TEXT: My name is... 
  Background | choose 1 
  a character playbook for Dungeon World: Stonetop 
  □ IMPETUOUS YOUTH 
  Stonetop has always been home, but you chafe at 
  the demands of mundane life and have always 
  longed for more. Adventure! Excitement! Danger!   
  When you act recklessly and make a move with all 
  you’ve got, roll 1d8+1d6 instead of 2d6. If the d6 
  rolls higher than the d8, the GM will add a complica-
  tion or fallout caused by your carelessness or exuber-
  ance (and on a miss, expect the worst). 
  At the end of each session, mark XP if your passion-
  ate nature caused trouble for you, your companions, 
  or Stonetop as a whole. 
  □ DRIVEN 
  You once led a simple life, but something happened. 
  Something changed you and burdened you with 
  terrible purpose. What was it? (Choose 1): 
  □ A loved one was killed, kidnapped, or enslaved. 
  □  Someone gave their life to save you. 
  □  Your idol sacrificed themselves to save many. 
  □ You stumbled upon a dark and dire mystery. 
  □  You made a terrible mistake & must make amends. 
  Choose 2 drives instead of 1.  At the end of each 
  session, mark XP for each drive you achieved. 
  You always have the option of burning bright; you 
  can spend 2 XP after you roll to add +1, even if you 
  don’t currently have enough XP to level. 
  □ DESTINY 
  Fate has laid her hand upon you and set you on a 
  course for greatness. Choose one of from each row 
  to describe the nature of your destiny: 
  foretold | marked at birth | recent revelation 
  the fae | the gods | the Makers | the Things Below 
  blood | darkness | fire | legacy | rebirth | water | war  
  destroy | discover | unleash | protect | unify | restore  
  At the end of each session, if you learned something 
  new about your destiny, mark XP. 
  When you are at Death’s Door, ask yourself if your 
  destiny is fulfilled. If it is not, take +2 to the roll and 
  treat a miss as a 7-9.  
  Starting Gear 
  Look & Origin 
  Shabby adventuring gear (3 uses, crude, 2 weight). 
  Choose your weapons (pick 1): 
  □  Iron-shod staff (close, 2h, 1 weight) & bronze 
  dagger (hand, precise, 0 weight) 
  □  Self bow (near, 2h, 2 weight), quiver of bronze-
  tipped arrows (3 ammo, 1 weight), & cudgel (hand, 
  crude, 1 weight) 
  □  Iron-tipped short spear (close, thrown, near, 1 
  weight) & wood shield (+1 armor, crude, 1 weight) 
  □  Iron hatchet (close, 2 weight) & bronze knife 
  (hand, precise, 0 weight) 
  And your defenses (pick 2): 
  □  Lantern (light, area, reach, 1 weight)  
  □  Thick hides (1 armor, worn, warm, crude, 2 weight)  
  □  Poultices & herbs (2 uses, slow, 1 weight)  
  □  Flask of fine whisky (2 uses, 0 weight) 
  Choose one of each: 
  still a child | young & beautiful | older than you’d think 
  eager eyes | questioning eyes | soulful eyes  
  confident voice | laughing voice | scared voice  
  a bit pudgy | sorta gangly | skinny | stout & sturdy   
  back unbowed | head held high | jaw firmly set  
  My family and I are am from... (choose 1 and a name) 
  □ Stonetop 
  ♀:  Anwyn, Glenys, Morwenna, or Rhiannon 
  ♂:  Caradoc, Dafydd, Pedr, or Wynfor  
  □ Gordon’s Delve 
  Pick from any other list 
  □ Hillfolk 
  ♀: Annick, Cosette, Oanez, or Sandrine 
  ♂: Deniel, Hugon, Jago, or Marc 
  □ Marshedge 
  ♀: Brídin, Léan, Neasa, or Úna 
  ♂: Aengus, Cillian, Flannan, or Néill 
  □ Lygos or some other southern town  
  ♀: Chara, Korina, Omid, or Parvaneh 
  ♂: Davud, Omid, Takis, or Yannis 
  Most people, the best they hope for is a quiet life. Maybe a comfortable one. Their days are spent a-worrying, thinking on 
  their leaky roof, their child with the cough, or their crops. Whether it’ll rain too much or not enough.  Worries enough to 
  make most people pray for quiet. For comfort. For peace. 
  You aren’t like most people. You are set on a different path. A path of adventure. A path of danger. A path, I might add, for 
  which you seem ill-prepared. There is greatness in you, O Would-Be Hero. But will you survive long enough to find it? 
  Bonds | write up to 5, with PCs or NPCs 
  □  
  □  
  □  
  □   
  □ 
   
  If you are an Impetuous Youth, pick at least 1 of these: 
   _ wants me to settle down. I’ll show them I’m meant 
  for more.  
   I’ve disappointed _. I must earn their respect. 
   _ was hurt by my actions. I’ll earn their forgiveness. 
  If you are Driven, pick at least 1 of these with a charac-
  ter from Stonetop: 
   _ can help me achieve my goals. I’ll follow them 
  anywhere.  
   I’d be lost without _. I must keep them close. 
   _ took me in when I first came to Stonetop. It’s was a 
  kindness I’ll never stop trying to repay. 
  If you have a Destiny, pick at least 1 of these with a 
  character from Stonetop: 
   _ will guide me to my fate. I’ll follow where they lead. 
   _ has a part to play in all this. I will guide them to it. 
   _ cares about me, not this stupid destiny. I will be 
  true to them, always.  
  Make up the others or pick from the other backgrounds. 
  Bonds should always have two parts: a relationship to, 
  experience with, opinion of, or observation about them, 
  and a course of action that follows. Examples:   
   I _ is brave/cunning/tough/wise. I try to be like them.  
   _ has been teaching me to read/hunt/fight/etc. I’m a 
  bit sweet on them. 
   _ is a bully. But I’ll stand up to them.  
   _ is kind of scary. I try to avoid their notice.  
   _ & I have been friends forever. I’ve got their back.  
   _ and I are meant to be.  I’ll win them over.  
   I’m sure that _ is hiding something. I’ll find them out! 
   _ thinks I’m not cut out for this. I’ll prove them wrong. 
  Drive | choose 1 (or 2 if you chose Driven)  
  At the end a session, if you’ve met your drive’s  
  requirement, mark XP. If you chose the Driven back-
  ground, mark XP for each of your drives’ requirements 
  that you met. 
  □ ADVENTURE 
  Experience a new thrill or challenge. 
  □ CURIOSITY 
  Cause trouble by touching, opening, or seeing some-
  thing you oughtn't. 
  □ GLORY 
  Impress a group of onlookers with your bravery.  
  □ JUSTICE 
  Punish or capture a criminal or evildoer.  
  □ ROMANCE 
  Enjoy the affection of someone you’re attracted to. 
  □ SACRIFICE 
  Suffer or endure hardship so that someone else does 
  not need to. 
  □ SUCCOR 
  Provide relief, aid, or comfort to an NPC in need. 
  What do you fear most? Choose 1, maybe 2:  
  □ Fire, and burning, and the smell of charred flesh. 
  □  That they won’t take you seriously. 
  □  That they you really aren’t cut out for this. 
  □  The death of your family or loved ones.  
  □  Being alone and helpless. 
  □  Violence, bloodshed, and pain. 
  □ Monsters. 
  □ What you’re capable of. 
  □ What you must do. 
  What makes you burn with righteous anger? Choose 
  2, maybe 3: 
  □  Bullying, slavery, and oppression. 
  □ Wanton cruelty and unnecessary suffering. 
  □ Injustice and inequality. 
  □ Cowardice, treachery, and selfishness. 
  □ Threats to your loved ones. 
  □ The despoiling of beauty and innocence. 
  □ Threats to your loved ones. 
  □ Violence to children, animals, and the innocent. 
  □  Perversions of nature. 
  When did your fear and anger last come into conflict? 
  What did you do? How did it turn out? 
  Fear & Anger 
  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  Strength ____ 
  Dexterity ____ 
  Constitution ____ 
  Intelligence  ____ 
  Wisdom ____ 
  Charisma ____ 
  □Weakened 
  □Shaky 
  □Sickened 
  □Dazed 
  □Confused 
  □Scarred 
  Hit Points | max HP = Constitution (not CON) + 6 
  Max HP: 
  When a debility is marked, -1 ongoing to that stat 
  Damage (+ Modifiers) 
  Armor 
  d6 
   
  Stats | assign these scores to your stats (and modifiers): 15 (+1), 14 (+1), 12 (+0), 12 (+0), 8 (-1), 8 (-1) 
  Moves | you get  Potential for Greatness, plus 3 more; add 1 each time you level up. 
  □ ANGER IS A GIFT 
  When you burn with righteous anger (see the last 
  page of this playbook), hold 2 RAGE. When you act on 
  your anger, spend 1 RAGE to pick 1: 
   - Set aside fear and doubt to do what must be done. 
   - Act suddenly, startling or catching them off-guard. 
   - Inspire __ to follow your lead.  
   - Strike hard, for +1d6 forceful damage if you connect. 
   - Stand fast, keeping to your feet, your position, and/or 
  your course despite what befalls you. 
  □ BETTER PART OF VALOR 
  When you are outnumbered or facing a foe that’s 
  bigger than you, take +1 ongoing to hide, escape, or 
  sneak past them. 
  □ UNDAUNTED* 
  Replaces: Better Part of Valor; requires: level 6+ 
  When you are outnumbered or facing a foe 
  that’s bigger than you, you get +1 armor and 
  deal +1d6 damage. 
  □ I GET KNOCKED DOWN 
  When take damage despite your best efforts to 
  avoid it, you can choose to halve the damage but pick 1 
  of the following: 
   - You lose something: your footing, position, grip, etc. 
   -  Something on your person breaks. 
   -  You’re out of it for a moment. 
  Whatever your choice, the GM will describe the details. 
  □ BUT I GET UP AGAIN* 
  Requires: I Get Knocked Down, level 6+ 
  When you take damage or suffer a debility, take 
  +1 forward against whatever caused it and your 
  next attack against them does +1d4 damage. 
  □ IN OVER YOUR HEAD 
  When another PC rescues you from danger, mark XP. 
  □ BIG DAMN HERO* 
  Replaces: In Over Your Head, requires level 6+ 
  When you leap into danger to rescue someone, 
  hold 3 as if you’d rolled 10+ to Defend. You can 
  spend your hold as normal to Defend or to: 
   - Draw all attention from your ward to yourself . 
   - Give your ward an opportunity to escape. 
  □ IRON WILL 
  When you are subject to mind control or magic that 
  influences your feelings, you can take 1d4 damage 
  (ignores armor) to ignore the influence.  
  □ INQUIRING MINDS 
  When you seek out and receive someone’s honest 
  advice, take +1 forward to follow that advice. 
  □ VOICE OF EXPERIENCE* 
  Replaces: Inquiring Minds; requires: level 6+ 
  When another PC comes to you for advice and 
  you tell them what you think is best, they get 
  +1 forward to follow your advice. 
  When you give sound advice to a receptive 
  NPC, roll +WIS. *On a 10+, they follow your 
  advice to the best of their ability. *On a 7-9, they 
  stumble or hesitate unless you back them up or 
  lead the way. 
  □ NEVER GONNA KEEP ME DOWN 
  Requires: level 6+ 
  When you have 5 or fewer current HP, take +1 ongo-
  ing (even to Death’s Door). 
  Gear | your Load : STR (not Strength) +8  
  □ POTENTIAL FOR GREATNESS 
  Your stats can’t go above 17. When you roll + a stat and 
  roll a 12+, if that stat is 15 or less, increase it by 1. (If 
  you raise a stat to 9, 13, or 16, its bonus increases by 
  +1.) Each time you use this move, check a box.  
  □ □ □ □ □ □  
  When you’ve checked the 2nd box, increase your Load 
  by 2. When you’ve checked the 4th, increase your max 
  HP by 4. When you check the last box, increase your 
  damage die to d8 and then cross off this move. 
  □ RESOURCEFUL 
  When you Defy Danger and miss, ask the GM a ques-
  tion from Discern Realities after they describe what 
  happens. Take +1 forward to act on the answer. 
  □ SOMETHING TO REMEMBER ME BY 
  When you spend hold from Defend to damage the 
  attacker, you deal +1d4 damage and scar, mark, or 
  diminish them in some way. The GM will say how. 
  □ SPEAK TRUTH TO POWER 
  When you demand someone do what is clearly right 
  and proper, roll +CHA. *On a 10+, they must choose 1: 
   - Do the right thing, now or as soon as possible 
   -  Mock, insult, berate, or scoff at your naiveté, thus 
  revealing the contents of their heart. Take +1 ongoing 
  against them until they repent. 
  *On a 7-9, they can choose either of the above, or else: 
   - Dissemble, stall, make excuses, defer to another, or 
  argue the point. Take +1 forward against them. 
  □ TOUGH LOVE 
  When you honestly think another PC is in the wrong 
  and call them on it, they take -1 ongoing against you. 
  □ UNDERESTIMATED 
  As long as you avoid overt hostility, no enemy will 
  consider you a threat. When you make your move against 
  an enemy who has underestimated you, take +1 forward 
  against them. 
  □ A FORCE TO BE RECKONED WITH* 
  Replaces: Underestimated; requires: level 6+ 
  Any intelligent creature who looks you in the eye or 
  hears the steel in your voice instinctively knows that 
  you are a force to be reckoned with, and treats you 
  appropriately.  
  When you Defy Danger against something trying 
  to harm you, on a 12+ you turn the tables on them. 
  The GM will say how.  
  □ UP WITH PEOPLE 
  When you converse with someone, you can roll +WIS. *If 
  you do, hold 1 INSIGHT on a 7-9 and 2 INSIGHT on a 10+.  
  During the conversation, you can spend 1 INSIGHT to ask 
  their player any of the following. They must answer truly. 
   - What are they really feeling? 
   - What would it take to get them to __? 
   - What do you wish I’d do? 
   - Can I trust them (to ___)? 
  □□□ VERSATILE 
  Requires: level 2+ 
  Choose a move from the any other playbook, as long as 
  you meet its requirements. You can take this move up to 3 
  times, picking a move from any playbook each time. 
  Item  
  weight 
  Coin & Treasure 
  Item  
  weight 
  XP | mark XP on a miss or when a move says so 
  Current level: 
  * when you first take one of these moves, cross off “Would-Be” from the front of the playbook. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Playbooks/Stonetop - Hero.pdf