Focusa instead
of 3.the fighter, bard or thief class list. You may not take multiclass
Take
move from
moves
from
those
classes.
Armor Mastery
When you make your armor take the brunt of damage dealt to you, the
My
Is Like
a Truck
damage Love
is negatedFor
but youYou
must reduce
the armor
value of your armor or
When
you
perform
a
feat
of
strength,
name
someone
present
whom
you
have
shield (your choice) by 1. The value is reduced each time
you make
this
choice.
impressed
and take
+1 the
forward
parley
withitthem.
If the reduction
leaves
item to
with
0 armor
is destroyed.

Second-Circle
Style
What
Is Best In
Life

Choose another tactic from the list.


At the end of a session, if during this session you have crushed your enemies, seen
Seeing
Redyou, or have heard the lamentations of their kinfolk mark XP.
them
driven before
When you discern realities during combat, you take +1.

Wide-Wanderer
Interrogator

Youve
theusing
wide world
over.
you arrive
someplace
ask the you
GMmay
about
When travelled
you parley
threats
of When
impending
violence
as leverage,
any
traditions,
use important
STR instead
of CHA. rituals, and so on, theyll tell you what you need to know.

Scent of Blood
Usurper

When you hack and slash an enemy, your next attack against that same foe
When you prove yourself superior to a person in power, take +1 forward with
deals +1d4 damage.
their followers, underlings, and hangers on.

Multiclass Dabbler

Get one moveof


fromKhans
another class. Treat your level as one lower for choosing
Khan

the move.
Your
hirelings always accept the gratuitous fulfillment of one of your appetites
as payment.
Iron Hide
You gain +1 armor.

Samson

Internalize

You may take a debility to immediately break free of any physical or mental
You may drain the magic from a weapon you possess, imbuing yourself with
restraint.
its properties. When you strike with your fists or a mundane weapon you
carry, you may replicate the effects of the now-drained weapon. You may have
Smash!
a number
weapons
equalon
to your
at any
When
youofhack
and slash,
a 12+WIS
dealinternalized
your damage
and time.
choose something

Action
Hero
physical
your target
has (a weapon, their position, a limb): they lose it.
When you make a quip after killing an enemy, you may either take +1 ForIndestructible
Hunger
ward or heal 1d4 damage.
When you take damage you can choose to take -1 ongoing until you sate one of
your appetites instead of taking the damage. If you already have this penalty you
cannot choose this option.
Eye for Weakness

When you discern realities add "What here is weak or vulnerable?" to the list of
questions you can ask.

On the Move

When you defy a danger caused by movement (maybe falling off a narrow bridge
or rushing past an armed guard) take +1.

When you
you gain
gain aa level from 610,
6-10, choose
When
choose from
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.
Bloodthirsty Replaces: Merciless
A
to
WhenGood
you deal Day
damage,
dealDie
+1d8 damage.
As long as you have less than your Con in current HP (or 1, whichever is higher)
Armored Perfection Replaces: Armor Mastery
take +1 ongoing.
When you choose to let your armor take the brunt of damage dealt to you,
the damageem
is negated
Kill
All and you take +1 Forward against the attacker, but you
must reduce the armor value of your armor or shield (your choice) by 1. The
Requires: Appetite for Destruction
value is reduced each time you make this choice. If the reduction leaves the
Take another move from the fighter, bard or thief class list. You may not take
item with 0 armor it is destroyed.
multiclass moves from those classes.
Evil Eye Requires: Seeing Red
When youCry
enter combat, roll+CHA. On a 10+, hold 2. On a 7-9, hold 1. Spend
War
your hold
to make
eyewith
contact
with
NPC
present,
who freezes
flinches
When
you enter
battle
a show
ofan
force
(a shout,
a rallying
cry, aor
battle
dance)
and cant act
until
youboth,
breakon
it off
Onone
a 6-,oryour
enemies immediately identify
roll+Cha.
On
a 10+
a .79
the other.
you
as their
threat.
Your
alliesbiggest
are rallied
and take +1 forward
Taste
offeel
Blood
Scent of (avoiding
Blood
Your
enemies
fear andReplaces:
act accordingly
you, hiding, attacking
When
hack andabandon)
slash an enemy, your next attack against that same foe
withyou
fear-driven
deals +1d8 damage.

Mark
of Might
Multiclass
Initiate Requires: Multiclass Dabbler

When
you
take from
this move
andclass.
spendTreat
someyour
uninterrupted
reflecting
on your
Get one
move
another
level as onetime
lower
for choosing
past
glories you may mark yourself with a symbol of your power (a long braid
the move.
tiedSteel
with bells,
ritualReplaces:
scars or Iron
tattoos,
Hide
Hideetc.) Any intelligent mortal creature who
sees
knows instinctively that you are a force to be reckoned with and
You this
gainsymbol
+2 armor.
treats
you appropriately.
Through
Deaths Eyes
When you goAlways
into battle, roll+WIS.
On a 10+, name someone who will live
More!
More!

and someone who will die. On a 7-9, name someone who will live or someWhen you satisfy an appetite to the extreme (destroying something unique and
one who will die. Name NPCs, not player characters. The GM will make your
significant,
gaining
fame, riches,
power,
etc.)
may
to resolve
vision come
true, ifenormous
its even remotely
possible.
On
a 6-you
you
seechoose
your own
death
it.
Cross
it
off
the
list
and
mark
XP.
While
you
may
pursue
that
appetite
again,
and consequently take -1 Ongoing throughout the battle.
you no longer feel the burning desire you once did. In its place, choose a new
Eye for Weaponry
appetite
from
theover
list or
yourweaponry,
own.
When you
look
anwrite
enemys
ask the GM how much damage
they do. One Who Knocks
The

Superior
Warrior
When
you defy danger,
on a 12+ you turn the danger back on itself, the GM will
When you
hack and slash on a 12+ you deal your damage, avoid their attack,
describe
how.
and impress, dismay, or frighten your enemy.
Healthy Distrust

Whenever the unclean magic wielded by mortal men causes you to defy danger,
treat any result of 6- as a 79.

For the Blood God

You are initiated in the old ways, the ways of sacrifice. Choose something your
gods (or the ancestor spirits, or your totem, etc) valuegold, blood, bones or
the like. When you sacrifice those things as per your rites and rituals, roll+wis.
On a 10+ the GM will grant you insight into your current trouble or a boon to
help you. On a 7-9 the sacrifice is not enough and your gods take of your flesh
as well, but still grant you some insight or boon. On a miss, you earn the ire
of the fickle spirits.

N
ame
Name
Name
Name
Name
Names:
Gorm,
Si-Yi, Lilliastre,
Priscilla,
Sen,
Xia, Anneira,
Haepha,
Lur, Shar, Korrin, Nkosi, Fafnir,
Elf:
Fenfaril,
Phirosalle,
Enkirash,
Halwyr
Elf:Galadiir,
Galadiir,
Fenfaril,
Lilliastre,
Phirosalle,
Enkirash,
Halwyr

LLook
ook
Look
Look
Haunted
Eyes,
Sharp
Eyes,
or
Crazy
Eyes
Look
Tormented
eyes,
Haunted
eyes,
Wild
eyes, or Shrouded eyes
Haunted
Eyes,
Sharp
Eyes,
Eyes
Haunted
Eyes,
Sharp
Eyes,or
orCrazy
Crazy
Eyes

Styled
Hair,
Wild
Hair,
ororPointed
Pointed
Hat
Qua,
Sacer,
Vercingeto,
Barbozar,
Clovis,
Frael,
Thra-raxes,
Sillius,
Sha-Sheena, Khamisi
Mighty
thews,
Long
shanks,
Scrawny
Styled
Wild
Hair,
or
Hat
Human:
Avon,
Morgan,
Ovid,
Vitus,
Aldara,
Uri
StyledHair,
Hair,
Wild
Hair,
Pointed
Hatbody, or Supple body
Human:
Avon,
Morgan,Rath,
Rath,Ysolde,
Ysolde,
Ovid,
Vitus,
Aldara,Xeno,
Xeno,
Uri
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented
eyes,
Haunted
eyes,
Wild eyes,
or Shrouded eyes
Worn
Robes,
Stylish
Robes,
or
Strange
Robes
Strange
tattoos,
Unusual
jewelry,
or Unmarred
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Worn
Stylish
Robes,
ororStrange
Robes
WornRobes,
Robes,
Stylish
Robes,
Strange
Robes by decoration
Qua, Sacer, Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
MightyBody,
thews,
Long Body,
shanks,
body, or Supple body
Pudgy
Creepy
orScrawny
Thin Body
Scraps,
Silks,Creepy
Scavenger's
outfit,
orBody
Weather-inappropriate
clothes
Pudgy
ororThin
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
PudgyBody,
Body,
CreepyBody,
Body,
Thin
Body
Strange tattoos, Unusual jewelry, or Unmarred by decoration
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher,
Assign
these
scores
your
stats:
(+2),
15
(+1),
13
(+1),
12
(+0),
(+0),
(-1)
Assign
Assignthese
thesescores
scorestoto
toyour
yourstats:
stats:1616
16(+2),
(+2),15
15(+1),
(+1),13
13(+1),
(+1),12
12(+0),
(+0),999(+0),
(+0),888(-1)
(-1)
Scraps, Silks, Scavenger's outfit, or Weather-inappropriate clothes
Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Strength
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength

Dexterity

Constitution

Intelligence

Stunned
STUNNED
STUNNED
STUNNED -1-1
-1

Weak
WEAK
WEAK
WEAK

-1-1
-1

Weak
SHAKY
SHAKY
SHAKY

-1-1
-1

Weak
SICK
SICK
SICK

-1-1
-1

WEAK

-1

SHAKY

-1

SICK

-1

STR
STR
STR
STR

DEX
DEX
DEX
DEX

Con
CON
CON
CON
CON

STUNNED

INT
INT
INT
INT
INT

-1

Wisdom

Charisma

Confused
CONFUSED
CONFUSED
CONFUSED-1-1
-1

Scarred
SCARRED
SCARRED
SCARRED

-1-1
-1

CONFUSED -1

SCARRED

-1

WIS
WIS
WIS
WIS

CHA
CHA
CHA
CHA

d10
d4
d4
Damage
Armor
Damage
Armor
HP
HP
Damage
Armor
HP
D
amage
A
rmor
HP
d10
Damage
Armor
HP
Name
Look
Names: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir,
Tormented eyes, Haunted eyes, Wild eyes, or Shrouded eyes
Starting
Moves
Starting
Moves
A
lignment
SStarting
tarting
M
oves
Moves
Alignment
Alignment
Alignment
Qua,
Sacer,
Vercingeto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena,
Khamisi
Mighty
thews, Long shanks, Scrawny body, or Supple body
Strange
tattoos, Unusual jewelry, or Unmarred by decoration
Titles:
the
Glorious,
the
Hungry,
the
Irascible,
the
Undefeated,
the
Gluttonous,
Foesmasher,
Spellbook
Choose
one of these to start with:
Starting
Moves
Good
Alignment
Chaotic
Good
Spellbook
Good
Spellbook

YYour
our M
ax
HP
isisis
Max
HP
Max
HP
Your
Max
HP
is
Current
Current
Current Your
MAX
MAX
MAX
8+Constitution
4+Constitution
4+Constitution
Constitution
4+
Your Max HP is
Current
MAX
8+Constitution

You
have
mastered
several
spells
and
inscribed
them
in
your
spellbook.
You
start
out
with
Scraps,
Silks,
Scavenger's
outfit,
or
Weather-inappropriate
clothes
Bonebreaker,
the
Mirthful,
the
Melancholic,
Triumphant
Use
magic
to
directly
aid
another.
Eschew
a to
convention
of
civilized
world. All-Mighty, the Giant, the
Use
aid
another.
You
have
several
spells
and
inscribed
them
inin
your
spellbook.
You
start
out
with
three
Usemagic
magic
todirectly
directly
aidthe
another.
You
havemastered
mastered
several
spells
and
inscribed
them
your
spellbook.
You
start
out
with
three
Choose
one
of spells
these
toand
start
with:
Chaotic
Full
Plate
Packing
Steel
three
fi
rst
level
in
your
spellbook
as
well
as
the
cantrips.
Whenever
you
gain
a
level,
Assign
these
scores
to
your
stats:
16
(+2),
15
(+1),
13
(+1),
12
(+0),
9
(+0),
8
(-1)
first
firstlevel
levelspells
spellsininyour
yourspellbook
spellbookasaswell
wellasasthe
thecantrips.
cantrips.Whenever
Wheneveryou
yougain
gaina alevel,
level,you
youadd
add
Neutral
Eschew
a convention of the civilized
world.
Youadd
ignore
thespell
clumsy
tag on
armor
you wear.
you
a new
of your
level
or lower
to yourWisdom
spellbook. You spellbookCharisma
is 1 weight.
Neutral
Neutral
Neutral
Strength
Dexterity
Constitution
Intelligence
and
Packing
Steel
Discover
something about a magical
mystery.
aFull
level
ororlower
totoyour
You
anew
newspell
spellofPlate
ofyour
your
level
lower
yourspellbook.
spellbook.
Youspellbook
spellbookisis1 1weight.
weight.
Teach
someone
the about
ways
of
your
people.
Discover
something
a amagical
mystery.
Discover
something
about
magical
mystery.
Prepare
Spells
You
ignore the
clumsy tag on armor
you wear.
Neutral
Unencumbered,
Unharmed
Evil
Prepare
Spells
Prepare
Spells
When
you spend
uninterrupted time (an hour or so) in quiet contemplation of your
Teach
someone
the ways
ofand
your
people.
Use
magic
to
cause
terror
fear.
So
long
as
you
are
below
your
Load
and
neither
wear armor -1
nor carry a shield,
take +1 armor.
Evil
Evil
WEAK
SHAKY
SICK When
STUNNED time
SCARRED
-1
-1
-1
-1
-1
spellbook,
you:
Unencumbered,
Unharmed
you
ofofyour
When
youspend
spenduninterrupted
uninterrupted
time(an
(anhour
hourorCONFUSED
orso)
so)ininquiet
quietcontemplation
contemplation
yourspellbook,
spellbook,
Use
Usemagic
magictotocause
causeterror
terrorand
andfear.
fear.

Lose
any
spells
you
already
have
prepared
So
long
as
you
are
below
your
Load
and
neither
wear
armor
nor
carry
a
shield,
take
+1
armor.
you:
you:
Outsider
You
also
start
with
all
of these:
Prepare
new
spells
ofalready
your
choice
from
your spellbook whose total levels dont exceed your

Lose
any
spells
you
have

Lose
any
spells
you
already
haveprepared
prepared
You may be
elf, dwarf, halfling, or human,
but you and your people
STR
DEX
CON
INT
WIS
CHA
own
level+1.
Changeling
Outsider
You
new
of
choice
Prepare
Prepare
newspells
spells
ofyour
choicefrom
fromyour
yourspellbook
spellbookwhose
whosetotal
totallevels
levelsdont
dontexceed
exceedyour
your
also start
with
all
ofyour
these:
Herculean
Appetites
are
not
from
around
here.
At
the
beginning
of
each
session,
the
GM

Prepare
your
cantrips
which
never
count
against
your
limit.
You
havebe
a practical
of physical
andand
mental
You
may
elf, dwarf,understanding
halfling, or human,
but you
your people
Elf
Elf
own
ownlevel+1.
level+1.
Others
may
content
themselves
with
just
a
taste
of
wine,
or
dominion
over
a
servant
or
two,
but
will
ask you
about your
homeland, why
you left, or what Cast
change.
Takesomething
+1 when
casting
anbeginning
enchantment
spell.
Herculean
Appetites
ayour
Spell
(INT)
are
not
around
here.
At
the
of each
session,
the
GM
Your Max HP is
Magic
is isfrom
asasnatural
asasbreath
toto
you.
Detect
Magic
is isa cantrip
for
you.
Magic
natural
breath
you.
Detect
Magic
a
cantrip
for
you.

Prepare
cantrips
which
never
count
against
your
limit.

Prepare
your
cantrips
which
never
count
against
your
limit.
Current
you
want
more.
Choose
two
appetites.
While
pursuing
one
of
your
appetites
if
you
would
roll
for
you left behind. If you answer them,d10
mark XP.
MAXthe spell
8+Constitution
spell youvewith
prepared,
roll+INT.
On
10+,
successfully
cast
Othersyou
mayrelease
contenta themselves
just a taste
of wine,
oradominion
over
aisservant
or two,
but
orsomething
Half-Elf
willElf
ask you
about your homeland, why you left, or what When
a
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
and
you
not
forget (Int)
the
spellyou
cast
it againone
later.
On aappetites
7-9, the if
spell
cast, but
Human
Human
amore.
Cast
aSpell
Spell
(Int)
Magic
as natural
as breath
you. Detect
Magic is a cantrip for Cast
you
wantdo
Choose
two
appetites. may
While
pursuing
of your
youiswould
roll for
you
leftisbehind.
If you
answertothem,
mark XP.
will
also
introduce
aaspell
complication
or danger
that comes
about
due
to
your
heedless
pursuits.
choose
one:
Choose
Chooseone
onecleric
clericspell.
spell.You
Youcan
cancast
castit itasasif ifit itwas
wasa awizard
wizardspell.
spell. When
you.
you
release
a
youve
prepared,
roll+Int.
On
a
10+,
the
spell
is
successfully
When
you
release
spell
youve
prepared,
roll+Int.
On
a
10+,
the
spell
is
successfully
cast
a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, thecast
GM

Pure
destruction
and
You
draw
unwelcome
attention
or
put
yourself
in
a
spot.
Th
e
GM
will
tell
you
how.
and
you
do
not
forget
the
spellyou
may
cast
it
again
later.
On
a
7-9,
the
spell
is
cast,
but
you
do
not
forget
the
spellyou
may
cast
it
again
later.
On
a
7-9,
the
spell
is
cast,
but
will also introduce a complication or danger that comes about due to your heedless pursuits.
FillGnome
in the name of one of your companions in at least one:

ThePower
spell
disturbs
the fabric of reality as it is casttake -1 ongoing to cast a spell until the
over others
choose
one:
choose
one:
You
can learn anotherisspell
Pure destruction
_______________
punyeach
and level.
foolish, but amusing to me.
Fill in the name of one of your companions in at least one:
next
time you
Prepare Spells.

Mortal
pleasures

draw
unwelcome
attention
You
You
draw
unwelcome
attentionororput
putyourself
yourselfinina aspot.
spot.The
TheGM
GMwill
willtell
tellyou
youhow.
how.
others
_______________s
ways
arecompanions
strange
andinconfusing.
Fill
in
the
name
of
one
of
your
at
least
one:
Human
or
Half-Elf
Fill
in
the
name
of
one
of
your
companions
in
at
least
one:
Choose
AftPower
er it one
is over
cast,
the spell
is forgotten.
_______________ is puny and foolish, but amusing to me.
of these
to start
with: You cannot cast the spell again until you prepare
Chaotic

Conquest

The
spell
disturbs
the
fabric
of
reality
as
it
is
casttake
-1
ongoing
to
cast
a
spell
until

The
spell
disturbs
the
fabric
of
reality
as
it
is
casttake
-1
ongoing
to
cast
a
spell
untilthe
the
Mortal pleasures
_______________
iswill
always
getting
into troubleI
must
protect
When
you prepare spells,
you
can
prepare
additional
wizard
_______________
play
an
role
ininthe
events
toto spells.
_______________
play
animportant
important
role
the
events
_______________s
ways
are
strange
andone
confusing.
Eschew
a conventionwill
of
the
civilized
world.
next
Riches
and
property
time
you
Prepare
Spells.
next
time
you
Prepare
Spells.
spell
level.
Conquest
them
themselves.
Full
Plate spells
andwith
Packing
Steel
that maintaining
ongoing effects
will sometimes cause a penalty to your roll
come.
Ifrom
have
foreseen
come.
I have
foreseenit!
_______________
isit!
always getting into troubleI must protect Note

Fame
glory
cast,
the
isisforgotten.
You
cannot
After
After
itisand
isand
cast,
thespell
spell
You
cannotcast
castthe
thespell
spellagain
againuntil
untilyou
youprepare
preparespells.
spells.

Riches
property
_______________
shares
my
hunger
forsecret
glory;
the
earth
will
to
cast
aitspell.
You
ignore
the
clumsy
tag
onforgotten.
armor you
wear.
Neutral
_______________
is
keeping
an
important
from
me.
Warforged
_______________
is
keeping
an
important
secret
from
me.
them from themselves.
Note
that
maintaining
spells
with
ongoing
effects
will
sometimes
cause
a
penalty
to
your
roll
Note
that
maintaining
spells
with
ongoing
effects
will
sometimes
cause
a
penalty
to
your
roll
Fame
and gloryHand
tremble
ouryouve
passing!
While
a at
spell
cast
isofongoing,
you gain
+1
armor.
Teach
someone
the ways
your
people.
The
Upper
_______________
is
about
the
world;
I I Spell
_______________
iswoefully
woefully
misinformed
about
the
world;
Defense
_______________
shares
mymisinformed
hunger
for glory;
the
earth
will
Unencumbered,
Unharmed
to
cast
a
spell.
to
cast
a
spell.
You may
take end
+1 ongoing
to lastspell
breath
rolls. Whenand
youuse
take
last breath,
on a 79 you
make
You
any ongoing
immediately
theyour
energy
of its dissipation
to defl
ectan
will
allallthat
willteach
teach
thempassing!
thatI can.
I can.
tremble
atthem
our
The
Hand
So longUpper
as you are below
your Load and neither wear armor nor carry a shield, take +1 armor.
an
oncoming
attack.
Thefor
spell
ends
and
you subtract
its
level
from the
damage
done
to
you.
offer
to
Death
in
return
your
life.
If
Death
accepts
he
will
return
you
to
life.
If
not,
you
die.
Spell
Defense
Spell
Defense
You
take +1
ongoing to last breath rolls. When you take your last breath, on a 79 you make an
Ritual
Fill
in the name of one of your companions in at least one:
You
end
ongoing
the
energy
ofofyou
itsitsdissipation
totoyou
deflect
Youmay
may
endany
any
ongoing
spellimmediately
immediately
anduse
usehe
the
energy
dissipation
deflect
Outsider
offer
to
Death
in
return
forspell
your
life.
If Deathand
accepts
will
return
to
life. If not,
die.
Musclebound
You
also
with
all
of
these:
When
youstart
draw
on aThe
place
of ends
power
to create
a magical
eff
ect,
tell the
the
GM
what
youre
_______________
willhalfling,
play an or
important
roleyou
in the
to
an
oncoming
attack.
spell
and
you
subtract
its
level
from
damage
done
to
you.
an
oncoming
attack.
The
spell
ends
and
you
subtract
its
level
from
the
damage
done
to
you.
You may be elf, dwarf,
human, but
andevents
your people
While to
you
wield aRitual
weapon
it gains
the forceful
and but
messy
trying
achieve.
effects
are always
possible,
thetags.
GM will give you one to four of
come. I have foreseen it!
Herculean
Appetites
are not from around here. At the beginning of each session, the GM Musclebound
the
following
conditions:
_______________ is keeping an important secret from me.
Ritual
Ritual
While
you
wield
a
weapon
it
gains
the
forceful
and
messy
tags.
What
Waiting
For?
Others mayAre
contentYou
themselves
with just a taste
of wine, or dominion over a servant or two, but
will ask you something
about your
homeland,about
why you
left, or what
When
Its going
todraw
take
days/weeks/months
_______________
is woefully
misinformed
the world;
I
When
you
draw
on
aaplace
ofappetites.
toto
create
a magical
effect,
tell
the
GM
what
youre
you
on
achallenge
place
ofpower
power
create
a magical
effect,
tell
GM
youre
trying
When
you
cry
out
to
your
enemies,
roll+Con.
On
a the
10+
they
treat
youtrying
as
the
you
want
more.
Choose
two
While
pursuing
one
of your
appetites
ifwhat
you
would
roll
for
you
left
behind.
If
you
answer
them,
mark
XP.
First you must
____
Are
You
Waiting
For?
will teach them all that I can.
toWhat
achieve.
Ritual
effects
are
always
possible,
but
the
GM
will
give
you
one
to
four
of
to
achieve.
Ritual
effects
are
always
possible,
but
the
GM
will
give
you
one
to
four
ofthe
the
most
obvious
threat
to
be
dealt
with
and
ignore
your
companions,
take
+2
damage
ongoing
aYoull
move,
instead
of
rolling
2d6
you
roll
1d6+1d8.
If
the
d6
is
the
higher
die
of
the
pair,
the
GM
When
needcry
help
____ to your enemies, roll+Con. On a 10+ they treat you as the
you
outfrom
a challenge
following
conditions:
following
conditions:
against
them.
On
79
only a few
(the
weakest
or most
foolhardy
among
them) fall prey
will
also
introduce
complication
orand
danger
thatyour
comes
about
due to
your
most
It will
require
a lotaaof
money
obvious
threat
to
be dealt with
ignore
companions,
take
+2heedless
damage pursuits.
ongoing

going
tototake
Its
Its
going
takedays/weeks/months
days/weeks/months
your
taunting.
to

Pure
destruction
Th
e
best
you
can
do
is
a
lesser
version,
unreliable
and
limited
against
them.
On
a
79
only
a
few
(the
weakest
or
most
foolhardy
among
them)
fall
prey
Fill in the name of one of your companions in at least one:

First
you
must
____

First
you
must
____

You
and
your
allies
will risk danger from ____
Power
over
others
to
your
taunting.
_______________ is puny and foolish, but amusing to me.

Youll
need
from

Youll
need
help
from____
____

Youll
have
tohelp
disenchant
____ to do it
Mortal
pleasures
_______________s ways are strange and confusing.

require
a
lot
of
money
It Itwill
will
require
a
lot
of
money
Conquest
_______________ is always getting into troubleI must protect The
best
bestyou
youcan
candodoisisa alesser
lesserversion,
version,unreliable
unreliableand
andlimited
limited
The
Riches
and
property
them from themselves.

and
your
allies
will
risk
danger
from
____
You
You
and
your
allies
will
risk
danger
from
____
Fame and glory
_______________ shares my hunger for glory; the earth will Youll
Youllhave
havetotodisenchant
disenchant____
____totododoit it
tremble at our passing!
The Upper Hand

Race
Race
Race
Race
Race

Damage
Bonds
Bonds
Bonds
Bonds
Alignment

Armor

HP

Starting Moves

Bonds
Race

Bonds

The
Barbarian
T
he
W
izard
Wizard
Wizard
The Barbarian

You take +1 ongoing to last breath rolls. When you take your last breath, on a 79 you make an
offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.

Level
Level
LLevel
evel
Level
XP
XP
XP
XP
Musclebound
While you wield a weapon it gains the forceful and messy
XPtags.

Gear
G
ear

Your Load
Loadisis8+Str.
7+STR.You
Youcarry
startdungeon
with your
spellbook
(1 1weight)
dungeon rations (5 uses, 1 weight).
Your
rations
(5 uses,
weight),and
a dagger
Choose
your
defenses:
(hand, 1 weight) some token of where youve travelled or where youre
Leather
armorchoice
(1 armor,
1 weight)
from,
and your
of weapon:
Bag of books (5 uses, 2 weight) and 3 healing potions (0 weight)
Axe (close, 1 weight)
Choose your weapon:
Dagger
Two-handed
(close, +1 damage, 2 weight)
(hand, 1sword
weight)
Choose
one:
Staff (close, two-handed, 1 weight)
Adventuring
gear (1 weight) and dungeon rations (5 uses, 1 weight)
Choose
one:
Healing
Chainmail
(1 armor,
1 weight)
potion
(0 weight)
3 antitoxins (0 weight)

A
dvanced MMoves
oves
Advanced

2-5, choose
When you gain a level from 25,
choose from
from these
these moves.
moves.

Prodigy

Still
Hungry
Choose a spell. You prepare that spell as if it were one level lower.
Choose an additional appetite.

Empowered Magic

When you cast a spell,


on Destruction
a 10+ you have the option of choosing from the 7-9
Appetite
for

list. Ifayou
do,from
you the
mayfighter,
choosebard
oneorofthief
theseclass
as well:
Take
move
list. You may not take multiclass
moves
The spells
eff
ects
are
maximized
from those classes.
The spells targets are doubled

My
Love
You Is Like a Truck
Fount
ofFor
Knowledge

When you spout


perform
a feat
of something
strength, name
someone
whom
youtake
have
lore
about
no one
else haspresent
any clue
about,
impressed
and take +1 forward to parley with them.
+1.

Know-It-All
What
Is Best In Life

When another players character comes to you for advice and you tell them
At the end of a session, if during this session you have crushed your enemies, seen
what you think is best, they get +1 Forward when following your advice and
them
driven
before you,
or have
you mark
experience
if they
do.heard the lamentations of their kinfolk mark XP.

Expanded Spellbook
Wide-Wanderer

Add a new
spellthe
from
the
spellover.
list of
any class
to your
spellbook.
Youve
travelled
wide
world
When
you arrive
someplace
ask the GM about
anyEnchanter
important traditions, rituals, and so on, theyll tell you what you need to know.
When you have time and safety with a magic item you may ask the GM what
Usurper
it does, the GM will answer you truthfully.
When you prove yourself superior to a person in power, take +1 forward with
Logical
their followers, underlings, and hangers on.
When you use strict deduction to analyze your surroundings, you can discern realities with
instead of WIS.
Khan
of INT
Khans

Arcane
Ward
Your
hirelings always
accept the gratuitous fulfillment of one of your appetites
As
long
as
you
have
at least one prepared spell of first level or higher, you have
as payment.
+2 armor.
Samson
Counterspell

You
may
a debility
to immediately
free will
of any
physicalafforectmental
When
youtake
attempt
to counter
an arcane break
spell that
otherwise
you,
restraint.
stake one of your prepared spells on the defense and roll+INT. On a 10+, the
spell is countered and has no effect on you. On a 7-9, the spell is countered
Smash!
and you forget the spell you staked. Your counterspell protects only you; if the
When
you spell
hackhas
andother
slash,targets
on a 12+
your
damage and choose something
countered
theydeal
get its
effects.
physical your target has (a weapon, their position, a limb): they lose it.

Quick Study

When you see the effects of anHunger


arcane spell, ask the GM the name of the spell
Indestructible

and itsyou
effects.
take +1
acting to
ontake
the answers.
When
takeYou
damage
youwhen
can choose
-1 ongoing until you sate one of
Lorekeeper
your appetites instead of taking the damage. If you already have this penalty you
You arechoose
well versed
in the lore of a certain region or point in history. Roll
cannot
this option.
twice and take the better result when you spout lore about that region or time
period. for Weakness
Eye
When you discern realities add "What here is weak or vulnerable?" to the list of
questions you can ask.

On the Move

When you defy a danger caused by movement (maybe falling off a narrow bridge
or rushing past an armed guard) take +1.

When you
you gain
gain a level from 6-10,
When
610, choose
choosefrom
fromthese
thesemoves
movesor
orthe
thelevel
level2-5
25
moves.
moves.

Master Requires: Prodigy

A
Good
to Die
Choose
one spellDay
in addition
to the one you picked for prodigy. You prepare

As
long
as as
you
have
less
than
your
Con in current HP (or 1, whichever is higher)
that
spell
if it
were
one
level
lower.
take +1 ongoing.
Greater Empowered Magic Replaces: Empowered Magic
When
youem
cast aAll
spell, on a 10-11 you have the option of choosing from the
Kill
7-9 list. If you do, you may choose one of these effects as well. On a 12+ you
Requires: Appetite for Destruction
get to choose one of these effects for free:
Take another move from the fighter, bard or thief class list. You may not take
The spells effects are doubled
multiclass
moves
from
classes.
The spells
targets
are those
doubled

Enchanters
Soul Requires: Enchanter
War
Cry

Whenyou
youenter
havebattle
time and
a magic
itema in
a place
ofapower
you
When
withsafety
a showwith
of force
(a shout,
rallying
cry,
battle dance)
can
empower
that
item
so
that
the
next
time
you
use
it
its
eff
ects
are
amplifi
ed,
roll+Cha. On a 10+ both, on a 79 one or the other.
the
GM
will
tell
you
exactly
how.
Your allies are rallied and take +1 forward
Highly
Logical
Logical (avoiding you, hiding, attacking
Your
enemies
feel fear andReplaces:
act accordingly
When
you
use
strict
deduction
to
analyze
your surroundings, you can
with fear-driven abandon)
discern realities with INT instead of WIS. On a 12+ you get to ask the GM any
three questions,
limited by the list.
Mark
ofnotMight
When
you
take
this
move
spend some
uninterrupted
time reflecting on your
Arcane ArmorandReplaces:
Arcane
Ward
past
glories
you
may
mark
yourself
with
a
symbol
of
your
(a long
As long as you have at least one prepared spell of first level power
or higher,
you braid
have
+4 armor.
tied
with bells, ritual scars or tattoos, etc.) Any intelligent mortal creature who
seesProtective
this symbol knowsCounter
instinctively that
you areCounterspell
a force to be reckoned with and
Requires:
treats
you
appropriately.
When an ally within sight of you is affected by an arcane spell, you can
counter it as if it affected you. If the spell affects multiple allies you must
More!
Always
More!
counter for each
ally separately.
When you satisfy an appetite to the extreme (destroying something unique and
Ethereal Tether
significant,
enormous
fame, riches,
power,subject
etc.) youyou
maycan
choose
When you gaining
have time
with a willing
or helpless
craft to
anresolve
it.
Cross
it
off
the
list
and
mark
XP.
While
you
may
pursue
that
appetite
again,
ethereal tether with them. You perceive what they perceive and can discern
you
no
longer
feel
the
burning
desire
you
once
did.
In
its
place,
choose
a
new
realities about someone tethered to you or their surroundings no matter the
appetite
the listwillingly
or writetethered
your own.
distance.from
Someone
to you can communicate with you over
the tether as if you were in the room with them.

The One Who Knocks

Mystical Puppet Strings

When you defy danger, on a 12+ you turn the danger back on itself, the GM will
When you use magic to control a persons actions they have no memory of
describe how.
what you had them do and bear you no ill will.

Spell Augmentation
Healthy
Distrust

When youthe
dealunclean
damage
to a creature
you
can shunt
a spellsyou
energy
intodanger,
them
Whenever
magic
wielded by
mortal
men causes
to defy
end
one
of
your
ongoing
spells
and
add
the
spells
level
to
the
damage
dealt.
treat any result of 6- as a 79.

Self-Powered

For
Blood
When youthe
have time,
arcane God
materials, and a safe space, you can create your

You
initiated
in the
old ways,
theGM
wayswhat
of sacrifice.
Chooseit something
ownare
place
of power.
Describe
to the
kind of power
is and how your
gods
(or
the
ancestor
spirits,
or
your
totem,
etc)
valuegold,
blood,
youre binding it to this place, the GM will tell you one kind of creaturebones
that or
the
you sacrifice
things as per your rites and rituals, roll+wis.
willlike.
haveWhen
an interest
in your those
workings.
OnLoremaster
a 10+ the GM willReplaces:
grant youLorekeeper
insight into your current trouble or a boon to
help
you.
On
a
7-9
the
sacrifice
is
not
your gods
take
yourinflesh
You are exceptionally well-versed in
theenough
lore ofand
a certain
region
or of
point
as
well, but
grant
insight
or boon.
a miss,lore
youabout
earnthat
the ire
history.
Rollstill
twice
andyou
takesome
the better
result
whenOn
you spout
region
or time
period. On a 12+, the GM will tell you something exceptionally
of
the fickle
spirits.
useful and relevant.

Cantrips
Cantrips

You prepare all of your cantrips


cantrips every
every time
timeyou
youprepare
preparespells
spellswithout
withouthaving
havingtoto
select
select them
them or
or count
count them
them toward
toward your
your allotment
allotment of
of spells.
spells.
Unseen Servant
CANTRIP
You conjure a simple invisible construct that can
do nothing but carry items. It
Light
Cantrip
has item
Loadyou
3 and
carries
anything
you hand
it. Itas
cannot
items
on itsoff
An
touch
glows
with arcane
light,to
about
brightpick
as a up
torch.
It gives
ownheat
andorcan
onlyand
carry
those you
give but
to it.it Items
carriedlike
by an
unseen servant
no
sound
requires
no fuel,
is otherwise
a mundane
torch.
appear to float in the air a few paces behind you. An unseen servant that takes
You have complete control of the color of the flame. The spell lasts as long as it
damage or leaves your presence is immediately dispelled, dropping any items it
is in your presence.
carried.

Unseen
Cantrip
Light Servant
CANTRIP
You
conjure
simple
invisible
thatabout
can do
carryItitems.
An item
you atouch
glows
with construct
arcane light,
as nothing
bright asbut
a torch.
gives It
off no
heat
or sound
requires
fuel to
but
like
mundane
has
Load
3 and
carriesand
anything
younohand
it.isIt otherwise
cannot pick
upaitems
on its own
torch.
have
complete
control
ofit.the
color
of theby
flame.
The spell
lastsappear
as
and
canYou
only
carry
those you
give to
Items
carried
an unseen
servant
long
as it
in air
your
presence.
to
float
inisthe
a few
paces behind you. An unseen servant that takes damage
or leaves your presence is immediately dispelled, dropping any items it carried.
Prestidigitation
CANTRIP
You perform minor tricks of true magic. If you
touch an item as part of the
Prestidigitation
Cantrip
casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it,
You perform minor tricks of true magic. If you touch an item as part of the casting
flavor it, or change its color. If you cast the spell without touching an item you
you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or
can instead create minor illusions no bigger than yourself. Prestidigitation ilchange
its color.
youclearly
cast the
spell withoutwont
touching
item you
can instead
lusions are
crudeIfand
illusionsthey
fool an
anyone,
but they
might
create
minor
illusions
no
bigger
than
yourself.
Prestidigitation
illusions
are crude
entertain them.
and clearly illusionsthey wont fool anyone, but they might entertain them.

First Level
Spells
First
Level
Spells
CONTACT
SPIRITS
LEVELLevel
1
SUMMONING
Contact
Spirits
1
Summoning
Name
the spirit
spirit you
youwish
wishto
tocontact
contact(or
(orleave
leaveitittotothe
the
GM).
You
pull
that
Name the
GM).
You
pull
that
creature
creature through the planes, just close enough to speak to you. It is bound to
through the planes, just close enough to speak to you. It is bound to answer any
answer any one question you ask to the best of its ability.
one question you ask to the best of its ability.

CHARMPerson
PERSON
LEVELLevel
1 ENCHANTMENT
ONGOING
Charm
1 Enchantment
Ongoing
Th
person (not
(not beast
beast or
or monster)
monster) you
you touch
touch while
whilecasting
castingthis
thisspell
spellcounts
countsyou
Thee person
you as a friend until they take damage or you prove otherwise.
as a friend until they take damage or you prove otherwise.

TELEPATHY
LEVELLevel
1
Telepathy
1 DIVINATION
DivinationONGOING
Ongoing
You
person
youyou
touch,
enabling
youyou
to to
You form
form aatelepathic
telepathicbond
bondwith
witha single
a single
person
touch,
enabling
converse with that person through your thoughts. You can only have one teleconverse with that person through your thoughts. You can only have one telepathic
pathic bond at a time.
bond at a time.

MAGIC MISSILE
LEVEL 1
EVOCATION
Magic Missile
Level 1
Evocation
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one
Projectiles
of
pure
magic
spring
from
your
fingers.
Deal
2d4
damage
to
one target.
target.

INVISIBILITY
LEVELLevel
1
ONGOING
Invisibility
1 ILLUSION
Illusion
Ongoing
Touch
an
ally:
nobody
can
see
them.
Th
eyre
invisible!
Th
e
spell
persists
until
DETECTMagic
MAGIC
LEVELLevel
1
DIVINATION
Detect
1
Divination Touch an ally: nobody can see them. Theyre invisible! The spell persists until
the
target
attacks
or
you
dismiss
the
eff
ect.
While
the
spell
is
ongoing
you
cant
One
y attuned
e GM
One of
of your
your senses
senses isis briefl
briefly
attuned to
tomagic.
magic.Th
The
GMwill
willtell
tellyou
youwhat
whathere
here the target attacks or you dismiss the effect. While the spell is ongoing you cant
cast a spell.
is
magical.
cast a spell.
is magical.

REPAIR LIGHT DAMAGE


LEVEL 1
At your touch dents pop and scratches buff out. Heal a construct ally you touch
of 1d8 damage.

Third Level
Spells
Third
Level
Spells

Dispel
3
DispelMagic
Magic
LEVELLevel
3
Choose aa spell
presence:
this
spell
ripsrips
it apart.
Lesser
spells
spellor
ormagic
magiceffect
effectininyour
your
presence:
this
spell
it apart.
Lesser
spells
are ended,
powerful
is just reduced
or dampened
soyou
longareasnearby.
you
are
ended,
powerful
magic ismagic
just reduced
or dampened
so long as
are nearby.
Visions Through Time
Level 3
Divination
CastVisions
this spellThrough
and gaze into
a
reflective
surface
to
see
into
the
depths
of time.
Time
LEVEL 3
DIVINATION
The
GM
will
reveal
the
details
of
a
grim
portent
to
youa
bleak
event
that
will
Cast this spell and gaze into a reflective surface to see into the depths of time.
come
to pass
without
your
intervention.
you something
useful
about
Th
e GM
will reveal
the
details
of a grim Theyll
portenttell
to youa
bleak event
that
will
to pass
without
intervention.
Theyll
tell you something
useful
howcome
you can
interfere
withyour
the grim
portents dark
outcomes.
Rare is the portent
about
how you
canlive
interfere
with
the
grim
portents dark outcomes. Rare is the
that claims
Youll
happily
ever
after.
Sorry.
portent that claims Youll live happily ever after. Sorry.
Fireball
Level 3
Evocation
LEVEL 3your target and everyone
EVOCATION
YouFireball
evoke a mighty ball of flame that envelops
nearby,
You evoke2d6
a mighty
ball
of flame
thatarmor.
envelops your target and everyone nearby,
inflicting
damage
which
ignores
inflicting 2d6 damage which ignores armor.

Alarm
Level 1
ALARM
LEVEL 1
Walk
a
wide
circle
as
you
cast
this
spell.
Until
you
prepare
spells
again
your
magic
Walk a wide circle as you cast this spell. Until you
prepare
spells
again
your
will
alert
you
if
a
creature
crosses
that
circle.
Even
if
you
are
asleep,
the
spell
will
magic will alert you if a creature crosses that circle. Even if you are asleep, the
shake
you
from
your
slumber.
spell will shake you from your slumber.

Mimic
3
Ongoing
Mimic
LEVELLevel
3
ONGOING
spell. Your
Your physical
physical
You take the form of someone you touch while casting this spell.
characteristics match
behavior
may
not.not.
ThisThis
change
characteristics
matchtheirs
theirsexactly
exactlybut
butyour
your
behavior
may
change
persists until
until you
you take
take damage
damage or
orchoose
chooseto
toreturn
returnto
toyour
yourown
ownform.
form.While
Whilethis
persists
this spell
is ongoing
access
all your
wizard
moves.
spell
is ongoing
you you
lose lose
access
to alltoyour
wizard
moves.

MirrorImage
Image
LEVELLevel
3
ILLUSION
Mirror
3
Illusion
You
You create
create an
an illusory
illusory image
image of
ofyourself.
yourself.When
Whenyou
youare
areattacked,
attacked,roll
rolla ad6.
d6.On
On
aa 4,
4, 5,
5, or
or 66 the
the attack
attack hits
hits the
the illusion
illusion instead,
instead, the
the image
image then
then dissipates
dissipates and
and the
the spell ends.
spell ends.
Sleep
LEVELLevel
3
ENCHANTMENT
Sleep
3
Enchantment
1d4 enemies you can see of the GMs choice fall asleep. Only creatures capable
1d4 enemies you can see of the GMs choice fall asleep. Only creatures capable of
of sleeping are affected. They awake as normal: loud noises, jolts, pain.
sleeping are affected. They awake as normal: loud noises, jolts, pain.

Repair Moderate Damage LEVEL 3


You staunch oil leaks and reconnect cables with magic. Heal a construct ally
you touch of 2d8 damage.

W
izard Spells
Wizard
Spells

Fifth Level
Spells
fifth
Level
Spells
Cage
5 EVOCATION
EvocationONGOING
Ongoing
Cage
LEVELLevel
5
The
target
is
held
in
a
cage
of
magical
force.
Nothing
can
get
in
or
out
of the
The
is held in a cage of magical force. Nothing can get in or out of the
cage. The
The cage remains until you cast another
another spell
spell or
or dismiss
dismiss it.
it.While
Whilethe
thespell
spell
is ongoing,
your
thoughts
andand
youyou
cannot
leave
ongoing, the
thecaged
cagedcreature
creaturecan
canhear
hear
your
thoughts
cannot
leave
sight
sight of
of the
the cage.
cage.

Contact
Other
Plane
LEVELLevel
5
DIVINATION
Contact
Other
Plane
5
Divination
You
You send
send aa request
request to
to another
another plane.
plane. Specify
Specifywho
whoor
orwhat
whatyou
youddlike
liketotocontact
contact
by
location, type
type of
of creature,
creature,name,
name,or
ortitle.
title.You
Youopen
opena atwo-way
two-waycommunication
communicaby location,
tion with that creature. Your communication can be cut off at any time by you
with that creature. Your communication can be cut off at any time by you or the
or the creature you contacted.
creature you contacted.
Polymorph
LEVEL 5
ENCHANTMENT
Polymorph
Level 5
Enchantment
Your touch reshapes a creature entirely, they stay in the form you craft until
Your touch reshapes a creature entirely, they stay in the form you craft until
you cast a spell. Describe the new shape you craft, including any stat changes,
you cast
a spell.
Describe
newweaknesses.
shape you Th
craft,
including
any
signifi
cant
adaptations,
or the
major
e GM
will then
tellstat
youchanges,
one or
significant
adaptations,
or
major
weaknesses.
The
GM
will
then
tell
you one or
more of these:
of these:
more
The form
will be unstable and temporary
The
form willmind
be unstable
and temporary
Th
e creatures
will be altered
as well
Th
e form
has anmind
unintended
benefit as
orwell
weakness
The
creatures
will be altered
The form has an unintended benefit or weakness

Seventh Level
Spells
Seventh
Level
Spells

Dominate
7 EnchantmentONGOING
Ongoing
Dominate
LEVELLevel
7 ENCHANTMENT
Your touch pushes your
mind
into
someone
elses.
You
gain
1d4
hold.
Spend
your mind into someone elses. You gain 1d4 hold. Spendone
one
to make
the target
of these
actions:
holdhold
to make
the target
taketake
one one
of these
actions:
Speak
Speaka afew
fewwords
wordsofofyour
yourchoice
choice
Give
Giveyou
yousomething
somethingthey
theyhold
hold
Make
Makea aconcerted
concertedattack
attackon
ona atarget
targetofofyour
yourchoice
choice
Truthfully answer one question
Truthfully answer one question
If you run out of hold the spell ends. If the target takes damage you lose 1 hold.
If you run out of hold the spell ends. If the target takes damage you lose 1 hold.
While the spell is ongoing you cannot cast a spell.
While the spell is ongoing you cannot cast a spell.

TRUESeeing
SEEING
LEVELLevel
7
True
7 DIVINATION
DivinationONGOING
Ongoing
You
see all
allthings
thingsasasthey
theytruly
trulyare.
are.This
Thiseffect
effect
persists
until
you
lie dismiss
or
You see
persists
until
you
telltell
a liea or
dismiss the spell. While this spell is ongoing you take -1 to cast a spell.
the spell. While this spell is ongoing you take -1 to cast a spell.

Summon
Monster
5 Summoning
Ongoing
SUmmon
Monster
LEVELLevel
5
SUMMONING
ONGOING
A monster appears
appears and
andaids
aidsyou
youasasbest
bestit itcan.
can.
Treat
it
as
your
character,
Treat it as your character, butbut
to only
only the
thebasic
basicmoves.
moves.ItIthas
has+1
+1modifi
modifier
forallallstats,
stats,1 HP,
1 HP,
and
with access to
er for
and
uses your damage dice. The
The monster also gets your choice of 1d6 of these
these traits:
traits:
It has +2 instead of +1 to one stat
ItIts
hasnot
+2reckless
instead of +1 to one stat
Its not reckless
It does 1d8 damage
It does 1d8 damage
Its bond to your plane is strong: +2 HP for each level you have
Its bond to your plane is strong: +2 HP for each level you have
hassome
someuseful
usefuladaptation
adaptation
ItIthas
The
GM
will
tell
you
the
type of
of monster
monster you
you get
get based
based on
on the
the traits
traits you
you select.
select.
The GM will tell you the type
The
creature
remains
on
this
plane
until
it
dies
or
you
dismiss
it.
While
the
The
this plane until it dies or you dismiss it. While thespell
is ongoing
you take
to -1
cast
spell.
spell
is ongoing
you -1
take
toacast
a spell.

Repair Critical Damage


LEVEL 5
Heal a construct ally you touch of 3d8 damage.

Contingency
7
Evocation
CONTINGENCY
LEVELLevel
7
EVOCATION
Choose a 5th level or
lower
spell
you
know.
Describe
a
trigger
condition
or lower spell you know. Describe a trigger conditionusing
usinga
anumber
numberofof
words
equal
your
level.
e chosen
spell
is held
until
words
equal
to to
your
level.
TheThchosen
spell
is held
until
youyou
choose to
choose
unleash
it or the
triggeriscondition
is met,happens
whichever
happens
first.
unleashto
it or
the trigger
condition
met, whichever
first.
You dont
have
You
dont
have
to roll
forit the
it You
just may
takesonly
effect.
You
may only
have a
to roll
for the
held
spell,
justheld
takesspell,
effect.
have
a single
contingent
single
contingent
spell
held
at Contingency
a time; if you while
cast Contingency
while
youthe
have
a
spell held
at a time;
if you
cast
you have a held
spell,
new
held spell, the new held spell replaces the old one.
held spell replaces the old one.

CLOUDKILL
LEVELLevel
7
SUMMONING
ONGOING
Cloudkill
7 Summoning
Ongoing
A cloud of fog drifts into this realm from Dolurrh, the Realm of the Dead, fillA cloud of fog drifts into this realm from beyond the Black Gates of Death, filling
ing the immediate area. Whenever a creature in the area takes damage it takes
the immediate area. Whenever a creature in the area takes damage it takes an
an additional, separate 1d6 damage which ignores armor. This spell persists so
additional,
1d6aff
damage
which
armor.
Thisit.spell persists so long
long
as youseparate
can see the
ected area,
orignores
until you
dismiss
as you can see the affected area, or until you dismiss it.

SHADOW
WALK
LEVELLevel
7
ILLUSION
Shadow
Walk
7
Illusion
The shadows you target with this spell become a portal for you and your allies.
The shadows you target with this spell become a portal for you and your allies.
Name a location, describing it with a number of words up to your level. StepName a location, describing it with a number of words up to your level. Stepping
ping through the portal deposits you and any allies present when you cast the
through
thelocation
portal deposits
you and
alliesmay
present
youonce
castby
theeach
spell
spell
at the
you described.
Thany
e portal
onlywhen
be used
at
the
location
you
described.
The
portal
may
only
be
used
once
by
each
ally.
ally.

Ninth Level
Spells
Ninth
Level
Spells
Antipathy
9 EnchantmentONGOING
Ongoing
ANTIPATHY
LEVELLevel
9 ENCHANTMENT
Choose a target and
and describe
describeaatype
typeofofcreature
creatureororan
analignment.
alignment.Creatures
Creaturesofofthe
the
specifitype
ed type
or alignment
cannot
come
within
of target.
the target.
If a creaspecified
or alignment
cannot
come
within
sightsight
of the
If a creature
ture
of specified
the specifitype
ed type
nd itself
within
sight
target,
immediateof the
doesdoes
findfiitself
within
sight
of of
thethe
target,
it itimmediately
ly
flees.
This
effect
continuesuntil
untilyou
youleave
leavethe
thetargets
targetspresence
presenceor
oryou
you dismiss
dismiss
flees.
This
effect
continues
the spell. While the spell is ongoing you take -1 to cast a spell.
the spell. While the spell is ongoing you take -1 to cast a spell.
LEVEL Level
9
DIVINATION
9
Divination
Describe an event. The GM will tell you when that event occurs, no matter
Describe an event. The GM will tell you when that event occurs, no matter where
where you are or how far away the event is. If you choose, you can view the
you are or
far away
the event
If you
choose,
you can
the location
location
of how
the event
as though
youis.
were
there
in person.
You view
can only
have one
of
the
event
as
though
you
were
there
in
person.
You
can
only
have
one Alert
Alert active at a time.
active at a time.

Alert
Alert

Soul
9
SOULGem
GEM
LEVELLevel
9
soul of
ofaadying
dyingcreature
creaturewithin
withinaagem.
gem.The
Thetrapped
trappedcreature
creatureisisaware
You trap the soul
aware
of its imprisonment
still be manipulated
spells,and
parley,
of
its imprisonment
but canbut
stillcan
be manipulated
throughthrough
spells, parley,
other
and other
ects. All
moves
trapped
are can
at +1.
You
effects.
Alleff
moves
against
theagainst
trappedthe
creature
arecreature
at +1. You
free
thecan
soul at
free time
the soul
any never
time but
it can neveronce
be recaptured
once freed.
any
but at
it can
be recaptured
freed.

SHELTER
LEVELLevel
9
ONGOING
Shelter
9EVOCATION
Evocation
Ongoing
You
create
a
structure
out
of
pure
magical
power.
It
can
be
as
large
as
castleor
You create a structure out of pure magical power. It can be as large as aacastle
or as small as a hut, but is impervious to all non-magical damage. The strucas small as a hut, but is impervious to all non-magical damage. The structure
ture endures until you leave it or you end the spell.
endures until you leave it or you end the spell.
PERFECT SUMMONS
LEVEL 9
SUMMONING
Perfect Summons
Level 9
Summoning
You teleport a creature to your presence. Name a creature or give a short
You
teleport
a
creature
to
your
presence.
Name
a
creature
or
give
a short
description of a type of creature. If you named a creature, that creature appears
description
of
a
type
of
creature.
If
you
named
a
creature,
that
creature
appears
before you. If you described a type of creature, a creature of that type appears
before you. If you described a type of creature, a creature of that type appears
before you.

TThe
he
GM
GM
The GM

The GM
Principles
Moves

Portray
a fantastic
the
characters
lives
adventure
Portray
a Fantasticworld
World 2 Fill
Fill the
Characters
Lives
Withwith
Adventure
Portray
Portray a
a fantastic
fantastic world
world 2
2 Fill
Fill the
the characters
characters lives
lives with
with adventure
adventure
Play
to
Find
Out
What
Happens
to
find
out
what
happens
Portray a fantastic Play
world
2
Fill
the
characters
lives
with
adventure
Play
to
happens
Portray a
a fantastic
fantastic world
world
2find
Fillout
the what
characters
lives with
with adventure
adventure
Play
to2
find
out
what
happens
Portray
Fill
the
characters
lives
Portray a fantastic Play
world
2
Fill
the
characters
lives
with
adventure
to2
find
out
what
happens
Portray
Portray a
a fantastic
fantastic Play
world
world
2
Fill
Fill
the
the
characters
characters
lives
lives
with
with
adventure
adventure
Play
to
find
out
what
happens
Play to
to find
find out
out what
what happens
happens
Play
Play to
to find
find out
out what
what happens
happens

Principles
Principles
Principles
Principles
Principles
Draw
maps,
Principles
Draw
maps, leave
leave blanks
blanks

Draw
maps,
leave blanksnot the players
Principles
Address
the
characters,
Draw maps,
leave blanksnot the players
Address
the characters,

Address
the
characters,
Drawmaps,
maps,
leave
blanksnot the players

blanks
Embrace
the
fantastic
Draw maps,
leave
blanksnot the players
Address
the
characters,
Draw
Embrace
theleave
fantastic

Draw
Draw
maps,
maps,
leave
leave
blanks
blanks
Embrace
the
fantastic
Address
the
characters,
notthe
the players

Draw
maps,
leave
blanks
Address
the
not
Make
aa move
that
Address
the
characters,
not theplayers
players
Embrace
thecharacters,
fantastic
Make
move
that follows
follows

Address
Address
the
the
characters,
characters,
not
not
the
the players
players
Make
a
move
that
follows
Embrace
the
fantastic

Address
the
characters,
not
the
players
Embrace
the
fantastic
Never
name
of
Embrace
thethe
fantastic
Make
aspeak
move
that
follows
Never
speak
the
name
of your
your move
move

Embrace
Embrace
the
the
fantastic
fantastic
Never
speak
the
name
of
your
move
Make
a
move
that
follows

Embrace
the
fantastic
Make
aaspeak
move
that
follows
every
monster
life
Give
personhood
Makeeveryone
move
that
follows
Never
the
name
Give
every
monster
lifeof your move

Never
Make
Makeevery
aaspeak
aevery
move
move
that
that
follows
follows
Give
monster
lifeof
Never
speak
the
name
of yourmove
move

Make
move
that
follows

the
name

Name
person
Neverevery
speakmonster
the name
your move
Give
lifeofyour
Name
every
person

Never
Never
speak
speak
the
the
name
name
of
of
your
your
move
move
Name
every
person
Give
every
monster
life

Never
speak
the
name
of
your
move
Give
every
monster
life
Ask
and
Givequestions
every
monster
lifethe
Name
every
person
Ask
questions
and use
use
the answers
answers

Give
Give
every
every
monster
monster
life
life
Ask
questions
and
use
the
answers
Name
every
person

Give
every
monster
life
Name
every
person
Be
aa questions
fan
of
characters
Name
every
person
Ask
and
use the answers
Be
fan
of the
the
characters

Ask
Name
Name
every
every
person
person
Be
aquestions
fan
of the
characters
Ask
questions
and
usethe
the answers

Name
every
person

and
use

Think
dangerous
Aska questions
use theanswers
answers
Be
fan
of the and
characters
Think
dangerous

Ask
Ask
questions
questions
and
and
use
use
the
the answers
answers
Think
dangerous
Be
a
fan
of
the
characters

Ask
questions
and
use
the
answers
Be
of
the
Begin
and
with
Beaafan
fan
ofend
thecharacters
characters
Think
dangerous
Begin
and
end
with the
the fiction
fiction

Be
Be
a
a
fan
fan
of
of
the
the
characters
characters
Begin
and
end
with
the
fiction
Think
dangerous

Be
a
fan
of
the
characters
Think
Think
offscreen,
too
dangerous
Begin dangerous
and
end with
Think
offscreen,
toothe fiction

Begin
Think
Think
dangerous
dangerous
offscreen,
toothe
Begin
and
end
with
the
fiction

Think
dangerous

and
end
with
fiction
Blur
the
line
between
magic
and technology
Begin and
end with
fiction
Think
offscreen,
toothe

Begin
Begin
and
and
end
end
with
with
the
the
fiction
fiction
Think
offscreen,
too

Begin
and
end
with
the
fiction
Think
offscreen,
too
Think offscreen, too

Think
Think offscreen,
offscreen, too
too

Think
offscreen,
too

Monsters
Monsters
Monsters
What
is
it known
to
do?
Monsters
What
is
to
Monsters
What
is it
it known
known
to do?
do?
Monsters
Write
a
monster
move
describing
Monsters
M
onsters
Whata monster
is it known
to do? what
Write
move describing
what itit does.
does.

Moves
Moves
Moves
Moves
Moves
Use
aa monster,
Moves
Use
monster, danger,
danger, or
or location
location move
move

Use
a monster,
danger,truth
or location move
Moves
Reveal
an
unwelcome
Use a monster,
danger,truth
or location move
Reveal
an unwelcome

Reveal
an unwelcome
truth
Useaamonster,
monster,
danger,
orlocation
location
move

danger,
or
move
Show
of
approaching
threat
Use a signs
monster,
danger,
or location
move
Reveal
an unwelcome
truth
Use
Show
signs
of an
an
approaching
threat

Use
Use
a
a
monster,
monster,
danger,
danger,
or
or
location
location
move
move
Show
signs
of
an
approaching
threat
Reveal
an
unwelcome
truth

Use
a
monster,
danger,
or
location
move
Reveal
an
truth
Deal
damage
Reveal
anunwelcome
unwelcome
truth threat
Show
signs
of an approaching
Deal
damage

Reveal
Reveal
an
an
unwelcome
unwelcome
truth
truth
Deal
damage
Show
signs
of
an
approaching
threat

Reveal
an
unwelcome
truth
Show
signs
an
Use
up
their
Show
signs
ofresources
anapproaching
approachingthreat
threat
Deal
damage
Use
up
theirof
resources

Deal
Show
Showup
signs
signs
of
ofresources
an
anback
approaching
approaching
threat
threat
Use
their
Deal
damage

Show
signs
of
an
approaching
threat

damage

Turn
their
move
Dealup
damage
Use
their
resources
Turn
their
move
back on
on them
them

Deal
Deal
damage
damage
Turn
their
move
back
on
them
Use
up
their
resources

Deal
damage
Use
their
resources
Separate
them
Useup
up
their
resources
Turn
their
move
back on them
Separate
them

Turn
Use
Use up
up
their
their
resources
resources
Separate
them
Turn
their
move
backthat
onthem
them

Use
up
their
resources

their
move
back
on

Give
an
opportunity
Turn an
their
move
backthat
on fits
them
Separate
them
Give
opportunity
fits aa class
class abilities
abilities

Turn
Turn
their
their
move
move
back
back
on
on
them
them
Give
an
opportunity
that
fits a race,
classor
abilities
Separate
them

Turn
their
move
back
on
them
Separate
them
Show
a
downside
to
their
class,
equipment
Separate
them to their
Give
an
opportunity
that class,
fits a race,
classor
abilities
Show
a downside
equipment

Separate
Separate
them
them
Show
a
downside
to
their
class,
race,
or
equipment
Give
an
opportunity
that
fits
a
class
abilities

Separate
them
Give
an
opportunity
that
fits
a
class
abilities
Offer
an
opportunity,
with
or
without
cost
Give an
opportunity
that
fits
classor
abilities
Show
a downside
to their
class,
race,
equipment
Offer
an
opportunity,
with
orawithout
cost

Give
Give
an
an
opportunity
opportunity
that
that
fits
fits
a
a
class
class
abilities
abilities
Offer
an
opportunity,
with
or
without
cost
Show
a
downside
to
their
class,
race,
or
equipment

Give
an
opportunity
that
fits
a
class
abilities
Show
aan
their
class,
race,
Put
someone
in
spot
Show
adownside
downside
to
their
class,
race,or
orequipment
equipment
Offer
opportunity,
with
or without
cost
Put
someone
in aato
spot

Show
Show
a
a
downside
downside
to
to
their
their
class,
class,
race,
race,
or
or
equipment
equipment
Put
someone
in
a
spot
Offer
an
opportunity,
with
or
without
cost

Show
a
downside
to
their
class,
race,
or
equipment
Offer
an
cost
Tell
them
the
requirements
or
consequences
Offer
anopportunity,
opportunity,
withor
or
without
cost and
Put
someone
a spotwith
Tell
them
the in
requirements
orwithout
consequences
and

Offer
Offer
an
an
opportunity,
opportunity,
with
with
or
or
without
without
cost
cost
Tell
them
the
requirements
or
consequences
and
Put
someone
in
a
spot

Offer
an
opportunity,
with
or
without
cost
Put
aaspot
ask
Put
someone
in
spot
Tell
them thein
requirements
or consequences and
asksomeone

Put
Put
someone
someone
in
in
a
a
spot
spot
ask
Tell
them
the
requirements
or
consequences
and

Put
someone
in
a
spot
Tell
requirements
or
and
Introduce
an
from ages
past
Tell
themthe
theelement
requirements
orconsequences
consequences
and
askthem

Off
Tell
Tell
them
them
the
the
requirements
requirements
or
or
consequences
consequences
and
and
ask

Tell
them
the
requirements
or
consequences
and
ask
asker aid from an enemy, or opposition from an ally
ask
ask
ask
Show the devestation of the Last War

Write
monster
move describing
Whatais
isit
it known
todo?
do? what it does.
What
to
What
is itknown
known
to do? what it does.
Write a monster
move describing
What
What
is
is
it
it
known
known
to
to
do?
do? what
Write
a
monster
move
describing
whatititdoes.
does.
Write
move
describing
Writeaamonster
monster
move
describing
what it does.
What
does
it
want
that
causes
problems
for others?
What
does
it
want
that
causes
problems
Write
Write
a
a
monster
monster
move
move
describing
describing
what
what
it
it
does.
Write
a
monster
move
describing
what
it
does.
What
does
it want
that
causesdoes.
problems for
for others?
others?
This
is
its
instinct.
Write
it
as
an
intended
action.
What
does
it
want
causes
problems
for
others?
This
is its
instinct.
Write itthat
as an intended
action.
This
is
its
instinct.
Write
it
as
an
intended
action.
What
does
it
want
that
causes
problems
for
others?
What
does
it
that
What
does
itwant
want
that
causesproblems
problemsfor
forothers?
others?
This is its
instinct.
Write it
as an causes
intended
action.
What
What
does
does
it
it
want
want
that
that
causes
causes
problems
problems
for
for
others?
others?
This
is
its
instinct.
Write
it
as
an
intended
action.
This
isisits
instinct.
Write
ititas
an
intended
action.
This
its
instinct.
Write
as
an
intended
action.
How
does
it
usually
hunt
or
fight?
How
does
it
usually
hunt
or
fight?
This
This
is
is
its
its
instinct.
instinct.
Write
Write
it
it
as
as
an
an
intended
intended
action.
action.
This
is
its
instinct.
Write
it
as
an
intended
action.
How
does
it usually
hunt
or3 fight?
In
groups:
horde,
damage,
HP
How
does
it
usually
or
In large
large
groups:
horde, d6
d6hunt
damage,
3fight?
HP

In
large
groups:
horde,
d6
damage,
3fight?
HP
How
does
it
usually
hunt
ord8
fight?
How
does
it
usually
hunt
or
In
small
groups,
about
25:
group,
damage,
How
does
it
usually
hunt
or
fight?
large groups:
d6 damage,
3 HP
In small
groups,horde,
about 25:
group, d8
damage, 66 HP
HP
How
How
does
does
it
it
usually
usually
hunt
hunt
or
or
fight?
fight?

In
small
groups,
about
25:
group,
d8
damage,
large
groups:
horde,
d6
damage,
3
HP
In
horde,
d6 damage,
3 HP
Alllarge
by itsgroups:
lonesome:
solitary,
d10 damage,
12 HP6 HP

In
horde,
d6 damage,
3 HP
small
groups,
about
25:
group,
d8
damage,
6 HP
Alllarge
by itsgroups:
lonesome:
solitary,
d10 damage,
12 HP

In
In
Insmall
large
large
groups:
horde,
horde,
d6
d6 damage,
damage,
3d8
HP
All
by itsgroups:
lonesome:
solitary,
d10 damage,
12 HP
small
groups,
about
25:
group,
damage,
HP

large
groups:
horde,
d6
damage,
33 HP
HP

groups,
about
25:
group,
d8
damage,
666HP
In
In
small
groups,
about
25:
group,
d8
damage,
HP
All by its lonesome: solitary, d10 damage,
12 HP

In
In
small
small
groups,
groups,
about
about
25:
25:
group,
group,
d8
d8
damage,
damage,
6
6
HP
HP
All
by
its
lonesome:
solitary,
d10
damage,
12
HP

In
small
groups,
about
25:
group,
d8
damage,
6
HP
All
by
its
lonesome:
solitary,
d10
damage,
12
HP
All
by
its
lonesome:
solitary,
d10
damage,
12
HP
How
big
is
it?
How
big
is
it?

All
All
by
by
its
its
lonesome:
lonesome:
solitary,
solitary,
d10
d10
damage,
damage,
12
12
HP
HP

All
by
its
lonesome:
solitary,
d10
damage,
12
HP
How
big than
is it?
Smaller
aa house
How
big
is
it?
Smaller
than
house cat:
cat: tiny,
tiny, hand,
hand, -2
-2 damage
damage

Smaller
than
a house
cat:
tiny, hand, -2 damage
How
big
isit?
it?
How
big
is
Halfling-esque:
small,
close
How
big
is
it?
Smaller than a house
tiny, hand, -2 damage
Halfling-esque:
small,cat:
close
How
How
big
bighuman
is
is it?
it?
Halfling-esque:
small,
close
Smaller
than
ahouse
house
cat:
tiny,hand,
hand, -2damage
damage

than
cat:
tiny,

About
close
Smaller
Smaller
thanaasize:
house
cat:
tiny, hand,-2
-2 damage
Halfling-esque:
small,
close
About
human
size:
close

Smaller
Smaller
than
than
a
a
house
house
cat:
cat:
tiny,
tiny,
hand,
hand,
-2
-2
damage
damage
About
human
size:
close
Halfling-esque:
small,
close

Smaller
than
a
house
cat:
tiny,
hand,
-2
damage
Halfling-esque:
small,
close
As
big
aa cart:
large,
close,
Halfling-esque:
small,
close reach,
About
human
close
As
big as
as
cart:size:
large,
close,
reach, +4
+4 HP,
HP, +1
+1 damage
damage

Halfling-esque:
Halfling-esque:
small,
small,
close
close
As
big
as
a
cart:
large,
close,
reach,
+4
HP,
+1+3
damage
About
human
size:
close

Halfling-esque:
small,
close
About
human
size:
close
Much
larger
than
a
cart:
huge,
reach,
+8
HP,
damage
About
human
size:
close
As big larger
as a cart:
close,
reach,
+4+8
HP,HP,
+1+3
damage
Much
thanlarge,
a cart:
huge,
reach,
damage

About
About
human
human
size:
size:
close
close
Much
larger
than
a
cart:
huge,
reach,
+8
HP,
+3
damage
As
big
as
a
cart:
large,
close,
reach,
+4
HP,
+1
damage

About
human
size:
close
As
big
as
a
cart:
large,
close,
reach,
+4
HP,
+1
damage
As
big
as
a
cart:
large,
close,
reach,
+4
HP,
+1
damage
Much larger than a cart: huge, reach, +8 HP, +3 damage

As
As
big
big
as
as
a
a
cart:
cart:
large,
large,
close,
close,
reach,
reach,
+4
+4
HP,
HP,
+1
+1
damage
damage
Much
larger
than
a
cart:
huge,
reach,
+8
HP,
+3
damage

As
big
as
a
cart:
large,
close,
reach,
+4
HP,
+1
damage
Much
larger
than
+8
Muchis
larger
thanaacart:
cart:huge,
huge,reach,
reach,
+8HP,
HP,+3
+3damage
damage
What
its
most
important
defense?
What
is
its
most
important
defense?

Much
Much
larger
larger
than
than
a
a
cart:
cart:
huge,
huge,
reach,
reach,
+8
+8
HP,
HP,
+3
+3
damage
damage

Much
larger
than
a
cart:
huge,
reach,
+8
HP,
+3
damage
What
is
its
most
important
defense?
Cloth
or
flesh:
00 armor
What
most
important
defense?
Clothis
orits
flesh:
armor
Clothis
flesh:
0 armor
What
isorits
most
important
defense?
What
most
important

or
hide:
11 armor
What
its
most
important
defense?
Clothisorits
flesh:
0 armor
Leathers
Leathers
or thick
thick
hide:
armor defense?
What
What
is
is
its
its
most
most
important
important
defense?
defense?

Leathers
or
thick
hide:
1
armor
Cloth
or
flesh:
0
armor
Cloth
or
flesh:
0
armor
Mail
or
scales:
2
armor
Cloth
or
flesh:
0
armor
Leathers
or thick
Mail
or scales:
2 hide: 1 armor

Cloth
Cloth
or
or
flesh:
flesh:
0
0
armor
armor
Mail
or
scales:
2
Leathers
or
thick
hide:
1
armor

Cloth
or
flesh:
0
armor
Leathers
or
hide:
Plate
332armor
Leathers
orthick
thick
hide:11armor
armor
Mail or
or
scales:
armor
Plate
or bone:
bone:
armor

Mail
Leathers
Leathers
or
ormagical
thick
thick
hide:
hide:
111 armor
armor
Plate
orscales:
bone:
32armor
armor
Mail
or
scales:
armor

Leathers
or
thick
hide:
armor

or
2

protection:
Permanent
Mail
or
scales:
2
armor
Plate or bone:
3 armor
Permanent
magical
protection: 44 armor,
armor, magical
magical

Mail
Mail
or
or
scales:
scales:
2
2
armor
Permanent
magical
protection:
4 armor, magical
Plate
or
bone:
3
armor

Mail
or
scales:
2
Plate
bone:
3
armor
Plate
or
bone:
3
armor
Permanent magical protection: 4 armor, magical

Permanent
Plate
Plate or
or bone:
bone:
333 armor
armor
Permanent
magical
protection:44armor,
armor,magical
magical

or
bone:
armor

magical
protection:
Plate
Permanent
magical
protection:
4 armor,
magical
What
is
it
known
for?
(Choose
all
that
apply)
What
is
it
known
for?
(Choose
all
that

Permanent
Permanent
magical
magical
protection:
protection:
4
4
armor,
armor,
magical
magical

Permanent
magical
protection:
4
armor,
magical
What
is
it
known
for?
(Choose
all
that apply)
apply)

Unrelenting
strength:
+2
damage,
forceful
What
is
it
known
(Choose
all
that
apply)
Unrelenting
strength:for?
+2 damage,
forceful

Unrelenting
strength:
+2
damage,
forceful
What
is
it
known
for?
(Choose
all
that
apply)
What
is
it
for?
(Choose
all
that
apply)
Skill
in
roll
twice
take
better
roll
What
isoffense:
itknown
known
for?
(Choose
all
that
apply)
Unrelenting
strength:
+2 damage,
forceful
Skill
in
offense:
roll damage
damage
twice and
and
take the
the
better
roll
What
What
is
is
it
it
known
known
for?
for?
(Choose
(Choose
all
all
that
that
apply)
apply)

Skill
in
offense:
roll
damage
twice
and
take
the
better
roll
Unrelenting
strength:
+2
damage,
forceful
Unrelenting
strength:
+2
damage,
forceful
Skill
in
defense:
+1
armor
Unrelenting
strength:
+2
damage,
forceful
offense: roll
damage twice and take the better roll
Skill in defense:
+1 armor

Unrelenting
Unrelenting
strength:
strength:
+2
+2
damage,
damage,
forceful
forceful
Skill
in
defense:
+1
armor
offense:
roll
damage
twice
and
take
the
better
roll

Unrelenting
strength:
+2
damage,
forceful
Skill
Deft
strikes:
+1
piercing
Skill
inoffense:
offense:
roll
damagetwice
twiceand
andtake
takethe
thebetter
betterroll
roll
defense:
+1 damage
armor
Deftin
strikes:
+1roll
piercing

Skill
Skill
in
in
offense:
offense:
roll
roll
damage
damage
twice
twice
and
and
take
take
the
the
better
better
roll
roll
Deft
strikes:
+1
piercing
defense:
+1
armor

Skill
in
offense:
roll
damage
twice
and
take
the
better
roll
Skill
in
defense:
+1
armor
Uncanny
endurance:
+4
HP
Skill
in
defense:
+1
armor
Deft strikes:
+1 piercing
Uncanny
endurance:
+4 HP

Skill
Skill
in
in
defense:
defense:
+1
+1
armor
armor
Uncanny
endurance:
+4
HP
Deft
strikes:
+1
piercing

Skill
in
defense:
+1
armor
Deft
strikes:
+1
Deceit
and
trickery:
stealthy,
Deft
strikes:
+1piercing
piercing
Uncanny
+4 HP write
Deceit
andendurance:
trickery:
stealthy,
write aa move
move about
about dirty
dirty tricks
tricks

Uncanny
Deft
Deft
strikes:
strikes:
+1
+1 piercing
piercing
Deceit
and
trickery:
stealthy,
write a moveorabout
dirty
tricks
Uncanny
endurance:
+4being
HP amphibious

Deft
strikes:
+1
piercing

endurance:
+4
HP

useful
adaptation
like
having
wings:
add
A
Uncanny
endurance:
+4
HP
Deceit
trickery:like
stealthy,
a moveorabout
dirty
tricks
A
usefuland
adaptation
being write
amphibious
having
wings:
add aa special
special

Uncanny
Uncanny
endurance:
endurance:
+4
+4
HP
HP
A
useful
adaptation
like
being
amphibious
or
having
wings:
add a special
Deceit
and
trickery:
stealthy,
write
a
move
about
dirty
tricks

Uncanny
endurance:
+4
HP
Deceit
and
trickery:
stealthy,
write
a
move
about
dirty
tricks
quality
for
the
adaptation
Deceit
and
trickery:
stealthy,
write
a
move
about
dirty
tricks
Aquality
usefulfor
adaptation
like being amphibious or having wings: add a special
the adaptation

A
Deceit
Deceit
and
and
trickery:
trickery:
stealthy,
stealthy,
write
aaa move
moveor
about
about
dirty
dirty
tricks
tricks
quality
for
the
adaptation
A
useful
adaptation
like
beingwrite
amphibious
having
wings:
add
special

Deceit
and
trickery:
stealthy,
write
move
about
dirty
tricks

useful
adaptation
like
being
having
aaaspecial

favor
of
the
gods:
divine,
+2
+2
HP
or
both
(your
call)
The
A
useful
adaptation
like
beingamphibious
amphibious
or
having
wings:
add
special
quality
for
The
favor
ofthe
theadaptation
gods:
divine,
+2 damage
damage or
or
+2
HP wings:
or
bothadd
(your
call)

A
A
useful
useful
adaptation
adaptation
like
like
being
being
amphibious
amphibious
or
or
having
having
wings:
wings:
add
add
a
a
special
special
The
favor
of
the
gods:
divine,
+2
damage
+2
HP
or
both
(your
call)
quality
for
the
adaptation

A
useful
adaptation
like
being
amphibious
or
having
wings:
add
a
special
quality
for
the
adaptation
Spells
and
magic:
magical,
write
a
move
about
its
spells
quality
for
the
adaptation
The favor
the gods:
divine,
+2 adamage
or +2its
HPspells
or both (your call)
Spells
andof
magic:
magical,
write
move about
quality
quality
for
for
the
the
adaptation
adaptation

Spells
and
magic:
magical,
write
a
move
about
its
spells
The
favor
of
the
gods:
divine,
+2
damage
or
+2
HP
or
both
(your
call)
quality
for
the
adaptation
The
favor
the
divine,
+2
or
or
The
favor
of
thegods:
gods:
divine,
+2damage
or+2
+2HP
HPspells
orboth
both(your
(yourcall)
call)
Spells
andof
magic:
magical,
write
adamage
move about
its

The
The
favor
favor
of
of
the
the
gods:
gods:
divine,
divine,
+2
+2
damage
damage
or
or
+2
+2
HP
HP
or
or
both
both
(your
(your
call)
call)
Spells
and
magic:
magical,
write
a
move
about
its
spells

The
favor
of
the
gods:
divine,
+2
damage
or
+2
HP
or
both
(your
call)
Spells
Spellsand
andmagic:
magic:magical,
magical,write
writeaamove
moveabout
aboutits
itsspells
spells

Spells
Spells and
and magic:
magic: magical,
magical, write
write aaa move
move about
about its
its spells
spells

Spells
and
magic:
magical,
write
move
about
its
spells

Dungeon
D
ungeon MMoves
oves
Dungeon
Moves
Dungeon
Moves
Dungeon
Moves
Dungeon
Change
Change the
the environment
environmentMoves
Dungeon
Moves

Change
the
environment
Dungeon
Moves
Point
to
threat
Change
environment
Point
to athe
a looming
looming
threat

Point
tothe
a alooming
threator type of creature
Change
the
environment

Introduce
new
Change
environment
Point
to the
a looming
threator type of creature
Change
Introduce
aenvironment
new faction
faction

Change
Change
the
the
environment
environment
Introduce
a
new
faction
or type
of creature
Point
to
a
looming
threat

Change
the
environment
Point
aalooming
threat
Use
threat
from
an
existing
faction
or
Pointaato
to
looming
threat
Introduce
a new
or type
of creature
Use
threat
fromfaction
an
existing
faction
or type
type of
of

Point
Point
to
to
a
a
looming
looming
threat
threat
Use
a
threat
from
an
existing
faction
or type of
Introduce
a
new
faction
or
type
ofcreature
creature

Point
to
a
looming
threat
Introduce
a
new
faction
or
type
of
creature
Introduce
a new
or type
of creature
Use
a threat
fromfaction
an existing
faction
or type of
creature

Use
Introduce
Introduce
aaa backtrack
new
new
faction
faction
or
or type
type
of
of creature
creature
creature
Use
threat
from
anexisting
existing
faction
ortype
type of

Introduce
new
or
type
of
creature

aaathreat
from
an
faction
or

them
Use
threat
fromfaction
an existing
faction
or typeof
of
creature
Make
Make
them
backtrack

Use
Use
a
a
threat
threat
from
from
an
an
existing
existing
faction
faction
or
or
type
type of
of
Make
them
backtrack
creature

Use
a
threat
from
an
existing
faction
or
type
of
creature
Present
riches
at
creature
Make
them
backtrack
Present
riches
at aa price
price
creature
creature

Present
riches
at
a
price
Make
them
backtrack
creature
Make
backtrack
Present
aariches
challenge
to
Makethem
them
backtrack
at a price
Present
challenge
to one
one of
of the
the characters
characters

Present
Make
Make them
them
backtrack
backtrack
Present
ariches
challenge
to one of the characters
ataaprice
price

Make
them
backtrack

riches
at
at a price
Present ariches
challenge
to one of the characters

Present
Present
Presentariches
at
at aaa price
price
ariches
challenge
toone
one ofthe
the characters

at
price

to
Present
Present riches
achallenge
challenge
to oneof
of thecharacters
characters

Present
Present aaa challenge
challenge to
to one
one of
of the
the characters
characters

Present
challenge
to
one
of
the
characters

What
is
its most
common
form
of
attack?
What
is
most
common
form
of
What
is its
its
most
common
formCommon
of attack?
attack?
Note
it
along
with
the
creatures
damage.
answers
What
is
its
most
common
form
of
attack?
Note
it along
with
the creatures
damage.
Common
answers include:
include: aa type
type of
of weapon,
weapon,
Note
it
along
with
the
creatures
damage.
Common
answers
include: a type of weapon,
What
is
its
most
common
form
of
attack?
What
is
its
most
common
form
of
attack?
claws,
a
specific
spell.
Then
answer
these
questions
about
it:
What
is
its
most
common
form
of
attack?
Note itaalong
with
the Then
creatures
damage.
claws,
specific
spell.
answer
theseCommon
questions answers
about it:include: a type of weapon,
What
What
is
is
its
its
most
most
common
common
form
form
of
of
attack?
claws,
aalong
specific
spell.
Then
answer
theseCommon
questions
about it:include:
Note
along
with
thevicious
creatures
damage.
Common
answers
include:aatype
typeof
ofweapon,
weapon,
Note
with
the
creatures
damage.
answers
Itsitit
armaments
are
and
obvious:
+2attack?
damage

Note
with
thevicious
creatures
answers
claws,
aalong
specific
spell.
Then
answer
theseCommon
questions
about it:include: a type of weapon,
Its itarmaments
are
anddamage.
obvious:
+2 damage
Note
Note
itititarmaments
along
with
with
the
thekeep
creatures
creatures
damage.
damage.
Common
Common
answers
answers
include:aatype
typeof
ofweapon,
weapon,
Itslets
are
vicious
and
obvious:
+2 damage
claws,
aalong
specific
spell.
Then
answer
these
questions
aboutit:
it:include:
Note
along
with
the
creatures
damage.
Common
answers
claws,
a
specific
spell.
Then
answer
these
questions
about

It
the
monster
others
at
bay:
reach
claws,
a
specific
spell.
Then
answer
these
questions
about it:include: a type of weapon,
Itslets
armaments
are vicious
and obvious:
+2 damage
It
the monster
keep others
at bay: reach
claws,
a
specific
spell.
Then
answer
these
questions
about
it:
claws,
a
specific
spell.
Then
answer
these
questions
about
it:

It
lets
the
monster
keep
others
at
bay:
reach
Its
armaments
are
vicious
and
obvious:
+2
damage
Its
armaments
are
and
obvious:
+2
damage
Its
armaments
are
small
and
weak:
reduce
damage
Its
armaments
arevicious
vicious
and
obvious:
+2its
damage
It lets
the monster
keep others
at bay:
reach
small
and
weak:
reduce
its
damage die
die size
size by
by one
one
vicious
and
obvious:
+2
damage

Its
armaments
are
and
obvious:
+2
damage
Its
armaments
are vicious
small
and
weak:
reduce
its
damage
die size
by
one
Itlets
lets
themonster
monster
keep
others
atbay:
bay:
reach

the
keep
others
at
reach

armaments
can
slice
or
pierce
metal:
messy,
+1
piercing
or
+3
piercing
ItIts
It
lets
the
monster
keep
others
at
bay:
reach
and
weak:metal:
reduce
its damage
die size
Its armaments are
cansmall
slice or
pierce
messy,
+1 piercing
orby
+3one
piercing ifif itit can
can
It
lets
the
monster
keep
others
at
bay:
reach

It
lets
the
monster
keep
others
at
bay:
reach

Its
can
slice
or
pierce
metal:
messy,
+1
piercing
or
+3
piercing if it can
armaments
are
small
and
weak:
reduce
its
damage
die
size
by
one
Its
armaments
are
small
and
weak:
reduce
its
damage
die
size
by
one
just
tear
metal
apart
Its
armaments
are
small
and
weak:
reduce
its
damage
die
size
by
one
slice or pierce metal: messy, +1 piercing or +3 piercing if it can
just tear metal can
apart
armaments
are
small
and
weak:
reduce
its
damage
die size
size
by
one

Its
armaments
are
small
and
weak:
reduce
its
damage
die
just
tear
metalhelp
apart
Its
can
sliceor
or
pierce
metal:
messy,
+1
piercing
orby
+3one
piercing
ifititcan
can

armaments
slice
metal:
messy,
or

Armor
doesnt
with
damage
itit deals
(due
to
magic,
size,
etc.):
ignores
Its
Its
armaments
can
slice
or
pierce
metal:
messy,
+1
piercing
or+3
+3piercing
piercing
it can
just
tear
metalcan
apart
Armor
doesnt
help
with the
thepierce
damage
deals
(due+1
topiercing
magic,
size,
etc.):
ignoresififArmor
Armor
Its
armaments
can
slice
or
pierce
metal:
messy,
+1
piercing
or
+3
piercing
if
it
can

Its
armaments
can
slice
or
pierce
metal:
messy,
+1
piercing
or
+3
piercing
if
it
can

Armor
doesnt
help
with
the
damage
it
deals
(due
to
magic,
size,
etc.):
ignores
Armor
just
tear
metal
apart
just
tear
metal
apart
It
usually
attacks
at
range
(with
arrows,
spells,
projectiles):
near
far
just
tear
metal
apart
Armor
doesnt
help
the
damage
it deals
(dueor
magic,
size, etc.): ignores
It
usually
attacks
atwith
range
(with
arrows,
spells,
ortoother
other
projectiles):
near or
orArmor
far or
or
just
tear
metal
apart
just
tear
metal
apart
It
usually
attacks
at
range
(with
arrows,
spells,
or
other
projectiles):
near
or
far
or

Armor
doesnt
help
with
the
damage
it
deals
(due
to
magic,
size,
etc.):
ignores
Armor
Armor
doesnt
help
the
damage
ititdeals
(due
to
magic,
size,
both
(your
call)
Armor
doesnt
help
with
the(with
damage
deals
(dueor
toother
magic,projectiles):
size,etc.):
etc.):ignores
ignores
Armor
It
usually
attacks
atwith
range
arrows,
spells,
near orArmor
far or
both
(your
call)

Armor
Armor
doesnt
doesnt
help
help
with
with
the
the
damage
damage
it
it
deals
deals
(due
(due
to
to
magic,
magic,
size,
size,
etc.):
etc.):
ignores
ignores
Armor
Armor
both
(your
call)
It
usually
attacks
at
range
(with
arrows,
spells,
or
other
projectiles):
near
or
far
or
Armor
doesnt
help
with
the
damage
it
deals
(due
to
magic,
size,
etc.):
ignores
Armor
ItItboth
usually
attacks
usually
attacks
range(with
(witharrows,
arrows,spells,
spells,or
orother
otherprojectiles):
projectiles):near
nearor
orfar
faror
or
(your
call) atatrange

It
It
usually
usually
attacks
attacks
at
at
range
range
(with
(with
arrows,
arrows,
spells,
spells,
or
or
other
other
projectiles):
projectiles):
near
near
or
or
far
far
or
or
both
(your
call)

It
usually
attacks
at
range
(with
arrows,
spells,
or
other
projectiles):
near
or
far
or
both
(your
call)
both
(your
call)
Which
of
these
describe
it?
(Choose
all
that
apply)
Which
of
these
describe
it?
(Choose
all
that
apply)
both
(your
call)
both
(your
call)
Which
of
thesebecause
describe
it?
(Choose
all but
that
apply)
ItIt isnt
dangerous
of
wounds
itit inflicts,
other
Which
these
describe
it?
(Choose
all
that
isnt of
dangerous
because
of the
the
wounds
inflicts,
but for
for apply)
other reasons:
reasons: devious,
devious,

It
isnt
dangerous
because
of
the
wounds
it
inflicts,
but
for
other
reasons: devious,
Which
of
these
describe
it?
(Choose
all
that
apply)
Which
of
these
describe
it?
(Choose
all
that
apply)
reduce
its
damage
die
size
by
one,
write
a
move
about
why
its
dangerous
Which
of
these
describe
it?
(Choose
all
that
apply)
Itreduce
isnt dangerous
wounds
inflicts,
butwhy
for other
reasons: devious,
its damagebecause
die sizeof
bythe
one,
write aitmove
about
its dangerous
Which
Which
of
these
describe
describe
it?
it?
(Choose
all
all
that
that
apply)
itsthese
damage
diegroups
sizeof
bythe
one,
write
aititmove
about
its dangerous
Itreduce
isntof
dangerous
because
of
the
wounds
inflicts,
butwhy
forapply)
other
reasons:
devious,

isnt
because
wounds
inflicts,
but
for
reasons:
devious,

organizes
into
that
itit(Choose
can
on
support:
organized,
write
aa move
ItItItreduce
isntdangerous
dangerous
because
wounds
inflicts,
butwhy
forother
other
reasons:
devious,
its damage
die groups
sizeof
bythe
one,
write
aitmove
about
its dangerous
organizes
into larger
larger
that
can call
call
on for
for
support:
organized,
write
move

It
It
isnt
isnt
dangerous
dangerous
because
because
of
of
the
the
wounds
wounds
it
it
inflicts,
inflicts,
but
but
for
for
other
other
reasons:
reasons:
devious,
devious,
organizes
into
larger
groups
that
it
can
call
on
for
support:
organized,
write
a move
reduce
its
damage
die
size
by
one,
write
a
move
about
why
its
dangerous

It
isnt
dangerous
because
of
the
wounds
it
inflicts,
but
for
other
reasons:
devious,
reduce
its
damage
die
size
by
one,
write
a
move
about
why
its
dangerous
about
calling
on
others
for
help
reduce
its
damage
die
size
by
one,
write
a
move
about
why
its
dangerous
Itabout
organizes
into
that it can call on for support: organized, write a move
calling
onlarger
othersgroups
for help
reduce
reduce
its
its damage
damage
die
diegroups
size
size
by
by
one,
one,ititwrite
write
aaa move
move
about
about
why
whyorganized,
its
its dangerous
dangerous
about
calling
on
others
forthereabouts:
help
It
organizes
into
larger
groups
that
cancall
call
onfor
for
support:
organized,
writeaamove
move
reduce
its
damage
die
size
by
one,
move
about
why
its
dangerous

organizes
into
that
can
on
support:
write
as
as
aalarger
human
or
ItIts
It
organizes
into
larger
groups
that
itwrite
can intelligent
call
on for
support:
organized,
write a move
about
calling
others
for
help
Its
as smart
smart
ason
human
or thereabouts:
intelligent

It
It
organizes
organizes
into
into
larger
larger
groups
groups
that
that
it
it
can
can
call
call
on
on
for
for
support:
support:
organized,
organized,
write
write
a
a
move
move
Its
as
smart
as
a
human
or
thereabouts:
intelligent
about
calling
on
others
for
help

It
organizes
into
larger
groups
that
it
can
call
on
for
support:
organized,
write
a
move
about
calling
others
help
It
actively
defends
itself
with
aa shield
about
calling
on
others
for
help
Its
as smart
ason
a human
or thereabouts:
intelligent
It
actively
defends
itself for
with
shield or
or similar:
similar: cautious,
cautious, +1
+1 armor
armor
about
about
calling
calling
on
on
others
others
for
for
help
help

It
actively
defends
itself
with
a
shield
or
similar:
cautious,
+1
armor
Its
as
smart
as
a
human
or
thereabouts:
intelligent
about
calling
on
others
for
help
Its
as
as
or
ItIt
trinkets
that
humans
valuable
(gold,
secrets):
Itscollects
assmart
smart
asaahuman
human
orthereabouts:
thereabouts:
intelligent
actively
defends
itself
with
awould
shieldconsider
orintelligent
similar:
cautious,
+1gems,
armor
collects
trinkets
that
humans
would
consider
valuable
(gold,
gems,
secrets): hoarder
hoarder

It
Its
Itsactively
as
as
smart
smart
as
as aaa human
human
or
or thereabouts:
thereabouts:
intelligent
intelligent
It
collects
trinkets
that
humans
would
consider
valuable
(gold,
gems,
secrets):
hoarder
actively
defends
itself
with
aplanar,
shieldor
or
similar:
cautious,
+1
armor

Its
as
smart
as
human
or
thereabouts:
intelligent

defends
itself
with
a
shield
similar:
cautious,
+1
armor

from
beyond
this
world:
write
a
move
about
using
its
otherworldly
Its
It
actively
defends
itself
with
a
shield
or
similar:
cautious,
+1
armor
trinkets that
would consider
(gold,using
gems,its
secrets):
hoarder
Itscollects
from beyond
thishumans
world: planar,
write a valuable
move about
otherworldly

It
It
actively
actively
defends
defends
itself
itself
with
with
a
a
shield
shield
or
or
similar:
similar:
cautious,
cautious,
+1
+1
armor
armor
Its
from
beyond
this
world:
planar,
write
a
move
about
using
its
otherworldly
collects
trinkets
that
humans
would
consider
valuable
(gold,
gems,
secrets):
hoarder

It
actively
defends
itself
with
a
shield
or
similar:
cautious,
+1
armor
ItIt
collects
that
(gold,
gems,
secrets):
hoarder
knowledge
and
collects
trinkets
that
humans
wouldconsider
consider
valuable
(gold,using
gems,its
secrets):
hoarder
Its
from trinkets
beyond
thishumans
world: would
planar,
write avaluable
move about
otherworldly
knowledge
and power
power

It
It
collects
collects
trinkets
trinkets
that
that
humans
humans
would
would
consider
consider
valuable
valuable
(gold,
(gold,
gems,
gems,
secrets):
secrets):
hoarder
hoarder
knowledge
and
power
Its
from
beyond
this
world:
planar,
write
a
move
about
using
its
otherworldly

It
collects
trinkets
that
humans
would
consider
valuable
(gold,
gems,
secrets):
hoarder
Its
from
beyond
this
world:
planar,
write
a
move
about
using
its
otherworldly
Its
kept
alive
by
something
beyond
simple
biology:
+4
HP
Its
from
beyond
this
world:
planar,
write
a
move
about
using
its
otherworldly
knowledge
kept aliveand
by power
something beyond simple biology: +4 HP

Its
Its
from
from
beyond
beyond
this
this
world:
world:
planar,
planar,
write
write
a
a
move
move
about
about
using
using
its
its
otherworldly
otherworldly
kept
alive
by
something
beyond
simple
biology:
+4
HP
knowledge
and
power

Its
from
beyond
this
world:
planar,
write
a
move
about
using
its
otherworldly
knowledge
and
It
was
by
someone:
construct,
give
itit aa special
quality
knowledge
and
power
Its
keptmade
alive
by
something
simple
+4 HP
It
was
made
bypower
someone: beyond
construct,
givebiology:
special
quality or
or two
two about
about its
its
knowledge
knowledge
and
and
power
power
It
was
bysomething
someone:beyond
construct,
give
it a special
Its
keptmade
alive
by
something
beyond
simple
biology:
+4HP
HPquality or two about its
knowledge
and
power

kept
alive
by
simple
biology:
+4
construction
or
purpose
Its
Its
kept
alive
by
something
beyond
simple
biology:
+4
HP
Itconstruction
was made by
someone: construct, give it a special quality or two about its
or purpose

It
Its
Its
kept
keptmade
alive
alive by
by
something
something
beyond
simple
simple
biology:
biology:
+4
+4 HP
HP
construction
or
purpose
It
was
made
by
someone:beyond
construct,
give
a special
quality
or
two about
about
its

Its
kept
alive
by
something
beyond
simple
biology:
+4
HP

was
itit
quality
two
its

appearance
is
disturbing,
terrible,
horrible:
terrifying,
write
aa special
quality
Its
It
was
made
by
someone:
construct,
give
it aa special
special
quality
or
two about
its
construction
or
purpose
Its
appearance
issomeone:
disturbing,construct,
terrible, or
orgive
horrible:
terrifying,
writeor
special
quality

It
It
was
was
made
made
by
by
someone:
someone:
construct,
construct,
give
give
it
it
a
a
special
special
quality
quality
or
or
two
two
about
about
its
its
Its
appearance
is
disturbing,
terrible,
or
horrible:
terrifying,
write
a
special
quality
construction
or
purpose

It
was
made
by
someone:
construct,
give
it
a
special
quality
or
two
about
its
construction
or
purpose
about
why
its
so
horrendous
construction
or
purpose
Its
appearance
is disturbing,
about
why its so
horrendousterrible, or horrible: terrifying, write a special quality
construction
construction
or
or
purpose
purpose
about
why
its
so
horrendous

Its
appearance
is
disturbing,
terrible,
or
horrible:
terrifying,
write
a
special
quality
construction
or
purpose
Its
appearance
terrible,
or
terrifying,
write
aaspecial
quality
ItIts
doesnt
have
organs
or
amorphous,
armor,
+3
appearance
isdisturbing,
disturbing,
terrible,anatomy:
orhorrible:
horrible:
terrifying,+1
write
special
quality
why
its is
so
horrendous
Itabout
doesnt
have
organs
or discernible
discernible
anatomy:
amorphous,
+1
armor,
+3 HP
HP

Its
Its
appearance
appearance
is
isisdisturbing,
disturbing,
terrible,
terrible,
or
or
horrible:
horrible:
terrifying,
terrifying,
write
write
aaa special
special
quality
quality
It
doesnt
have
organs
or discernible
anatomy:
amorphous,
+1
armor,
+3itsHP
about
why
itsso
so
horrendous

Its
appearance
is
disturbing,
terrible,
or
horrible:
terrifying,
write
special
quality
about
why
its
horrendous

It
(or
its
species)
ancientolder
than
man,
elves,
and
dwarves:
increase
damage
about
why
its
so
horrendous
doesnt
have organs
or discernible
anatomy:
amorphous,
+1 armor,
+3its
HP
It (or
its species)
is ancientolder
than
man, elves,
and dwarves:
increase
damage
about
about
why
why
its
its
so
so
horrendous
horrendous

It
(or
its
species)
is
ancientolder
than
man,
elves,
and
dwarves:
increase
its
damage
doesnt
have
organs
or
discernible
anatomy:
amorphous,
+1
armor,
+3
HP
about
why
its
so
horrendous
ItIt
doesnt
have
or
anatomy:
amorphous,
+1
+3
HP
die
size
by
one
doesnt
have
organs
ordiscernible
discernible
anatomy:
amorphous,
+1armor,
armor,
+3its
HP
(or
its species)
is ancientolder
than
man, elves,
and dwarves:
increase
damage
die
size
by
oneorgans

It
It
Itdie
doesnt
doesnt
have
have
organs
or
or
discernible
discernible
anatomy:
anatomy:
amorphous,
amorphous,
+1
+1 armor,
armor,
+3
+3its
HP
HP
size
by
oneorgans
(or
itsspecies)
species)
isancientolder
ancientolder
than
man,
elves,
and
dwarves:
increase
its
damage

It
doesnt
have
organs
or
discernible
anatomy:
amorphous,
+1
armor,
+3
HP

(or
its
is
than
man,
elves,
and
dwarves:
increase
damage

abhors
violence:
roll
damage
twice
and
take
the
worst
result
It
Itdie
(or
its
species)
is
ancientolder
than
man,
elves,
and
dwarves:
increase
its
damage
size by
one roll damage twice and take the worst result
abhors
violence:

It
It
(or
(or
its
its
species)
species)
is
is
ancientolder
ancientolder
than
than
man,
man,
elves,
elves,
and
and
dwarves:
dwarves:
increase
increase
its
its
damage
damage
abhors
violence:
roll
damage
twice
and
take
the
worst
result
die
size
by
one

It
(or
its
species)
is
ancientolder
than
man,
elves,
and
dwarves:
increase
its
damage
die
size
by
one
die
size
by
one
It abhors violence: roll damage twice and take the worst result
die
die
size
size
by
by
one
one

It
abhors
violence:
roll
damage
twice
and
take
the
worst
result
die
size
by
one
ItItabhors
abhorsviolence:
violence:roll
rolldamage
damagetwice
twiceand
andtake
takethe
theworst
worstresult
result

It
It
Ithails
abhors
abhors
violence:
violence:
roll
damage
twice
twice
and
and take
take
the worst
worst
result

It
abhors
violence:
roll
damage
twice
and
take
the
worst
result
from
Xoriat,roll
thedamage
Realm of
Madness:
+3 the
HP,
give itresult
a special quality about
its weakness to byeshk
It or its kind was bred with a specific purpose in mind: +2 damage or +2 HP or
both (your call), write a move about how it fulfills its purpose
Its a recurring villan, or at least plans to be: recurring, +2 HP, write a move about
escaping to fight another day

CampaignFront
Front
Campaign

Cast
C
ast

Stakes
Stakes

Danger:
D
anger:

D
anger:
Danger:

Type:
Type:

Type:

Impending
Doom:
Impending
Doom:

Impending
Doom:
Impending
Doom:

Grim
GrimPortents:
Portents:

Grim
GrimPortents:
Portents:

Danger:
D
anger:

Danger:
Danger:

Type:
Type:

Type:
Type:

Impending
Doom:
Impending
Doom:

Impending Doom:
Impending
Doom:

Grim
GrimPortents:
Portents:

Grim Portents:
Grim
Portents:

Type:

Front:
Front:

Cast
C
ast

Stakes
Stakes

Danger:
D
anger:

D
anger:
Danger:

Type:
Type:

Type:

Impending
Doom:
Impending
Doom:

Impending
Doom:
Impending
Doom:

Grim
GrimPortents:
Portents:

Grim
GrimPortents:
Portents:

Danger:
D
anger:

Danger:
Danger:

Type:
Type:

Type:
Type:

Impending
Doom:
Impending
Doom:

Impending Doom:
Impending
Doom:

Grim
GrimPortents:
Portents:

Grim Portents:
Grim
Portents:

Type:

Front:
Front:

Cast
C
ast

Stakes
Stakes

Danger:
D
anger:

D
anger:
Danger:

Type:
Type:

Type:

Impending
Doom:
Impending
Doom:

Impending
Doom:
Impending
Doom:

GrimPortents:
Portents:
Grim

Grim
GrimPortents:
Portents:

Danger:
D
anger:

Danger:
Danger:

Type:
Type:

Type:
Type:

Impending
Doom:
Impending
Doom:

Impending Doom:
Impending
Doom:

Grim
GrimPortents:
Portents:

Grim Portents:
Grim
Portents:

Type:

Вам также может понравиться