TEXT: THE SUPERNATURALS
  URBAN/MODERN/FANTASY
  
  Contents
  Overview . . . . . . . . . . . . . . . . . . . . . .
  1
  Printing
  . . . . . . . . . . . . . . . . . . . . . .
  1
  Acknowledgements . . . . . . . . . . . . . . . .
  1
  The Angelic
  . . . . . . . . . . . . . . . . . . . .
  1
  The Demonic
  . . . . . . . . . . . . . . . . . . .
  2
  The Dragon
  . . . . . . . . . . . . . . . . . . . .
  3
  The Elemental . . . . . . . . . . . . . . . . . . .
  4
  The Empath . . . . . . . . . . . . . . . . . . . .
  5
  The Fae
  . . . . . . . . . . . . . . . . . . . . . .
  6
  The Galatea
  . . . . . . . . . . . . . . . . . . . .
  8
  The Ghost . . . . . . . . . . . . . . . . . . . . .
  9
  The Haunted . . . . . . . . . . . . . . . . . . . .
  10
  The Hunter
  . . . . . . . . . . . . . . . . . . . .
  11
  The Lucky . . . . . . . . . . . . . . . . . . . . .
  12
  The Mage
  . . . . . . . . . . . . . . . . . . . . .
  13
  The Oracle . . . . . . . . . . . . . . . . . . . . .
  14
  The Psychic . . . . . . . . . . . . . . . . . . . .
  15
  The Scarred . . . . . . . . . . . . . . . . . . . .
  16
  The Shapeshifter
  . . . . . . . . . . . . . . . . .
  17
  The Meta . . . . . . . . . . . . . . . . . . . . . .
  19
  Notes . . . . . . . . . . . . . . . . . . . . . . . .
  21
  Notes . . . . . . . . . . . . . . . . . . . . . . . .
  22
  
  OVERVIEW
  This
  is
  a
  booklet
  of
  sixteen
  new
  Compendium
  classes
  known as Supernatural Paths,
  designed for use with Ur-
  ban/Modern/Fantasy and compatible with Dungeon World.
  It also includes a Meta path full of moves to use as is or as tem-
  plates for the Manifest Power Move.
  Note that UMF uses simpliﬁed damage.
  For DW purposes, +2
  damage is a d4, +3 a d6, +4 a d8, and so on up (see the chapter
  on UMF on Damage Conversion if needed).
  PRINTING
  This document is laid out using Lora, Montserrat, and Bebas
  Neue, and intended to be printed two pages per side, on letter-
  sized paper, so you can stack it with your base playbook.
  If you only need one Path, just print it and the last page of notes.
  ACKNOWLEDGEMENTS
  This document is part of Urban/Modern/Fantasy, a framework
  for running modern campaigns in Dungeon World.
  Urban/Modern/Fantasy was written by Tam H. The text is li-
  censed under Creative Commons 4.0.
  UMF is based on Dungeon World by Sage LaTorra and Adam
  Koebel, which is licensed for use under Creative Commons 3.0.
  Cover art is by JR Korpa, from Unsplash.
  
  THE ANGELIC
  When you take one of these two Moves, you get the other free.
  □ NOMEN
  You shine with a divine light, even through your mortal shell. Maybe you fell from
  heaven, or maybe it was your parents’ sin, but either way, you’re bearing the conse-
  quences now. You have a special ability you can spend 2 HP to use. Choose one:
  □ you know where and how far the thing you need is
  □ you can speak the person you’re talking to’s language
  □ you’re lucky but that luck comes from somewhere
  □ CHANNEL DIVINITY (WIS)
  You can use any spell from the cleric spell list except those that animate the dead.
  Clerical rotes count as 0-level spells. When you channel divinity through your mortal
  shell, lose as many hp as the level of the spell, tripled, then roll+WIS. On a 10+, it works
  as expected. On a 7-9, also choose one:
  • a supernatural entity notices and comes to investigate
  • your shell is marked with a debility of the GM’s choice
  • you lose an additional number of HP equal to the spell’s level
  • you can’t channel divinity again until you get at least a few hours of rest
  If a spell is ongoing, you take the standard penalty to this roll.
  When you can choose a new Move and are angelic, you can choose from these:
  □ TO MY HAND (WIS)
  Choose a speciﬁc weapon or other item
  of similar size. When you summon that
  item to your hand or return it to whence
  it came, roll+WIS. On a 10+, it appears or
  moves as you expected. On a 7-9, the ef-
  fort costs you. Choose one: you take 1d4
  damage, mark a debility, or someone takes
  advantage of your moment of inattention.
  □ THE GATES ARE BARRED
  If you or someone you want to live would
  die or has just died, tell the GM and they
  will offer you two costs, like a memory of
  a lover or a singing voice, to choose be-
  tween. If you choose, the subject is com-
  pletely healed.
  When you gain a level from 6-10 and are divine, add the Shapeshifter’s Regeneration
  and this to your options:
  □ BURNING BRIGHT
  When you exceed mortal ability by channeling divine power, roll an extra die of a dif-
  ferent color – your Divine Die – and keep the best two. This stacks with your Signature
  die as appropriate. If you keep your Divine die and are within your mortal shell, you
  lose as many HP as that die shows, in addition to any other consequences.
  
  THE DEMONIC
  If you start as a demon, when you take one of these two Moves, you get the other free.
  If you become a demon or sign away your humanity, take these Moves immediately
  and forgo your next level Move.
  □ DEMON-TAINTED (CHA)
  Maybe you’re unfortunate offspring, maybe a former Power trapped in a mortal shell,
  maybe just cursed, but the powers of Hell are under your command to a limited extent.
  Describe at least one physical mark you carry that betrays your infernal heritage, and
  name a powerful supernatural creature you owe a debt to, if it’s a bargain or not, and
  why.
  When you use demon magic to adjust reality in a small, subtle, and temporary way
  to facilitate the fulﬁllment of a binding bargain, roll+CHA. On a 10+, it does what you
  intended and you don’t mark a debility. On a 7-9, pick one. On a 12+, choose if it’ll be
  big, ﬂashy, or long-lasting instead, but if you do, someone will deﬁnitely notice.
  □ BINDING BARGAIN (CHA)
  When you make a nominally even bargain with someone and declare it binding, roll+CHA.
  On a 10+, neither of you can break it until the GM declares that the terms are met or
  both parties mutually declare that it’s over. On a 7-9, also choose one:
  • you can’t bind any new bargains until this one is settled
  • the binding will break if you utter a lie before it’s settled
  • the target has a prior binding that conﬂicts; you’ll need to defy danger to make yours
  take priority, and the previous claimant will notice
  When you’re demon-tainted and can take a Move, you may also choose from these
  and the Shapeshifter’s Hybrid Form (as a demon form):
  □ FORKED TONGUE
  You’re skilled at saying one thing and
  meaning another.
  When you use words
  deceptively, gain +1 to be believed, escape
  punishment, or inﬂuence others.
  When
  you spend time sizing up someone’s de-
  sires, hold 1 Temptation. Spend this hold
  to tempt them to act in way they normally
  wouldn’t; if they do, they mark XP and you
  clear a debility or regain 1d6 HP.
  □ ENTWINED FATES
  When you adjust reality using demonic
  magic and would take a debility, you can
  opt to instead inﬂict it as a spiritual taint
  on the person you’re working on behalf of.
  If they demand your presence, you hear it,
  and you may go to them instantly if you
  want. You are always considered to have
  one Temptation you can spend as if for
  Forked Tongue with anyone you have a bar-
  gain with, even if you don’t have that Move.
  When you gain a level from 6-10 and are demon-tainted, add this to your options:
  □ ASCENDANCY
  When you use demon magic, you get the beneﬁt of a 12+ on a 10+ and the effects of a
  10+ on a 7-9.
  
  THE DRAGON
  When you take this Move, you get Human Like You free.
  □ FIRE-BREATHING LIZARD
  You’re a ﬁre-breathing lizard the size of an elephant. Your appetites are commensurate
  with your size; you mostly eat meat. Choose if you have wings or not; if you do, you can
  ﬂy, if you don’t, you can breathe water.
  Your claws and bite are weapons with a range of hand, precise, and messy. Use your
  own stats but be sure to remind the GM if they forget you’re a dragon.
  You wake up each day with 3 Dragon Hold; you can spend this hold to breathe ﬁre, add
  your damage to an attack, to defend, and to ask the GM, “do I hear, smell, or feel the
  vibrations of someone hidden here?”. When you breathe ﬁre, you do 2d6+your level in
  damage, ignoring armor, to everyone in the path of your exhalation.
  When you can choose a Move and are a dragon, you can choose from these:
  □ STRESS REACTION
  When you meet a mortal’s gaze and hold
  it, they will remain transﬁxed unless in-
  jured or directly imperiled.
  When you
  roar, mortals ﬂee or cower in terror un-
  less they are made of very stern stuff.
  □ ALWAYS A PRICE
  Choose a Wizard or Cleric spell of your
  level or lower (except for spells that an-
  imate the dead and any spells your GM
  explicitly disallows) for every odd level
  you possess and each odd level you reach
  hereafter.
  When you use dragon magic to cast a
  spell, spend one Dragon hold. The GM will
  tell you a cost, like a few drops of your
  blood, a year of your life, or the safety of
  an ally; if you accept, the spell is cast as
  intended. If it’s a spell that would require
  you to take a -1 ongoing, reduce your max
  Dragon hold by 1 instead until it ends.
  □ BEHOLD MY TRUE FORM
  When you change from any other form to
  your dragon form, hold up to twice your
  max Dragon hold, but you can’t leave your
  dragon form voluntarily until you’ve spent
  all the hold you have over your usual max.
  □ WISDOM OF ANTIQUITY
  You have a very long memory. When you
  spout lore about the ancient past or the
  supernatural, you tell the GM the answer;
  if they claim your memory is faulty, mark
  XP.
  
  THE ELEMENTAL
  When you ﬁrst take Elemental Afﬁnity, you gain Elemental Batteries for free.
  □ ELEMENTAL AFFINITY
  You are tightly linked to a speciﬁc element, like water, ﬁre, ice, or air, or related set
  of elements, like nature, ﬂesh, or storms. Your element ﬂows in you and responds to
  your desires. You gain a mark of that element, like ﬁre-colored eyes, hair perpetually
  tousled by a breeze, the scent of salt, or eternal dirt under your nails.
  You have trouble with another element; choose it now. Mark a debility when you come
  in direct contact with or are surrounded by large quantities of this element.
  □ ELEMENTAL BATTERY
  When you spend time recharging your elemental batteries, roll+your manifest stat.
  On a hit, if you have no hold, hold 1 charge. On a 10+, hold +3. On a 7-9, just +1. You
  may hold up to your level+3. Spend one charge to negate a single consequence of an
  Elemental Move, or of Manifest Power if your element is directly involved.
  If you run out of elemental charges, mark all three debilities.
  When you can choose a Move and have an elemental afﬁnity, you can choose from
  these:
  □ ELEMENTAL IMMUNITY
  You can no longer die from your chosen
  element, and when near you, the element
  subtly acts to support and further your
  unspoken wishes – for example, the earth
  is soft under your feet when you travel,
  the waves never becalm you, ﬁre will not
  consume what you hold, tree branches
  move out of your way, or it thunders when
  you’re angry.
  When you defy danger incorporating your
  elemental afﬁnity, take +1 on the roll.
  □ COMMAND ELEMENT
  When you command your element to
  perform a task it is capable of, spend one
  charge and roll+your manifest stat. On a
  10+, the element obeys, to the best of its
  ability, honoring your intent.
  On a 7-9,
  choose if the result is not quite as effec-
  tive as you wanted or not exactly what you
  wanted.
  □ ELEMENTAL FORM
  You can transform into a roughly you-
  sized unit of your element.
  When you
  do, roll+manifest stat; on a 10+, choose no
  consequences from Manifest Power. On a
  7-9, the GM chooses one.
  
  THE EMPATH
  When you start as an empath or ﬁrst become one, choose two of the following for the
  price of one. Add Mania to the choices, replacing “Seeming” with “emotions”.
  □ EMPATHIC (WIS)
  You pick up emotions from those around
  you at all times. When you’re empathiz-
  ing, intuiting motives, or trying to ﬁgure
  out what someone wants, take +1. When
  you spend a few moments within reach of
  someone, you can spout lore about them,
  in the context of how they are feeling now,
  using WIS instead of INT.
  When you focus your senses on some-
  one within close range, you may ask their
  player, “what’s your deepest emotional
  need?” and “what’s your strongest desire
  right now?”
  and the player will answer
  truthfully, even if the character doesn’t
  know.
  □ DIAGNOSIS (WIS)
  If you’ve examined a normal member of
  their species, you can sense deviations
  from the standard, like blocked arteries,
  pregnancy, poison, and disease, in the
  bodies of those you see. This usually re-
  quires a careful look, but sometimes you
  can just tell. When you act on this infor-
  mation, take a +1 forward.
  □ TRANSFERENCE (CON)
  Choose what state you convert injuries
  into, like hunger, tiredness, drunkeness,
  or pain, by default.
  When you touch someone and attempt to
  take away an injury or debility, roll+CON.
  On a hit, you succeed; you are now suf-
  fering the injury instead of them. You may
  choose one from Manifest to instead con-
  vert the injury to your chosen state over a
  few minutes. On a 10+, choose if it hap-
  pens fast or if you don’t need to choose
  one from Manifest.
  □ CURE DISEASE (CON)
  When you purge a toxin, poison, or dis-
  ease with a touch, roll+WIS. On a 10+, the
  illness and its effects are cleared up as if
  the patient made a miraculous recovery.
  On a 7-9, choose if you mark a debility or
  if you suffer the original afﬂiction instead.
  □ INFLICT (WIS)
  When you take a few moments while
  touching someone to transfer an injury
  that you are suffering to them, roll+WIS.
  On a 10+, you do so. On a 7-9, also choose
  one from Manifest.
  
  THE FAE
  Choose one Court Move and a seeming for the cost of one Move. If you are a fae by
  blood, you have Cold Iron Allergy for free.
  □ LIGHT COURT (CHA)
  You were born into a Seelie Court; cruelty,
  manipulation, and wild magic are second
  nature to you. Choose one of these and
  take +1 when your familiarity is useful.
  When you spend at least a half hour com-
  muning with nature, roll+CHA. On a 10+,
  hold 3 elan. On a 7-9, the GM will hold 1 as
  well; they may spend this hold to declare
  how your alien nature causes you prob-
  lems.
  □ DARK COURT (CHA)
  You were born into an UnSeelie Court;
  cruelty, pain, and scheming are second
  nature to you. Choose one of these and
  take +1 when your familiarity is useful.
  Choose a monster or two that best rep-
  resent your UnSeelie parentage; you gain
  two of their Moves and a concealable
  physical mark that betrays your heritage,
  like tentacles, scaly patches, or extra eyes
  in off-putting places.
  When you use one of your monstrous
  moves, defy danger; the danger is that
  someone you didn’t intend to will get hurt.
  □ COURTED
  You spent time in Faerie.
  Hours, years,
  centuries – time ﬂows differently there.
  You’re as familiar with Faerie as anyone
  who wasn’t actually born there, but some-
  one or something of Faerie wants you
  back.
  Take +1 when enduring injustice,
  feigning obedience, or escaping from any-
  thing.
  □ SEEMING (WIS OR CHA)
  You have a Seeming, a normalized facade,
  that hides your true nature, like “girl next
  door”, “friendly salesman”, or “helpful li-
  brarian”.
  When mortals (and supernat-
  urals who aren’t paying close attention)
  look at you, that’s what they see, unless
  given serious cause to doubt.
  When you pass your Seeming off as truth
  against someone who might see through
  it, roll+WIS or +CHA. On a 10+, they don’t
  notice what you wish them not to or be-
  lieve what you wish them to about you,
  your choice. On a 7-9, the GM will tell you
  what conﬁrmation they require.
  □ BROKEN SEEMING
  You have faerie magic clinging to you, and
  you can’t get out from under it. Choose a
  Seeming, like “old curmudgeon”, “demure
  wallﬂower”, or “adorable child”; this is
  who most mortals (and supernaturals who
  aren’t paying close attention) will think
  you are.
  Even if shown evidence to the contrary,
  they’ll rationalize it away, though they
  won’t forget things they already knew.
  You’re stuck with it. If you’re ever stripped
  of it in play permanently, replace this
  Move immediately with a new one.
  □ COLD IRON ALLERGY
  When
  you’re
  surrounded
  by
  large
  quanties of iron, mark a debility that lasts
  until you aren’t. When you take max dam-
  age from an iron weapon, mark a debility;
  the wound is painful and slow to heal.
  
  When you are Fae and can choose a Move, you can choose from these.
  □ FAERIE MAGIC (WIS)
  Choose any two cantrips or rotes; you may
  spend one elan to use either. When faerie
  magic is used near you, roll+WIS. On a
  10+, you learn that faerie enchantmant.
  On a 7-9, your understanding is ﬂawed;
  you take -1 to weave that enchantmant.
  □ PSYCHIC VAMPIRE
  You feed on an emotion, like ecstasy, pain,
  or fear; name it. When you should mark
  off a ration, as long as you’ve fed on that
  emotion within the past 24 hours, you
  don’t. Otherwise, tell the GM; they will of-
  fer you an opportunity to feed soon. If you
  take it, mark XP. If you don’t, take a -1 on-
  going until you do.
  When you feed psychically on someone
  who is cooperating or helpless to resist,
  roll+CHA. On 10+, you only take what you
  need or you take everything they’ve got,
  your choice. On a 7-9, the GM will offer
  you a hard bargain, ugly choice, or worse
  outcome.
  □ WEAVE ENCHANTMENT (CHA)
  When you weave a faerie enchantment
  you’ve learned, spend 1 elan and roll+CHA.
  On a 10+, it works. On a 7-9, also choose
  one:
  • you put yourself in a spot
  • your Seeming falters or you attract un-
  wanted notice
  • you take -1 to weave enchantment until
  you regain elan
  On a 12+, in addition to any other effects,
  you no longer have a ﬂawed understand-
  ing of it.
  □ MANIA
  When you turn your Seeming up to
  eleven to induce a speciﬁc emotion,
  roll+CHA. On a 10+, anyone looking at you
  feels that emotion strongly; they will act
  as you would expect them to act, given
  who they are. On a 7-9, the GM will offer
  you a hard bargain, ugly choice, or worse
  outcome. On a 12+, say how they are over-
  whelmed; if the GM disagrees, mark XP.
  When you gain a level from 6-10 and are Fae, choose from these too:
  □ MONSTROUS CONTROL
  Choose two more moves from your mon-
  ster parentage.
  You may choose “the
  move will not work at all” as the danger
  when using Dark Court.
  □ THROUGH THE HEDGE (WIS)
  You may slip into the ancient hedge
  maze that separates Faerie from the Real
  through any opening that separates two
  distinct places.
  When you do, roll+WIS.
  On a 10+, you step back out where you
  wish to be, you are not in a bad spot or
  late, and nothing followed you. On a 7-9,
  choose two.
  □ TRICKSTER
  You are no longer limited to a normalized
  facade with your Seeming; from a burn-
  ing coal to a ragged beggar, your Seem-
  ing is under your command and you may
  opt to change it when you wish with a mo-
  ment’s thought. However, it will be much
  less effective against anyone who sees you
  change, and you always retain a speciﬁc
  mark of your true self.
  
  THE GALATEA
  When you take Made, you get Essence Siphon for free.
  □ MADE
  You weren’t born; you were built. You have two states; that of a soft, ﬂeshy mortal and
  your true form, an animated human-shaped substance. You may switch between them
  at will. Name the substance, like snow, corpses, clay, or stone, and describe it. Choose
  one of the following beneﬁts for your mortal state and two for your true state.
  □ you have one spell of your level or lower you can cast by spending essence
  □ you take +1 when doing a speciﬁc activity, like ﬁst-ﬁghting, persuading, or spouting
  lore about a topic
  □ you have +1 Armor or take -1 damage; name something that bypasses this
  And one drawback that applies in both states:
  □ you require a speciﬁc substance in addition to essence to heal damage
  □ people ﬁnd you off-putting; take -1 when this matters
  □ you require a speciﬁc substance in addition to essence to switch from your true form
  to your mortal one
  □ ESSENCE SIPHON (WIS)
  As an animated construct, you don’t age, change, or heal naturally; you simply are. You
  rely on essence, an ephemeral substance that can be gained from a speciﬁc strong
  emotion. Choose one, like love, hate, rage, sorrow, or fear.
  When you siphon essence from a source within reach, roll+WIS. On a 10+, hold 3
  essence. On a 7-9, hold 1. When you have no essence left, you revert to your true
  state and may not return to your mortal one until you have at least one essence. You
  can hold essence equal to your level+WIS.
  Choose a speciﬁc time of day; if that time occurs and you have no essence, you deani-
  mate for good. When you switch states, you can spend one essence to return your HP
  to full, to repair an injury, or to remove a debility.
  When you can choose a Move and are made, choose from these too:
  □ BASIC SELF-IMPROVEMENT
  Take another beneﬁt or the same beneﬁt
  but a different application from Made.
  □ IMPROVED SELF-IMPROVEMENT
  Take another beneﬁt or the same beneﬁt
  but a different application from Made.
  □ SHARE ESSENCE
  You can spend one essence to grant the
  beneﬁt of your made abilities to someone
  else for one Move, to heal them as you
  would heal yourself, or to use any other
  ability you can spend essence on in a simi-
  lar fashion. If the granted beneﬁt requires
  you to have a speciﬁc substance on hand,
  you must.
  
  THE GHOST
  When you take Ghost, you get Emotional Anchor free. You have no gear except the
  spiritual versions of whatever you died with.
  □ GHOST (CON)
  You’re a ghost, with all that entails. You’re not corporeal, and can’t be seen, heard, or
  touched except by sensitives. Choose a tic or invent one:
  □ each day, right when you died, you act out your death as if it were happening again
  □ you confuse people with those you knew when alive
  □ when materialized, sunlight reveals your true nature
  When you materialize physically, roll+CON. On a 10+, pick up to three: you can be
  heard, seen, or interact with the world as if you were mortal. On a 7-9, pick up to
  two. While you’re materialized, you can be hurt or damaged just as a living person is.
  However, you never draw a last breath; instead, you reform where the GM says, when
  they say.
  □ EMOTIONAL ANCHOR (CON)
  When someone feels a strong emotion, like love, fear, or regret, involving you, you know
  and may name them an anchor until that emotion is resolved or changes. You know
  when an anchor is in trouble or in turmoil, and can materialize for one without a roll;
  if you do, only they can see, hear, and touch you.
  When you cross the distance between you and an anchor in an instant, roll+CON. On
  a 10+, you’re there; choose if you’re fully or exclusively materialized, and how much. On
  a 7-9, the GM chooses if you’re materialized, and how much, and for how long.
  When you can choose a Move and are a ghost, choose from these too:
  □ ALL MY FRIENDS ARE DEAD (CHA)
  When you go looking for a ghost who
  can help you, tell the GM who it is and
  roll+CHA. On a 10+, you’re there and they
  can help. On a 7-9, you’re there, but either
  they’ve got other problems or they can’t
  help as much as you’d like, GM’s call.
  □ POLTERGEIST (WIS)
  You can move small objects, singly or in
  groups, with your mind. When you take
  a moment to focus your mind on manip-
  ulating the physical world, roll+WIS. On a
  10+, hold 3. On a 7-9, just 1. Spend hold to:
  • move a single object up to the size of a chair,
  slowly
  • move a group of objects as if with your
  hands, slowly
  • if you’re moving an object or group of ob-
  jects, do it fast enough to trigger volley
  □ POSSESSION (CON)
  When you attempt to take over some-
  one’s physical body, roll+CON. On a 10+,
  you do it; their body is yours, choose one.
  On a 7-9, choose two.
  • they remember this as a dream or night-
  mare; otherwise it’s blank
  • take a 1d4 damage to act with coordination
  • you control only the hands, legs, or mouth,
  your choice
  • you have time for one Move before being
  forced out
  
  THE HAUNTED
  When you take Medium, get Sea of Spirits or Open to Possession for free.
  □ MEDIUM (WIS)
  You can see and hear spirits as if they
  were living people, though not always re-
  liably, and you always know when they’re
  around, in general. When you wake up af-
  ter sleeping, roll+WIS. On a 10+, hold 3 nu-
  men. On 7-9, hold 1. You may spend nu-
  men to:
  • ask a spirit a question and get an honest
  answer
  • summon a spirit by name or get one’s
  attention
  • demand a spirit do a minor favor for
  you
  □ SEA OF SPIRITS
  When you confuse reality and the spirit
  world, explain how; choose one.
  • you learn something useful but unfor-
  tunate
  • you sidestep a real danger accidentally
  • it causes you a problem, embarrass-
  ment, or puts someone you’d rather not
  be in danger; mark XP
  □ OPEN TO POSSESSION (WIS)
  When you take a spirit into your body,
  gain Spirit hold equal to the better of your
  CON or WIS, plus 1.
  You learn what it
  wants and what it excelled at in life, if any-
  thing. Spend this hold to:
  • succeed at a task the spirit excelled at
  in life
  • ignore a compulsion or mind-affecting
  effect
  • heal yourself or someone else by 2d6
  • evict a spirit from your body
  When you run out of hold, the spirit at-
  tempts to take over to pursue its own
  business or leaves, GM’s choice.
  When you can choose a Move and are
  haunted, choose from these too:
  □ LAY TO REST
  Spend numen to force a spirit you can
  see to materialize physically or to pre-
  vent them from dematerializing for a short
  while. You may also spend numen to ask
  the GM, “what must be done to lay this
  spirit to rest?” when you are in a spirit’s
  haunt. Take +1 ongoing while directly pur-
  suing that goal, until you achieve it or ask
  about another spirit.
  □ WITH THE DEAD
  You gain Poltergeist and may use it as if
  you are a ghost. Choose one move from
  the Psychic path that blends with your
  medium abilities.
  □ OUT OF BODY EXPERIENCE (WIS)
  When you leave your body while asleep or
  meditating, you gain Ghost and Emotional
  Anchor and lose access to any abilities that
  require a mortal body. If you have Open to
  Possession, exchange it for Possession.
  When you attempt to re-enter your body,
  roll+WIS. On a 10+, you succeed; swap
  your moves back. On a 7-9, you succeed,
  but choose one:
  • something followed you back
  • take -1 to use your body until you sleep
  again
  • it was painful; take damage
  
  THE HUNTER
  When you choose Hunter, you get Well-
  Prepared for free.
  □ HUNTER
  You’ve been doing this for a while now, and
  you’ve got the trophies – and the scars – to
  show for it. When you run into a super-
  natural creature and think you can iden-
  tify its type, choose one.
  • you know a plausible weakness of that
  type of creature
  • you know a way to ﬁnd or lure out a
  creature of that type; say what it costs
  you
  • you’ve never seen this before; mark XP
  if you conﬁdently declare a weakness
  anyway or if you admit your ignorance
  and it costs you
  □ WELL-PREPARED (WIS)
  When you need a speciﬁc item to use
  against a supernatural threat, roll+WIS.
  On a 10+, you’ve got it in a place that’s both
  close by and safe. On a 7-9, pick one of the
  two. On a 12+, you’ve got it with you now.
  When you can choose a Move, you may
  choose from these even if you aren’t a
  hunter:
  □ FRIENDS IN LOW PLACES (CHA)
  When you need a friendly face in a tense
  situation, roll+CHA. On a 10+, someone
  present is sympathetic to you, enough
  that they’ll stick their neck out on your be-
  half. On a 7-9, the GM will offer you a hard
  bargain or a worse outcome.
  □ EXPLOIT WEAKNESS
  When you exploit a creature’s speciﬁc
  weakness, say how you do it and roll as for
  Defy Danger. On a 10+, all three. On a 7-9,
  choose one:
  • you deal your damage
  • you drive them back or out of position
  • they don’t counterattack
  On a 12+, they’re especially vulnerable for
  a moment.
  □ LOOK INTO THE ABYSS
  Choose a supernatural Move; you can use
  it as if you were that sort of creature. Talk
  to your GM about how this works and why
  you can do it. If you draw your last breath,
  on any result you can choose to come back
  as that type of creature, in addition to any
  other consequences.
  If you do, you lose this Move, replacing it
  with any Moves required by the new path.
  
  THE LUCKY
  When you take Lucky, you get Thief of
  Fate or Trouble Magnet for free.
  □ LUCKY
  When being lucky could help and you roll
  a miss, you can choose to mark a debility
  and treat the roll as a 7-9 instead. The GM
  may still choose to make a move as if you
  rolled a miss; if they do, mark XP.
  □ THIEF OF FATE (WIS)
  When you touch someone, bare skin to
  bare skin, even if you don’t intend harm,
  roll+WIS. On a 10+, hold 1 Fate. On a 7-9,
  hold 1, and the GM will hold 1. You can have
  total Fate equal to your level+WIS. Spend
  it, when luck matters, to push a roll result
  up or down one step.
  The person you stole the luck from?
  Sometime soon, they’ll suffer some bad
  luck, and when they do, they’ll think of
  you.
  When you may choose a move and have
  Lucky, choose from these, too:
  □ FATED
  You’re ridiculously lucky, often escaping
  harm when it seems impossible. Once per
  session, when you’d take damage or per-
  sonal harm, choose either a piece of gear
  or an ally, then explain how something,
  like a lucky accident, clumsy maneuver, or
  improvised use, saved you. If you picked
  gear, it’s lost or broken. If you picked an
  ally, they take the consequences instead.
  □ BURNING THE CANDLE
  When luck can affect the outcome, you
  can add +1 to any roll for each d8 of HP
  damage you’re willing to take in the pro-
  cess. This counts as taking damage for the
  purposes of Fated.
  □ SHARE THE LUCK
  When one of your Lucky abilities triggers,
  you can opt to shift the effects to someone
  else nearby. If you do, they reap all the
  beneﬁts, while you make all the choices
  and take any consequences, if any, that fall
  on the originator of the move.
  
  THE MAGE
  When you can choose a Move, you can
  choose one of these or Betwixt Heaven
  and Hell (even if you aren’t 6+).
  □ RITUAL*
  When you draw on a place or item of
  power to create a magical effect, tell the
  GM what you’re trying to achieve.
  Rit-
  ual effects are always possible, but the GM
  will give you at least one but possibly more
  of the following conditions:
  • it’s going to take days/weeks/months
  • you must do something to prepare
  • you’ll need help from someone
  • the best you can do is a lesser version
  • you and your allies will risk danger from
  something
  • you’ll need a speciﬁc material, item, or
  event
  □ SHAPE MAGIC (INT)
  When you attempt to achieve something
  with magic you could accomplish with
  mundane means, ask the GM how long it
  will take and roll+INT. On a 10+, you do
  it; choose a cost. On a 7-9, the GM will
  tell you how it costs more than expected,
  either in degree or type, or in collateral
  damage. You can abort a spell in progress
  by defying danger.
  • a triﬂing memory or a mild emotion to-
  wards someone
  • pain; take 1d4 damage or mark a debil-
  ity
  • vitality; you’re a minute older than you
  should be
  When you can choose a Move and are a
  mage, choose from these too:
  □ SOURCED MAGIC (INT)
  You can draw power from a source like
  intense experiences, lava, or sacriﬁces;
  choose one now.
  When you draw on a
  power source to recharge your magical
  batteries, ask the GM how much and how
  quickly, then roll+INT. On a 10+, hold that
  much Mana if you take the time. On a 7-
  9, also choose one from manifest. You can
  spend this hold to:
  • reduce the severity of the cost of Shap-
  ing Magic
  • count yourself as an item of power for
  a ritual
  • take +1 forward to defy danger or man-
  ifest power if you can explain how the
  power helps
  □ MAGICAL FOCUS
  You have a magical focus like a wand, staff,
  or piece of jewelry. When you have it, it
  grants you beneﬁts. Pick two:
  □ you take +1 to shaping magic
  □ it counts as an item of power for rituals
  □ it can negate spell effects (but not
  spells cast directly)
  When you reach level 6, add the last op-
  tion. If you lose your focus, you take a -1
  to shape magic until you replace it.
  □ COUNTERSPELL (INT)
  When you counter an enemy’s spell
  aimed at you or someone near you,
  roll+INT. On a 10+, the caster suffers the
  effects instead. On a 7-9, the caster suf-
  fers the effects; choose one.
  • you (or the original target) suffer the
  effect too
  • you suffer a d4 of magical backlash
  • the spell ﬁzzles harmlessly;
  nobody
  suffers the effects
  
  THE ORACLE
  When you take Prophecy, you get Uncon-
  trollable Visions, Thief of Fate, or Trouble
  Magnet for free.
  □ PROPHECY (WIS)
  You get visions, of the past and of the near
  future. This grants +1 Armor that is not ig-
  norable.
  When you focus your extra sense upon a
  person or situation, roll+WIS. On a 10+,
  ask one from this list or from discern real-
  ities; the GM will give you an insightful an-
  swer, cryptically, with no more than seven
  words. On a 7-9, the GM will pick one to
  answer, and also introduce a complication
  as from Uncontrollable Visions.
  • how and when will this person die?
  • what will prevent this endeavor from
  succeeding?
  • what action can I take to get what I
  want here?
  □ UNCONTROLLABLE
  VISIONS
  (WIS)
  You suffer from strange, unpredictable vi-
  sions, often at the worst possible mo-
  ment.
  Describe how this usually looks
  from the outside. When you feel an un-
  controlled vision coming on, roll+WIS. On
  a 10+, choose if you avoid it for now or if
  you experience it as usual. On a 7-9, you
  experience it as if you were there; choose
  two.
  • you narrate it or act it out as if it were
  happening to you
  • you’re overwhelmed; the GM chooses if
  you ﬁght, ﬂee, or freeze
  • mark a debility; it will fade over time
  • you attract unwanted notice
  □ TROUBLE MAGNET
  At the start of a session and when you
  ﬁrst wake up in the morning, lose all hold
  from this move and roll+nothing. On a 10+,
  hold 1 Trouble. On a 7-9, hold 1 and the GM
  also holds 1. On a 6-, hold 1 and the GM
  holds 3. Either of you can spend Trouble
  to have a minor accident, coincidence, or
  unexpected meeting occur; if you spend it,
  it’s good for you, if the GM does, it’s prob-
  ably not.
  When you gain a level from 6-10 and are
  an oracle, choose from these too:
  □ DOOMSAYER
  When you utter a prophecy while in com-
  bat with someone you feel strongly to-
  wards, you may answer one of your own
  questions as if you were the GM, and the
  GM will abide by it, sooner or later.
  □ WHERE I’M NEEDED (WIS)
  When you declare you foresaw where you
  needed to be and went there, roll+WIS.
  On a 10+, hold 3. On a 7-9, hold 2. On a
  6-, just the GM holds 1. Spend hold:
  • to be somewhere else you could be
  when you could be
  • to have exactly the right tool in hand
  when you do
  • to not be in trouble or a bad spot when
  you do
  
  THE PSYCHIC
  When you start as a psychic or ﬁrst be-
  come one, choose two of the following
  (also include Poltergeist) for the price of
  one.
  □ SECOND SIGHT
  You possess the Second Sight.
  Choose
  how this manifests,
  like you can see
  auras, hear voices, or simply feel things.
  When there’s something supernatural to
  be sensed present, you’ll usually sense it.
  Also choose a specialty like recogniz-
  ing creatures with more than one shape,
  piercing
  seemings,
  or
  knowing
  when
  someone is alive or dead. You can just do
  this.
  □ PUSH (CHA)
  When you tell someone who can hear and
  understand your words to do something,
  roll+CHA. On a hit, they do it; choose one.
  On a 7-9, choose two:
  • mark a debility; it will fade over time
  • you take -1 to use this move until you’ve
  slept
  • you attract unwanted notice
  □ TELEPATHY (WIS OR INT)
  You can read surface thoughts of those
  who are near you and often catch glimpses
  of other people’s thoughts without even
  trying. You may discern realities with the
  stat you’ve chosen for this Move by focus-
  ing your sixth sense on someone; the GM
  will answer questions in context of what
  you read from their current thoughts.
  When you send thoughts to others as if
  you were talking, if they’re naturally tele-
  pathic and receptive to the contact, you
  just do, just as if you were using your voice
  to communicate with them.
  Otherwise,
  roll+chosen stat.
  On a 10+, you convey
  your message unambiguously, with no ex-
  traneous information. On a 7-9, pick one
  from manifest.
  □ OBJECT READING (WIS)
  When you touch objects or people with
  your bare skin, you pick up impressions
  from the past. Any strong feeling, pain, or
  suffering might trigger one of your visions
  or overwhelm you.
  When you trigger a vision by touching
  an object or person with your bare skin,
  roll+WIS. On a 10+, choose if you ignore
  the vision or get a useful impression. On
  a 7-9, you experience the impression as if
  it happened to you; choose one from Un-
  controllable Visions.
  □ IDENTIFY
  When you take a moment to survey an
  area, person, or object for supernatural
  inﬂuences, roll+manifest stat. On a 10+,
  hold 3. On a 7–9, hold 1. Spend your hold
  as you continue to explore to ask these
  questions:
  • if there is a supernatural effect here,
  what activates it?
  • what does a supernatural effect do
  when activated?
  • what else supernatural is hidden here?
  
  THE SCARRED
  When you can choose a Move, you can
  choose one of these.
  □ SCAR COLLECTOR
  There’s something wrong with you; some
  warp or curse that mars your ﬂesh but
  grants you arcane beneﬁts. A scar grants
  you +1 to defy danger against a creature
  similar to the one that caused it.
  You
  start with one minor scar, and one ma-
  jor scar, usable once per day, that grants
  you a move from a supernatural path or
  grants you a suitable spell from the Wiz-
  ard or Cleric spell lists.
  Tell the GM how you acquired these scars
  (if it was not in play) and who you cared
  about that died in the process or as a re-
  sult. If any of your scars are from a crea-
  ture with a supernatural path and you roll
  a partial or miss on last breath, you can
  choose to come back as that type of crea-
  ture. If you do, discuss with the GM which
  Moves you keep and which you replace.
  When you take an injury from a creature
  that might leave a notable scar, roll+CON.
  On a 10+, you have a new minor scar. On a
  7-9, also mark a debility.
  When you can choose a Move and are
  scarred, you can choose from these:
  □ MAJOR SCARRING (CON)
  You
  can
  use
  your
  major
  scars
  once
  more each day.
  When you take a life-
  threatening, forceful, or messy injury
  from a creature that might leave a no-
  table scar, roll+CON. On a 10+, you have
  a new major scar. On a 7-9, also mark a
  debility.
  □ MAP OF PAIN
  You can use your major scars one more
  time each day. Add “this reminds me of
  how I got that scar” to the trigger for your
  Signature die.
  □ OFF-SCREEN SCARRING
  Choose a creature, a new major scar, and a
  new minor scar. Tell the GM what or who
  you care about was lost in the process of
  gaining it and how it happened. They may
  make a counter-offer; if you accept, you
  gain the beneﬁts of this move, otherwise,
  choose a different move.
  When you gain a level from 6-10 and are
  scarred, you can choose this too:
  □ WHAT DOESN’T KILL ME
  You can use your major scars one more
  time each day. Also gain the beneﬁts of
  Off-Screen Scarring (for a second time if
  you already have it) without needing to
  specify a loss.
  
  THE SHAPESHIFTER
  When you take Shapeshift, choose between In the Blood or Blocked, and between Pro-
  tean or Minor Regeneration.
  □ SHAPESHIFT (WIS OR CON)
  Choose an animal form that is unique and
  speciﬁc (the one you would have if you had
  been born that creature), roughly your
  size or smaller, and that shares a distin-
  guishing feature (like eye or hair color or a
  scar or tattoo) with your default form. You
  can shift into this form at will.
  While in another form, you have the abili-
  ties, moves, and instincts of that creature.
  You retain your human mind and use your
  own stats. Your natural weapons have the
  tag hand; choose one of precise, messy,
  forceful, reach.
  Choose your shifting stat when you take
  this move. When you shift back into hu-
  man form, roll+SHIFT. On a 10+, you ac-
  complish it, no problem.
  On a 7-9, also
  choose one.
  • you can’t change form again right now
  • you retain a mark like oddly colored
  eyes, pointed ears, or sharp claws
  • you forget a nuance of civilization, like
  forks or personal space, or retain the
  creature’s instinct
  Any artifacts of a change last until you next
  take a long rest.
  □ IN THE BLOOD (SHIFT)
  You have heightened senses, but you also
  have a wild side, barely kept leashed. You
  have a bane, like silver, ﬁre, or obsidian,
  and a trigger, like the full moon rising, the
  touch of moonlight, a dunk in salt water,
  or extreme fear. Exposure to your trigger
  causes an involuntary tranformation into
  another form.
  When
  the
  condition
  for
  involuntary
  transformation is true, roll+SHIFT. On
  a 10+, you transform but retain control,
  though you can’t shift back as long as the
  condition persists. On a 7-9, the GM will
  offer you a hard bargain, ugly choice, or
  worse outcome. On a 6-, you lose control;
  the GM will tell when you regain it.
  □ BLOCKED
  Choose two banes or triggers from In
  the Blood; when you’re exposed to either,
  you cannot shapeshift and you remain in
  whatever form you were in when the con-
  dition became true. Mark a debility that
  lasts as long as the condition persists.
  □ PROTEAN
  For each level you possess or gain after
  taking this move, choose a new alternate
  form. This form works exactly as the one
  granted by Shapeshift; choose a suitable
  weapon tag for the form when you ﬁrst
  use it.
  Your ﬂesh is highly malleable, but also re-
  sists permanent change.
  When you are
  targeted by effects that change you physi-
  cally, treat the result of any roll to avert or
  subvert the physical change as if it were
  one step worse.
  If you become trapped in any shape, in-
  cluding your default, except by a bane, the
  GM will offer you an opportunity to escape
  soon.
  
  When you are a Shapeshifter and can
  choose a Move, you can choose from
  these:
  □ HEALING SHIFT (SHIFT)
  When you shift into an alternate form
  and are injured, roll+SHIFT. On a hit, heal
  all injuries and regain all HP; take a cumu-
  lative -1 to all Shapeshifter Moves. On a
  10+, the penalty is just to this Move. Clear
  any penalties after a long rest.
  □ PACKMATE
  You may designate up to four people as
  your packmates; as long as you treat them
  as such, the designation remains.
  All of
  you gain Telepathy, limited to each other
  but at any range (not just voice) you can
  detect each other, and may use Exploit
  Weakness when acting in concert.
  □ SPONTANEOUS FORM
  You may swap any alternate form you’ve
  used only a handful of times out for a new
  one with a few moments of concentration.
  When you gain a level from 6-10 and are
  a shapeshifter, choose from these too:
  □ REGENERATE
  You have regeneration points equal to half
  your max HP. When you take damage,
  subtract half from the regeneration pool
  and half from HP; damage caused by a
  bane goes entirely to HP.
  When you take a moment to regroup
  while injured, you may move points to
  your HP from your regeneration pool. Re-
  generation points reﬁll after you take a
  few minutes to rest.
  If you already have Minor Regeneration,
  you may opt to replace it with Regenerate
  now. If so. choose another Move.
  □ HYBRID FORM
  You can shift into a hybrid form, with
  the beneﬁts of one of your animal forms
  and the advantages of opposable thumbs.
  Choose two:
  □ it’s terrifying; take +1 when this matters
  □ it’s well-suited to combat; add a new
  weapon tag
  □ it’s obscenely strong;
  add +1 when
  strength matters
  □ SCENT OF FEAR
  When you hack and slash an enemy, your
  next attack against that foe deals +2d4
  damage. Add a third option (or new tag)
  to your Hybrid Form.
  □ BIGGER AND WEIRDER
  You may choose monster or inhuman
  forms as one of your alternate forms, as
  long as they are a living creature and
  you’ve seen one, and you can now shift
  into forms as large as a dragon.
  When
  you choose a monstrous form, instead of
  choosing weapon tags, choose two of the
  monster’s tags.
  □ FULL PROTEAN
  You may select a human form as an alter-
  nate form. When you roll to shapeshift,
  choose one fewer consequence on a par-
  tial.
  You may also change the speciﬁc
  details of one of your forms on the ﬂy
  (though a distinguishing mark remains) by
  choosing a consequence from Manifest.
  
  THE META
  If you’re a supernatural, you may take
  any of these if you can explain how they
  work with your powers to your GM.
  □ FUEL (STAT)
  Choose a stat and an action, like sleeping
  for eight hours, meditating through phys-
  ical action, or opening your mind to the
  collective unconscious, when you take this
  Move. When you do this action, roll+stat.
  On a 10+, if you have no supernatural hold,
  hold 3; otherwise, add 2 hold. On a 7-9, if
  you have no supernatural hold, hold 1, oth-
  erwise, add 1 hold.
  □ ABSORPTION (WIS)
  When you’re hit with a magical spell or
  effect, roll+WIS. On a 10+, gain 1 supernat-
  ural hold and take half damage or effect.
  On a 7-9, choose just one.
  □ HUMAN LIKE YOU
  You have a form that’s more or less human.
  You can switch into it when you wish; no-
  body who matters will be fooled for long,
  but mortals can’t tell the difference. You
  use your own stats and have all your own
  abilities except for those that require your
  natural form (GM’s call). Your human form
  is unique to you, as if you’d been born hu-
  man.
  Choose two triggers, like the touch of cold
  iron or a strongly presented cruciﬁx or be-
  ing touched by sunlight; when this occurs,
  you revert to your natural form until it’s no
  longer true.
  □ BESEECH (CHA)
  When you beseech a powerful supernat-
  ural entity for assistance with a task,
  roll+CHA. On a 10+, the GM will tell you
  a cost, due later; if you accept, the aid is
  granted. On a 7-9, also choose one:
  • the payment is due as soon as aid is
  rendered
  • they can provide almost but not quite
  what you ask
  • the entity is offended or annoyed, and
  won’t assist you again until appeased
  □ MINOR REGENERATION
  You’re tougher than a normal human and
  your wounds close up faster. When you
  drop below 3 HP and the damage was not
  caused by a bane (choose one!), roll+CON.
  On a 10+, roll your base hp die plus CON
  and regain this in HP. On a 7-9, also choose
  if you mark a debility or lose this move un-
  til you’ve had time to heal naturally.
  □ TELEPORT
  Choose a spot within close range and
  spend supernatural hold to be there. If you
  teleport to a spot farther than that, spend
  one supernatural hold and roll+WIS. On a
  10+, you are where you intended to be, you
  are not at a disadvantage or in a bad spot,
  and you’re not suffering a debility. On a
  7-9, choose two.
  □ PORTABLE CHARM
  You may charge a token by wearing it next
  to your skin for a few hours. The ﬁrst time
  someone else touches it with their bare
  skin, it’s as if they’ve touched you or you’ve
  touched them.
  
  When you gain a level from 6-10 and
  qualify for meta moves, choose from
  these too.
  □ SHAKE IT OFF (STAT)
  When you shake off the side effects of
  one of your own supernatural abilities,
  roll+stat. If you do it...
  • ... by being tough, +CON.
  • ... by being emotionally strong or ex-
  erting willpower, +WIS.
  • ... by being mentally tough or logical,
  +INT.
  On a hit, you don’t suffer the conse-
  quences right now; the GM will tell you
  when you’ll feel it again. On a 7-9, when
  they do, it will be worse than if you’d just
  let it run its course.
  □ SUPPRESS
  By spending at least one supernatural
  hold, you can temporarily suppress one of
  your abilities – for up to an hour or so – or
  prevent someone from physically touch-
  ing you skin to skin. You can also spend all
  your supernatural hold to suppress some-
  one else’s abilities while you are touching
  them.
  □ AMPLIFY
  When you take a few moments to focus
  your supernatural power with intense
  concentration, you can achieve a level of
  power you might not otherwise be able to.
  Take +1 forward to using that supernatural
  power.
  □ NEW SHAPE
  If you have an alternate physical form, you
  may add a new one under the same con-
  ditions as the ﬁrst.
  □ BETWIXT HEAVEN AND HELL
  You have so many conﬂicting strings bind-
  ing you that it’s hard for anyone to do
  you permanent harm. When you take this
  move, create with the GM two conﬂicting
  strings, like the love or hatred of powerful
  entities, magical effects or curses, or sim-
  ilar, that serve you as Entanglements.
  When you suffer lasting grievous harm,
  including drawing your last breath, tell
  the GM you’re invoking one of your
  strings. The GM will tell you how things
  turn out as best as you could expect, what
  injuries you suffer, and what it will cost
  you, now and later.
  □ TRIGGER
  When you touch someone and trigger a
  Move or ability that you or they possess,
  choose which of you is affected and any
  options, as if the target is taking it for the
  ﬁrst time if necessary, then roll+WIS. On a
  10+, you choose who pays any costs and
  who takes any consequences. On a 7-9,
  pick one. The GM will pick the other and
  also pick one from Manifest.
  When a move refers to supernatural hold, you may replace “supernatural” with a type
  of hold one of your moves grants you or requires.
  
  NOTES
  
  NOTES
  
SOURCE: textdata/thevault/Dungeon World/Urband Modern Fantasy/Urban Modern Fantasy - Supernaturals v1.pdf