TEXT: Background | choose 1 
  THE JUDGE 
  a character playbook for Dungeon World: Stonetop 
  □ LEGACY 
  You are the 17th Judge of Stonetop. You were born 
  here, apprenticed to the prior Judge, and are charged 
  to pass the mantle on.  
  The Chronicle is a rich repository of lore, but there’s 
  no index so good luck finding anything. When you  
  Spout Lore about the people or history of 
  Stonetop, take +1. When you spend weeks or 
  months pouring through the Chronicle, ask the 
  GM a  question. They’ll tell you what the Chronicle 
  has to say.  
  □ MISSIONARY 
  You are part of a larger order of Aratis, sent to 
  Stonetop to spread the faith and protect the flickering 
  flame of civilization. The Chronicle is new and a work 
  in progress; your position in town is far from certain.  
  Add the following Judges to the Neighbors section of 
  Stonetop’s playbook: 
   - Reagan (from Marshedge) 
   - Haris (from Gordon’s Delve) 
  - Rahat (from Lygos) 
  When you call upon the Judge of another steading 
  for hospitality, information, aid, or succor, they 
  are oath-bound to give it. You are likewise oath-
  bound to support them.  
  The Judges of your order use carrier pigeons to 
  communicate. When you send a message via  
  carrier pigeon, the GM will tell you if and when you 
  receive a response, and what it says. 
  □ PROPHET 
  The line of Judges was broken long ago and the 
  Chronicle lost or fallen into ruin. Aratis has called you 
  personally to her service though dreams, omens, and 
  visions. Some in town resent the authority you’ve 
  assumed. 
  Once per session, when you ask Aratis a question 
  about a threat facing Stonetop or civilization as a 
  whole, roll +WIS. *On a 7+, Aratis answers you in 
  dreams or visions. *On a 7-9, the answer is vague, 
  cryptic, or incomplete. *On a 10+, the answer is clear 
  and helpful 
  Starting Gear 
  Choose a symbol of your authority (pick 1): 
  □  An ancient steel cuirass, helm, and greaves  
  (3 armor, worn, clumsy, 3 weight) 
  □ A huge, black iron hammer, immune to all 
  magic (close, forceful, awkward, 2h, 3 weight) 
  □  An ancient shield of unknown material, hard as 
  diamond and bearing Aratis’s seal (+1 armor, 
  unbreakable, 2 weight) 
  Beyond that, choose up to 3 of the following: 
  □ A warhammer (close, 1 weight) 
  □ A staff (close, two-handed, 1 weight) 
  □  A leather cuirass (1 armor, worn, 1 weight) 
  □  Thick hides (1 armor, worn, warm, 2 weight) 
  □  A wooden shield (+1 armor, 2 weight) 
  □  Bag of books (5 uses, slow, 2 weight) 
  Look & Origin 
  Choose one of each: 
  young & eager | in my prime | showing my years 
  kind eyes | fiery eyes | stern eyes  
  calm voice | booming voice | a voice that carries 
  hard body | lean body | well-fed body | flabby body 
  spit-polished gear | robes of office | modest clothes  
  My family and I are am from... (choose 1 and a name) 
  □ Stonetop 
  ♀:  Arianrhod, Eleri, Mair, or Nerys  
  ♂: Caerwyn, Einion, Trahaearn, or Trefor  
  □ Marshedge 
  ♀: Bridget, Eleanor, Liadain, or Siomha 
  ♂: Aonghus, Comhghall, or Muiredach 
  □ Gordon’s Delve 
  Pick from any other list 
  □ Lygos or some other southern town  
  ♀: Despina, Hypatta, Nomika, or Sofia 
  ♂: Abram, Cassander, Mordecai, or Yosef 
  My name is... 
  Look here at this little town, this flickering flame in the darkness. Its very existence is an act of hope. Its every stone an 
  altar to the goddess Aratis. And Aratis has charged you to keep it. To settle its disputes. To chronicle its tales. And to 
  defend it from the chaos and ruin that surround it on all sides.  
  Take up you hammer, Judge. Take up your shield, your quill.  Your town needs you. 
  The Judge of Aratis is charged with maintaining the 
  Chronicle, a history of the community, it’s people, 
  their knowledge, and their traditions.  
  The lore contained in the Chronicle depends on your 
  background, but describe its physical structure. 
  On the plus side, it… (pick 3): 
  □ is a sturdy vault from the time of the Builders 
  □  has plenty of room to grow 
  □  is hidden underground  
  □  has but one entrance and it is magically sealed 
  □  bears minor magicks that preserve its contents 
  □  is warded and proof against spirits and magic 
  □ includes space for your living quarters & office  
  But alas it… (pick 2): 
  □ sits on the outskirts of town, near the Old Wall 
  □ is cramped, chaotic, and overflowing 
  □  is little more than a crude cellar 
  □  seems to be haunted 
  □  contains a few dangerous artifacts as well as 
  lore 
  Mark the Chronicle on the Stonetop Playbook map. 
  Bonds | do this together with the group 
  Fill in the blanks with the names of NPCs or PCs. For 
  NPCs, pick from the appropriate names list and add 
  them the Notables or Neighbors section of the 
  Stonetop playbook with at least one descriptive trait. 
  Fill in up to 3 of these: 
   - _______________ is my closest friend 
   - _______________ is my brother/sister 
   - _______________ is my daughter/son 
   - _______________ is my father/mother 
   - _______________ is my grandparent 
   - _______________ is my betrothed/husband/wife 
  If you are a legacy, fill in up to 4 of these with folk 
  from Stonetop: 
   - _______________ is my mentor, now retired 
   - _______________ is my apprentice 
   - _______________ is a credit to the community 
   - _______________ is a liar and a coward 
   - _______________ brings trouble with them  
  If you are a missionary, fill in up to 3 of these with 
  Judges from other steadings: 
   - _______________ was my mentor 
   - _______________ was a fellow apprentice 
   - _______________ is reliable but inflexible 
   - _______________ is clever but ambitious 
   - _______________ lacks the mettle for this job 
  And 2 of these with folk from Stonetop: 
   - _______________ resents my presence 
   - I trust _______________ implicitly 
   - _______________ will bring ruin to us all! 
   - _______________ supports me, but selfishly 
  If you are a prophet, fill in up to 4 of these with folk 
  from Stonetop or nearby steadings: 
   - A grim fate looms over ________________  
   - I’m working on converting ________________  
   - ________________ is a true disciple of Aratis 
   - ________________ plays with dangerous forces 
   - ________________ rejects my authority 
   - ________________ claims I’m a fool or a fraud 
  As play goes on, your bonds will change and grow. 
  Write new bonds in the space below: 
  The Chronicle 
  Drive | choose 1 
  At the end a session, if you’ve met your drive’s  
  requirement, mark XP.    
  □ AMBITION 
  An NPC from another community acknowledges your 
  authority. 
  □ DEFENSE 
  Defeat an agent of darkness, chaos, or corruption. 
  □ HARMONY 
  Settle a dispute without violence.  
  □ KNOWLEDGE 
  Teach an NPC something important about the world.  
  
  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) + 8 
  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): 16 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) 
  Moves | you get Censure and choose 2 more at first level, plus 1 each time you level up 
  □ AEGIS OF FAITH 
  When you bear a shield, it can turn away spells, magical 
  effects, and insubstantial foes as if they were physical 
  blows.  When you Defend with a shield, take +1. 
  □ MIRRORSHIELD 
  Requires: Aegis of Faith, level 6+ 
  When you Defend with a shield, you can spend 2  
  hold to intercept a spell or magical effect and redi-
  rect it to a different target (or not target at all). 
  □ ARMORED 
  Ignore the clumsy tag on any armor you wear. 
  □ BEAR WITNESS 
  When you speak the truth with conviction and candor, 
  none can doubt you. They might deny what you say, but in 
  their hearts they recognize the truth of your words. 
  □ ARMISTICE 
  Requires: Bear Witness, level 6+ 
  When you approach an enemy to negotiate in 
  good faith, they will at least hear you out. Even the 
  most debased and savage foe will delay violence 
  until you’ve had your say. 
  □ BREAKING OF THE BREAD 
  While you share a proper meal with someone and each 
  consume a ration, you each heal 1d8 hit points.  
  □ BULWARK 
  While you have hold from Defend, you and any ally you 
  can see or who can see you gains +1 armor ongoing.  
  □ A MIGHTY RAMPART 
  Requires: Bulwark, level 6+ 
  Increase the armor bonus from Bulwark to +2.  
  □ CENSURE 
  When you denounce a nearby being as an agent of 
  chaos and an enemy of civilization, pick one:    
    -Everyone deals +1d4 damage ongoing against it 
   - It does -1d4 damage ongoing 
  The effect lasts only while in your presence. 
  □ CASTIGATE 
  Requires: Censure, level 2+ 
  When you use Censure, get both effects. 
  □ MARK OF CHAOS 
  Requires: Censure, level 6+ 
  Anyone you Censure is marked with a mystical 
  brand that cannot be removed until you dismiss it. 
  Any intelligent creature who sees the mark recogniz-
  es the bearer as an agent of chaos and enemy of 
  civilization. 
  □ PROCLAMATION 
  Requires: Censure, level 6+  
  You can Censure a entire group. At least one indi-
  vidual must be present, and you must clearly identify 
  what makes someone part of the group. Others in 
  the group are affected regardless of distance.  
  □ CHRONICLER OF STONETOP 
  When you write up detailed session notes and share 
  them with the other players, mark one box. You can 
  erase a box at any time to add +1 to a roll you or a fellow 
  player just made. □ □ □ 
  □ FOR THE GREATER GOOD 
  Your followers always accept “opposing a threat to civiliza-
  tion” as payment of their cost. When you Order Followers 
  in defense of civilization, treat a miss as a 7-9. 
  Gear | max load : STR (not Strength) +10  
  □ KNOWLEDGE IS POWER 
  When you Spout Lore, take +1 forward to act on the 
  information or grant an ally +1 forward if they act on it. 
  □ MANY HANDS MAKE LIGHT WORK 
  Take +1 to Aid others, and others get +1 to Aid you.  
  □ A BUNDLE OF STICKS UNBROKEN 
  Requires: Many Hands Make Light Work 
  When you Aid another or someone Aids you, 
  treat a miss on the Aid roll as a 7-9. 
  □ SCENT OF CORRUPTION 
  Add “What here is tainted by darkness or chaos?” to the 
  list of questions you can ask when you Discern Realities. 
  □ CRUSADE 
  Requires: Scent of Corruption 
  When you attack something you know to be tainted 
  by darkness or chaos, inflict +1d6 damage. 
  □ CORRUPTION’S FOUL STENCH 
  Requires: Scent of Corruption, level 6+ 
  You can always ask the GM “What here is tainted by 
  darkness or chaos?”  and get an honest answer. 
  □ SMITE  
  When you strike a thing of unnatural darkness, chaos, 
  or corruption, roll +CON. *On a 7+, deal your damage 
  and choose 1: 
   - deal +1d6 damage 
   - ignore its armor or other defenses 
   - suppress one of its unnatural powers or defenses 
   - force it from its host 
  On a 7-9, you also expose yourself to harm or attention. 
  □ TRUTH OR CONSEQUENCES 
  When you look into someone’s eyes and gaze upon 
  their soul, roll +WIS. *On a 10+, hold 3 INSIGHT. *On a 7-
  9, hold 2. *On a miss, hold 1 anyway but you can never 
  use this move on them again. While in their presence, 
  spend 1 INSIGHT to ask their player one of the following 
  and get an honest answer:  
   - Are they lying? 
   - Are they hiding something from you? 
  If the answer is “yes,” take +1 forward against them.  
  □ BINDING ARBITRATION 
  Requires: level 6+ 
  When someone gives their word in your presence, 
  you can henceforth ask their player if they have kept 
  their word and the player must answer honestly. The 
  character need not be present. If they have broken 
  their word, take +1 ongoing against them. 
  □ UNDIMMINISHED 
  Requires: level 6+ 
  When you Defy Danger against dark, corrupt, or chaot-
  ic magic, treat a miss as a 7-9. 
  □ VISION UNCLOUDED 
  Requires: level 6+ 
  You can always ask the GM “What here is hidden by 
  illusion or magic” and get an honest answer. 
  □ WELL-READ 
  When you name the source in which you read about 
  something, you can Spout Lore with +WIS instead of +INT. 
  Item  
  weight 
  Coin & Treasure 
  Item  
  weight 
  XP | mark XP on a miss or when a move says so 
  Current level: 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Playbooks/Stonetop - Judge.pdf