TEXT: Freebooter: from the Dutch vrijbuiter “plunderer, robber;” literally “free booty.”
  INTRODUCTION
  .................................................................................................................................................
  This game is about exploring dangerous wilderness in search of treasure. The 
  emphasis is on resource management, survival, and the acquisition of wealth.
  It’s intended for use with the Dungeon World rules, and makes use of concepts 
  presented in The Perilous Wilds, a Dungeon World supplement. You will need 
  both of these books in order to make sense of everything presented herein.
  The characters in Freebooters on the Frontier are not the powerful heroes of 
  Dungeon World. They are but some among many who have forsaken lives of 
  medieval drudgery in order to pursue great fortune at the edge of the civilized 
  world. They are generally regarded as fools, destined for early graves. Treasures 
  glitter in the darkness, awaiting plunder—and that darkness is littered with the 
  remains of many who have gone before.
  The goal of Freebooters is to survive long enough to amass 10,000 silver pieces, 
  enough to retire in comfort and see your exploits turned to legend, sung by bards 
  from shore to shore throughout the realm.
  Freebooters
  Frontier
  the
  on
  
  KNOW THE RULES
  ......................................................................
  Freebooters on the Frontier plays 
  pretty much like Dungeon World, 
  but with a number of “house rules” 
  and many custom moves in place. 
  Overarching rules changes are 
  covered in this section; character 
  creation is explained in “Make a 
  Freebooter” (p5); and numerous other 
  changes are folded into the class 
  playbooks, moves lists (starting on 
  p14), and equipment list (p22).
  ......................................................................
  THE JUDGE
  In Freebooters, the GM is called the 
  Judge. The Judge is considered the 
  final authority on the game’s setting 
  and mechanics, and will be called 
  upon by specific moves to exercise 
  that authority. It’s the Judge’s duty 
  to be clear, strict and fair. Several 
  moves, particularly Perceive and 
  Establish (both on p14), may put the 
  Judge in the position saying “No” to 
  the players, or denying them certain 
  options. Likewise, the magic system 
  depends upon creative and consistent 
  interpretation of a broad set of 
  variables, a task in which the players 
  may participate, but which ultimately 
  falls to the Judge.
  Note that the Judge’s role as arbiter is 
  intended to encourage strict adherence 
  to the fiction, but the fiction still 
  emerges from the conversation among 
  everyone at the table. In other words, 
  Judge: be clear and be strict—but 
  don’t be a dick.
  ......................................................................
  THE PLAYERS
  By the same token, players, realize 
  that a Judge who is strict and fair gives 
  the fiction integrity, which is essential 
  when the survival of your character is 
  on the line. Character death is a very 
  real possibility. You should expect to 
  die, while you do everything possible 
  to survive long enough to retire. That’s 
  what the game’s about.
  ......................................................................
  CHARACTERS
  Players have 4 playbooks to choose 
  from: Fighter, Thief, Cleric, and Magic-
  User. Unlike Dungeon World, the 
  PCs in Freebooters on the Frontier 
  are not the only ones of their kind; 
  they are uncommon folk in that they 
  have chosen the high-risk career 
  of treasure-hunting, but others on 
  the Frontier share that line of work. 
  FotF characters start out quite weak 
  compared to their DW counterparts, 
  but—if they live long enough—can 
  grow into accomplished adventurers.
  ......................................................................
  HIT DICE & HIT POINTS
  Each class has its own hit die: d10 for 
  Fighters, d8 for Clerics, d6 for Thieves, 
  and d4 for Magic-Users. You roll your 
  hit die once when you create your 
  character to determine your starting hit 
  points, adding your CON to the result 
  (but never reducing the total below 1). 
  Each time you reach a new even-
  numbered level (2, 4, etc.), you roll 
  your hit die again, add your CON, and 
  increase your maximum hit points by 
  that amount. Note that the Burn Luck 
  move (p15) allows you to increase the 
  result of your hit die roll, even when 
  you’re creating your character.
  ......................................................................
  ABILITY SCORES
  Ability scores are rolled instead of 
  chosen (see “Making a Freebooter,”  
  p5). Abilty scores grant modifiers as 
  in the core Dungeon World rules, 
  but debilities are replaced by ability 
  damage.
  Ability damage
  Certain moves, made by players or the 
  Judge, may cause ability damage. 
  When a given ability is damaged, it is 
  temporarily reduced, and its modifier 
  is adjusted accordingly. For instance, 
  Domino the Thief has a Dexterity of 
  13 and a DEX of +1, but if she suffers 
  2 points of Dexterity damage her 
  Dexterity is reduced to 11, and her 
  DEX drops to to +0.
  2
  
  3
  The Judge should consider inflicting
  abilty damage when making the “deal 
  damage” and “use up their resources” 
  moves, or as a monster move. As a 
  rule of thumb, 1 point ability score 
  damage is minor, 1d4 is significant, 
  1d6 is serious, and 1d8 is major.
  Taking ability damage is also called 
  “burning” an ability, and when you 
  incur permanent ability damage 
  (reducing your maximum score in that 
  ability), it’s called “perma-burning.”
  The Ability Damage Descriptor table 
  on this page gives some examples of 
  how ability score damage might be 
  described in terms of the fiction. Ability 
  scores may never drop below 3.
  Healing ability damage
  Lost ability points can be regained 
  using the Make Camp and Recover 
  moves (p18 and p20, respectively).
  ......................................................................
  DAMAGE DICE
  Unlike DW, the damage a given 
  character inflicts depends on the 
  weapon they wield, not their class. See 
  the Marketplace on page 22 for details.
  ......................................................................
  WEIGHT & LOAD
  As in DW, the Load limit of PCs varies 
  by class, but it has been lowered 
  significantly across the board. The 
  drawbacks of carrying too much weight 
  are covered by the Shoulder Burden 
  move (p14).
  ......................................................................
  MAGIC & DIVINE POWERS
  The spells, blessings, and curses 
  wielded by Magic-Users and Clerics 
  are broadly defined, extremely 
  powerful, highly volatile, and subject to 
  interpretation. Ultimately, their effects 
  are arbitrated by the Judge.
  As a rule of thumb, keep in mind 
  that when a spell or invocation goes 
  wrong, its repercussions should be 
  in proportion to the intended effect. 
  If Magdalia the Magic-User casts 
  Lafloo’s Devilish Fire in an attempt to 
  light a candle and fails, the tip of her 
  finger might be singed; if she uses the 
  same spell to attempt to cause a foe 
  to burst into flame and fails, she or an 
  ally may burst into flame instead. See 
  the Arcane Accident and Test of Faith 
  tables in the Magic-user and Cleric 
  playbooks, respectively, to get an idea 
  of how things can go wrong.
  ......................................................................
  WEAPON & ARMOR LIMITATIONS
  There are none. If you can carry it, 
  you can use it. However, since Load is 
  class-based, Fighters and Clerics are 
  most capable of carrying big weapons 
  and wearing heavy armor. And the 
  interaction of magic and armor may 
  have consequences that will only 
  emerge in play, at the Judge’s whim.
  ABILITY DAMAGE DESCRIPTORS
   Modifier
  Ability     -1                  -2                   -3 (or worse)
  .........................................................................................................................................
  STR 
   weak  
   drained  
   immobilized
  CON  
   tired /hungry  
   exhausted/sick 
   dying
  DEX 
   clumsy 
   shaky 
   palsied
  INT 
   stunned/confused     scattered 
   mindless
  WIS  
   weak-willed 
   pliant  
   broken
  CHA 
  	 off-putting	/scarred		 	 	 repellant/disfigured		 	 	 repulsive
  LUC 
   unlucky  
   cursed 
   doomed
  
  ......................................................................
  BONDS
  Traditional Dungeon World bonds don’t 
  play a part in Freebooters. This is in 
  part because the life of a freebooter 
  can be short, and coming up with 
  new bonds for new characters on a 
  regular basis would  be tiresome. Rest 
  assured that, thanks to alignment and 
  traits, character relationships will form 
  in the course of play—they just have 
  no mechanical impact.
  ......................................................................
  LEVELING UP
  Each time you reach a new level, you 
  regain 1 point of burned Luck. Then, if 
  your new level is an even-numbered 
  level (2, 4, etc.), you gain 1 ability 
  score point of your choice, and add 
  1 roll of your hit die +CON to your 
  maximum HP. Each time you reach a 
  new odd-numbered level (3, 5, etc.), 
  you choose 1 new move from your 
  playbook. These changes are reflected 
  in the new Level Up move (p15).
  ......................................................................
  COINS
  The standard coin of the realm is the 
  silver piece (sp). 10 silver pieces are 
  equal to 1 gold piece (gp). Whenever 
  any reference to “coin” in the Dungeon 
  World rules applies, 1 coin = 1 silver 
  piece. Note that Freebooters on 
  the Frontier has its own gear list 
  (Marketplace, p22), with prices that 
  differ from those in the DW rules.
  Since the acquisition of treasure is 
  the main goal in Freebooters, it’s 
  important to track each character’s 
  load. Valuable objects weigh as 
  much as comparable items on the 
  Marketplace list, but when it comes to 
  sacks of cash, 100 coins (of any type) 
  = 1 weight. 
  ......................................................................
  FOLLOWERS
  The mechanics for followers are as 
  described in The Perilous Wilds, the 
  only exception being that followers 
  inflict damage according to the 
  weapons they wield, just like the PCs.
  ......................................................................
  DURATION
  Duration is a new tag for items, 
  spells, and anything else that lasts 
  for a limited time. Duration 1 is brief, 
  duration 3 is relatively short, and 
  duration 5 is long-lasting. When an 
  item or spell with duration is used, 
  make a countdown equal to the 
  duration’s value. Duration is a resource 
  to be used up like any other, so it’s up 
  to the Judge to make moves that force 
  mark off duration countdowns.
  ......................................................................
  MULTICLASSING
  Some classes have moves that allow 
  characters to “multiclass” to another 
  class, granting access to that class’ 
  abilities and moves. The first time you 
  take such a move, you gain all of the 
  Starting Moves of your new class. 
  Thereafter, each time you level up, 
  you may choose to gain a new level 
  in your original class or in your new 
  class. Your current level in each class 
  is tracked independently
  All level-based moves and effects 
  are calculated according to the class 
  to which they apply. For instance, 
  Cuthbain is a level 3 Cleric and level 2 
  Fighter, but for purposes of calculating 
  his maximum favor (a Cleric-specific 
  variable), he counts only his 3 Cleric 
  levels. Likewise, when he levels up 
  from 2nd level Fighter to 3rd level 
  Fighter, he must choose his new move 
  from the Fighter playbook; and when 
  he levels from 3rd level Cleric to 4th 
  level Cleric, he must roll his Cleric hit 
  die of d8 to gain hit points, instead of 
  his d10 Fighter hit die.
  4
  
  5
  MAKE  A FREEBOOTER
  ......................................................................
  1.  Choose or roll a playbook. Take a 
     copy of the playbook of your 
     choice, or roll for one:
  1d12   Playbook     
  1-6     Fighter
  7-9     Thief
  10-11   Cleric
  12     Magic-User
  ......................................................................
  2.  Roll your ability scores. Roll 3d6 
     for each ability score, in order, and 
     record the results. Then, you may 
     swap any two scores.
  ......................................................................
  3.  Roll your heritage. Roll 1d12 to 
     mark a Heritage box in your play
     book. Adjust your ability scores 
     according to the instructions, and 
     take note of your Heritage move.
  ......................................................................
  4.  Choose or roll a name. Choose 
     a name appropriate to your 
     campaign setting, or roll one up on
     the Name Tables (pp6-7). If you’re 
     a Magic-User, you may choose to 
     roll up a Wizard Name using the 
     Spell Name table (p10).
  ......................................................................
  5.  Choose or roll your appearance.
  Write down 2-3 noteworthy details 
  —things that people notice when 
  they look at your character. Or, if 
  you feel like trusting the Fates, roll 
  on the Appearance Table (p8).
  ......................................................................
  6.  Roll your hit points. Roll your hit 
     die once and add your CON to the 
     result (minimum of 1). You may 
     Burn Luck (p15) to increase this roll.
  ......................................................................
  7.  Roll your alignment. Roll 1d12 to 
     determine your alignment, mark the 
     appropriate box, and note your 
     alignment goal; pursuing this goal 
     is one way to gain XP.
  ......................................................................
  8.  Roll your traits. Traits are rolled 
     using the Trait Table on page 9. 
     The type and number of traits you 
     have depend on your alignment:
  Alignment  Virtues  Vices 
  Evil        0       3
  Chaos      1       2
  Neutral     1       1
  Law        2       1
  Good       3       0
  ......................................................................
  9.  Read your Starting Moves.
  Familiarize yourself with the 
  Starting Moves included in your 
  playbook, and make any decisions 
  called for by those moves.
  ......................................................................
  10. Roll and purchase gear.
  Referring to the “Gear” section of 
  your playbook, note your starting 
  gear and roll for any variable items 
  as indicated. Then, you may spend 
  any silver you have in hand on 
  any additional equipment (see the 
  Marketplace list on page 22).
  ADVANCED FUNNEL WORLD
  A character from the DW hack Funnel World is easy to adapt to Freebooters 
  on the Frontier. When your Funnel World character reaches level 1, choose 
  an appropriate Freebooters playbook and transfer all of your character’s 
  information onto it. Roll new HP, but use your old HP if your new total is 
  lower. Choose an alignment if you haven’t already done so, and choose 
  traits from the Trait Table (p9) until you have the number of virtues and vices 
  dictated by your alignment (see “8. Roll your traits,” above). If you have a 
  Magic-User, keep the names of any spells already known instead of rolling 
  new ones, but use the spellcasting rules of your new playbook when casting 
  those spells. Discuss any other adaptations with your Judge.
  Mbi Mbi (order #7843850)
  
  NAME TABLE . Human and Halfling
  1d100       Human, Male   Human, Female  Halfling, Male  Halfling, Female
  .................................................................................................................................................
  01-02
  03-04
  05-06
  07-08
  09-10
  11-12
  13-14
  15-16
  17-18
  19-20
  21-22
  23-24
  25-26
  27-28
  29-30
  31-32
  33-34
  35-36
  37-38
  39-40
  41-42
  43-44
  45-46
  47-48
  49-50
  51-52
  53-54
  55-56
  57-58
  59-60
  61-62
  63-64
  65-66
  67-68
  69-70
  71-72
  73-74
  75-76
  77-78
  79-80
  81-82
  83-84
  85-86
  87-88
  89-90
  91-92
  93-94
  95-96
  97-98
  99-100
  Athelan
  Aldred
  Alger
  Archard
  Astyrian
  Bowden
  Brogan
  Caden
  Cerdic
  Devan
  Druce
  Dugal
  Edlyn
  Ebis
  Esward
  Firman
  Framar
  Fugol
  Garret
  Gidwin
  Gord
  Govannon
  Greme
  Grindan
  Halwen
  Holt
  Iden
  Irbend
  Kendrik
  Leor
  Lufian
  Nyle
  Odel
  Ord
  Orleg
  Radan
  Reged
  Rowe
  Scrydan
  Seaver
  Shepard
  Snell
  Stedman
  Swift
  Teon
  Tobrec
  Tredan
  Ware
  Warian
  Wulf
  Acca
  Alodia
  Andessa
  Anlis
  Ara
  Ardith
  Berroc
  Bernia
  Bodica
  Brigantia
  Brimlid
  Caro
  Cwen
  Darel
  Dawn
  Diera
  Dotor
  Eda
  Elene
  Elga
  Elswyth
  Elva
  Elvina
  Erlina
  Esma
  Faradan
  Freya
  Garmang
  Gloris
  Harmilla
  Hunnar
  Juliana
  Kandara
  Laralan
  Lorn
  Maida
  Megdas
  Mercia
  Mora
  Ogethas
  Ossia
  Pallas
  Rathet
  Sibley
  Sunnivar
  Tate
  Udela
  Viradeca
  Wilona
  Zora
  Adaman
  Adelard
  Adred
  Agilward 
  Arnest
  Balbas
  Barton
  Bell
  Banco
  Bowman
  Cal
  Emmet
  Erling
  Fastman
  Foda
  Freebern
  Frid
  Gerd
  Hadred
  Hagar
  Halbert
  Hamfast
  Hildred
  Huge
  Isen
  Jaco
  Jungo
  Helm
  Konner
  Lambert
  Leon
  Linus
  Marko
  Matti
  Mekel
  Melchior 
  Lesser
  Nenko
  Nob
  Olo
  Ortwin
  Otto
  Paladin
  Pasco
  Quintus
  Sifro
  Ted
  Tolman
  Wilber
  Wiseman
  Adelle
  Agilward 
  Alfreda 
  Amalinde
  Balba
  Bella
  Beryl
  Bess
  Camelia
  Cordelia 
  Daisy
  Demona
  Drogga
  Elanor
  Ella
  Elsbeth
  Elsina
  Emerly
  Foda
  Gilda
  Gilly
  Hanna
  Hilda
  Hildred 
  Janna
  Jilly
  Kat
  Klare
  Lily
  Lobelia
  Lorna
  Lucie
  Magda
  Marga
  Mari
  Marigold
  Marka 
  Marlyn
  Mina
  Noba
  Olga 
  Ottillia 
  Pansy
  Pervinca 
  Poppy
  Rose
  Rowan
  Salina
  Tella
  Ulrica
  6
  
  7
  NAME TABLE . Dwarf and Elf
  1d100       Dwarf, Male    Dwarf, Female   Elf, Male      Elf, Female
  .................................................................................................................................................
  01-02
  03-04
  05-06
  07-08
  09-10
  11-12
  13-14
  15-16
  17-18
  19-20
  21-22
  23-24
  25-26
  27-28
  29-30
  31-32
  33-34
  35-36
  37-38
  39-40
  41-42
  43-44
  45-46
  47-48
  49-50
  51-52
  53-54
  55-56
  57-58
  59-60
  61-62
  63-64
  65-66
  67-68
  69-70
  71-72
  73-74
  75-76
  77-78
  79-80
  81-82
  83-84
  85-86
  87-88
  89-90
  91-92
  93-94
  95-96
  97-98
  99-100
  Bagan
  Banar
  Belir
  Besil
  Boran
  Darin
  Dirin
  Doibur
  Doigan
  Fagan
  Fignus
  Firin
  Gesil
  Glagan
  Glasil
  Glenus
  Goirin
  Gosil
  Hanar
  Heran
  Hoibur
  Hoili
  Hoinar
  Holir
  Homli
  Kimli
  Koisin
  Lasin
  Legan
  Loilir
  Mirin
  Moli
  Nasil
  Nefur
  Neli
  Nignar
  Noifur
  Ramli
  Regnar
  Safur
  Sali
  Saran
  Segnar
  Serin
  Simli
  Tasil
  Teli
  Tisin
  Toilin
  Toinus
  Berin
  Bibura
  Bisil
  Dagna
  Delinia
  Deris
  Dira
  Disia
  Dorinda
  Faran
  Fasina
  Fignis
  Foifur
  Foimli
  Gerda
  Gestis
  Ginus
  Glegna
  Glelia
  Glelis
  Glemlia
  Gloigas
  Gloigna
  Glonara
  Hegna
  Hignara
  Hoimlis
  Kana
  Kemlir
  Keri
  Keris
  Kilina
  Kolina
  Korana
  Lifur
  Loilis
  Loilina
  Mamli
  Milina
  Moibur
  Moli
  Noris
  Nosi
  Rana
  Ribura
  Sasilia
  Soirina
  Soran
  Toigna
  Tomlis
  Amánd
  Amioril
  Analad
  Anin
  Anumir
  Calithrambor
  Calóng
  Calór
  Cebrin
  Cóldor
  Corfindil
  Delithran
  Elithranduil
  Elverion
  Eowóril
  Galithrar
  Gelith
  Gladriendil
  Glamir
  Glarang
  Glil-Gang
  Glundil
  Gorfilas
  Góriand
  Hal
  Harang
  Isil-Galith
  Isilith
  Isónd
  Isorfildur
  Legaraldur
  Lómebrildur
  Mil-Gan
  Náldur
  Nelith
  Niol
  Porfindel
  Ráldur
  Silmandil
  Tand
  Taralad
  Tararion
  Tendil
  Téril
  Tildur
  Tiniomir
  Unálad
  Unebrin
  Unéndil
  Uriong
  Amidë
  Anadriedia
  Anarania
  Anebriwien
  Anilmadith
  Beliniel
  Calararith
  Cebridith
  Celénia
  Celil-Gathiel
  Cidien
  Eäróndra
  Eärorfindra
  Eláthien
  Eláviel
  Eleniel
  Elorfindra
  Elváwien
  Eoweclya
  Eowodia
  Fórith
  Gilmadith
  Gladrieclya
  Glélindë
  Gorfinia
  Hadrieviel
  Haniel
  Hebriclya
  Legithralia
  Lómithrania
  Meclya
  Mélith
  Módien
  Paclya
  Paradien
  Pedith
  Pil-Gandra
  Pirith
  Porficlya
  Sithralindë
  Thrédith
  Thrilmadith
  Thrithien
  Throrfindra
  Tilmaclya
  Tilmawen
  Tinilmania
  Uradriethiel
  Urithrarith
  Urorfiviel
  
  APPEARANCE TABLE
  Roll 3 details. Keep all 3 or drop 1 of your choice. Descriptors of degree are relative to your heritage (i.e., “dark skin” is 
  darker than the prevailing skin tone among people of your heritage and genetic makeup, whatever that may be). 
  1d100  Fighter          Thief           Cleric             Magic-User
  .................................................................................................................................................
  01-02
  03-04
  05-06
  07-08
  09-10
  11-12
  13-14
  15-16
  17-18
  19-20
  21-22
  23-24
  25-26
  27-28
  29-30
  31-32
  33-34
  35-36
  37-38
  39-40
  41-42
  43-44
  45-46
  47-48
  49-50
  51-52
  53-54
  55-56
  57-58
  59-60
  61-62
  63-64
  65-66
  67-68
  69-70
  71-72
  73-74
  75-76
  77-78
  79-80
  81-82
  83-84
  85-86
  87-88
  89-90
  91-92
  93-94
  95-96
  97-98
  99-100
  big feet
  big mouth
  big mustache
  notable nose
  braided hair
  broken nose
  chiseled
  clear-eyed
  cleft chin
  crooked teeth
  curly hair
  dark skin
  deep voice
  dirty
  earrings
  gap-toothed
  goatee
  headband
  high cheekbones
  hirsute
  lantern jaw
  large ears
  large hands
  large head
  long-legged
  matted hair
  missing ear
  missing eye
  missing finger
  missing teeth
  notable boots
  notable helmet
  perfect posture
  pockmarked
  raspy voice
  rosy cheeks
  sandals
  scarred
  tattoos
  shaved head
  smelly
  smiling
  squint
  steely gaze
  stubble
  tattoos
  unsmiling
  well-scrubbed
  youthful
  roll on Thief
  broken nose
  chin whiskers
  clean-shaven
  clear-eyed
  crooked teeth
  curly hair
  dark skin
  deep voice
  disfigured
  disheveled
  gap-toothed
  gaunt
  goatee
  hirsute
  hooded
  limp
  little mouth
  long fingers
  matted hair
  missing eye
  missing finger
  missing teeth
  narrowed eyes
  notable footwear
  notable gloves
  notable cap/hat
  notable nose
  overbite
  pale skin
  pencil mustache
  perfect posture
  pockmarked
  pointy chin
  poor posture
  raspy voice
  ratty clothes
  red-rimmed eyes
  scarred
  shifty eyes
  small hands
  smelly
  squint
  stubble
  tattoos
  unsmiling
  unwashed
  well-groomed
  whispery voice
  widow’s peak
  roll on Magic-User
  big feet
  blazing eyes
  bushy eyebrows
  circlet
  clean-shaven
  clear-eyed
  cleft chin
  crooked teeth
  curly hair
  dandruff
  dark skin
  dirty
  earrings
  gaunt
  goatee
  gray hair
  headband
  heavyset
  high forehead
  hirsute
  hooded
  large hands
  long beard
  missing teeth
  miter
  notable helmet
  notable nose
  notable garb
  pale skin
  perfect posture
  perfumed
  piercing gaze
  pockmarked
  rosy cheeks
  scarred
  shaved head
  shining eyes
  smelly
  smiling
  square chin
  square-shouldered
  strange marks
  stubble
  tattoos
  thundering voice
  tonsure
  unwashed
  warty
  well-scrubbed
  roll on Fighter
  acid scars
  aged
  bald
  black teeth
  booming voice
  burn scars
  bushy eyebrows
  chin whiskers
  crooked teeth
  curly hair
  dark skin
  disfigured
  forked tongue
  gaunt
  glowing eyes
  gnarled hands
  goatee
  gray hair
  haggard
  hairless
  headband
  high cheekbones
  high forehead
  hooded
  limp
  long beard
  long fingernails
  long hair
  mismatched eyes
  missing teeth
  no eyebrows
  notable nose
  notable robes
  oily skin
  pale skin
  pockmarked
  pointy hat
  poor posture
  raspy voice
  scarred
  skeletal hands
  skullcap
  smelly
  strange marks
  sunken eyes
  tattoos
  unwashed
  warty
  white hair
  widow’s peak
  8
  
  9
  TRAIT TABLE
  Roll according to your Alignment.
  1d100   Virtue           Vice
  ........................................................................
  01-02
  03-04
  05-06
  07-08
  09-10
  11-12
  13-14
  15-16
  17-18
  19-20
  21-22
  23-24
  25-26
  27-28
  29-30
  31-32
  33-34
  35-36
  37-38
  39-40
  41-42
  43-44
  45-46
  47-48
  49-50
  51-52
  53-54
  55-56
  57-58
  59-60
  61-62
  63-64
  65-66
  67-68
  69-70
  71-72
  73-74
  75-76
  77-78
  79-80
  81-82
  83-84
  85-86
  87-88
  89-90
  91-92
  93-94
  95-96
  97-98
  99-100
  Ambitious
  Benevolent
  Bold
  Brave
  Charitable
  Chaste
  Cautious
  Compassionate
  Confident
  Considerate
  Cooperative
  Courteous
  Creative
  Curious
  Daring
  Defiant
  Dependable
  Determined
  Disciplined
  Enthusiastic
  Fair
  Focused
  Forgiving
  Friendly
  Frugal
  Funny
  Generous
  Gregarious
  Helpful
  Honest
  Honorable
  Hopeful
  Humble
  Idealistic
  Just
  Kind
  Loving
  Loyal
  Merciful
  Orderly
  Patient
  Persistent
  Pious
  Resourceful
  Respectful
  Responsible
  Selfless
  Steadfast
  Tactful
  Tolerant
  Addict
  Aggressive
  Alcoholic
  Antagonistic
  Arrogant
  Boastful
  Cheater
  Covetous
  Cowardly
  Cruel
  Decadent
  Deceitful
  Disloyal
  Doubtful
  Egotistical
  Envious
  Gluttonous
  Greedy
  Hasty
  Hedonist
  Impatient
  Inflexible
  Irritable
  Lazy
  Lewd
  Liar
  Lustful
  Mad
  Malicious
  Manipulative
  Merciless
  Moody
  Murderous
  Obsessive
  Petulant
  Prejudiced
  Reckless
  Resentful
  Rude
  Ruthless
  Self-pitying
  Selfish
  Snobbish
  Stingy
  Stubborn
  Vain
  Vengeful
  Wasteful
  Wrathful
  Zealous
  
  SPELL NAMES
  1d10 Spell Name Template              1d10 Spell Name Template
  .................................................................................................................................................
  1  
  [Element] [Form]     
  6    [Form] of [Adjective] [Element]
  2  
  [Adjective] [Form]    
  7    [Wizard Name]’s [Adjective] [Form]
  3  
  [Adjective] [Element]    
  8    [Wizard Name]’s [Adjective] [Element]
  4  
  [Form] of [Element]    
  9    [Wizard Name]’s [Form] of [Element]
  5  
  [Form] of the [Adjective] [Form] 
  10   [Wizard Name]’s [Element] [Form]
  1d100  Form     Element    Adjective      Name (1st part)   Name (2nd part)
  .................................................................................................................................................
  01
  02
  03
  04
  05
  06
  07
  08
  09
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  Armor
  Arrow
  Aura
  Bane
  Beast
  Blade
  Blast
  Blessing
  Blob
  Blood
  Bolt
  Bond
  Boon
  Brain
  Burst
  Call
  Charm
  Circle
  Claw
  Cloak
  Cone
  Crown
  Cube
  Cup
  Curse
  Dagger
  Dart
  Demon
  Disturbance
  Door
  Eye
  Eyes
  Face
  Fang
  Feast
  Finger
  Fissure
  Fist
  Gate
  Gaze
  Glamer
  Globe
  Golem
  Guard
  Guide
  Guise
  Halo
  Hammer
  Hand
  Heart
  Acid
  Aether
  Air
  Anger
  Ash
  Avarice
  Balance
  Blight
  Blood
  Bone
  Bones
  Brimstone
  Clay
  Cloud
  Copper
  Cosmos
  Dark
  Death
  Deceit
  Despair
  Despair
  Dimension
  Doom
  Dust
  Earth
  Ember
  Energy
  Envy
  Fear
  Fire
  Fog
  Force
  Fury
  Glory
  Gluttony
  Gold
  Greed
  Hate
  Hatred
  Health
  Heat
  History
  Hope
  Ice
  Iron
  Justice
  Knowledge
  Lead
  Lies
  Life
  All-Knowing
  All-Seeing
  Arcane
  Befuddling
  Binding
  Black
  Blazing
  Blinding
  Bloody
  Bright
  Cacophonous
  Cerulean
  Concealing
  Confusing
  Consuming
  Crimson
  Damnable
  Dark
  Deflecting
  Delicate
  Demonic
  Devastating
  Devilish
  Diminishing
  Draining
  Eldritch
  Empowering
  Enlightening
  Ensorcelling
  Entangling
  Enveloping
  Erratic
  Evil
  Excruciating
  Expanding
  Extra-Planar
  Fearsome
  Flaming
  Floating
  Freezing
  Glittering
  Gyrating
  Helpful
  Hindering
  Icy
  Illusory
  Incredible
  Inescapable
  Ingenious
  Instant
  A-
  Ab-
  Aga-
  Alha-
  Appol-
  Apu-
  Arne-
  Asmo-
  Baha-
  Bal-
  Barba-
  Bol-
  By-
  Can-
  Cinni-
  Cir-
  Cyn-
  Cyto-
  Dar-
  Darg-
  De-
  Des-
  Dra-
  Dul-
  Elez-
  Ely-
  Ez-
  Fal-
  Faral-
  Flo-
  Fol-
  Gaili-
  Garg-
  Gast-
  Gil-
  Gy-
  Haz-
  Heca-
  Her-
  Hog-
  Hur-
  I-
  Ik-
  Ilde-
  In-
  Jas-
  Jir-
  Ju-
  Krak-
  Kul-
  -ak
  -alto
  -ana
  -anti
  -aris
  -ark
  -asta
  -balia
  -bus
  -by
  -cas
  -ce
  -derol
  -deus
  -din
  -dok
  -dor
  -dred
  -driar
  -dula
  -dun
  -dustin
  -er
  -fant
  -fia
  -fonse
  -gad
  -gax
  -glana
  -goria
  -goth
  -heer
  -houlik
  -ia
  -iala
  -iana
  -ingar
  -ista
  -jan
  -jobulon
  -kan
  -kang
  -konn
  -lah
  -leius
  -leo
  -leou
  -lin
  -lonia
  -lonius
  10
  
  11
  1d100  Form     Element    Adjective      Name (1st part)   Name (2nd part)
  .................................................................................................................................................
  51
  52
  53
  54
  55
  56
  57
  58
  59 
  60 
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
  100
  Helm
  Horn
  Lock
  Mantle
  Mark
  Memory
  Mind
  Mouth
  Noose
  Oath
  Oracle
  Pattern
  Pet
  Pillar
  Pocket
  Portal
  Pyramid
  Ray
  Rune
  Scream
  Seal
  Sentinel
  Servant
  Shaft
  Shield
  Sigil
  Sign
  Song
  Spear
  Spell
  Sphere
  Spray
  Staff
  Storm
  Strike
  Sword
  Tendril
  Tongue
  Tooth
  Trap
  Veil
  Voice
  Wall
  Ward
  Wave
  Weapon
  Weave
  Whisper
  Wings
  Word
  Light
  Lightning
  Lore
  Love
  Lust
  Metal
  Might
  Mist
  Moon
  Mud
  Nature
  Oil
  Pain
  Perception
  Plane
  Plant
  Poison
  Quicksilver
  Revulsion
  Rot
  Salt
  Shadow
  Sight
  Silver
  Smoke
  Soil
  Soul
  Souls
  Sound
  Spirit
  Stars
  Steam
  Steel
  Stone
  Storm
  Sun
  Terror
  Time
  Treasure
  Truth
  Vanity
  Venom
  Vigor
  Void
  Water
  Will
  Wind
  Wisdom
  Wood
  Youth
  Invigorating
  Invisible
  Invulnerable
  Liberating
  Maddening
  Magnificent
  Many-Colored
  Mighty
  Most Excellent
  Omnipotent
  Oozing
  Penultimate
  Pestilential
  Piercing
  Poisonous
  Prismatic
  Raging
  Rejuvenating
  Restorative
  Screaming
  Sensitive
  Shimmering
  Shining
  Silent
  Sleeping
  Slow
  Smoking
  Sorcerer’s
  Strange
  Stupefying
  Terrible
  Thirsty
  Thundering
  Trans-Dimensional
  Transmuting
  Ultimate
  Uncontrollable
  Unseen
  Unstoppable
  Untiring
  Vengeful
  Vexing
  Violent
  Violet
  Viridian
  Voracious
  Weakening
  White
  Wondrous
  Yellow
  Laf-
  Long-
  Ma-
  Mer-
  Mercu-
  Mor-
  Mune-
  Munno
  Murz-
  Naf-
  O-
  Osh
  Pande-
  Pander-
  Par-
  Per-
  Quel-
  Ra-
  Ragga-
  Rhi-
  Satan-
  Satur-
  Semi-
  Sera-
  She-
  Shrue-
  Sloo-
  Sol-
  T’-
  Tcha-
  Tol-
  Tub-
  Tur-
  U-
  Vag-
  Val-
  Vance-
  Ver-
  Vish-
  Wa-
  Win-
  Xa-
  Yu-
  Za-
  Zal-
  Zan-
  Zili-
  Zim-
  Zuur-
  Zza-
  -loo
  -lume
  -ma
  -mas
  -mast
  -mia
  -miel
  -motto
  -moulian
  -mut
  -nak
  -nia
  -nish
  -nob
  -o
  -ol
  -ool
  -pa
  -pheus
  -phim
  -por
  -quint
  -ramis
  -rezzin
  -ro
  -rrak
  -ry
  -sira
  -sta
  -te
  -teria
  -thakk
  -thalon
  -tine
  -toomb
  -torr
  -troya
  -tur
  -tuva
  -u
  -valva
  -vance
  -vilk
  -wink
  -xa
  -yop
  -zant
  -zark
  -zirian
  -zred
  
  SEE THE FRONTIER
  ......................................................................
  This section is addressed to the Judge 
  and covers setting creation, based 
  on some of the ideas set down in The 
  Perilous Wilds. At some point during 
  the first session, you may wish to set 
  the stage by reading this introduction 
  to the players:
  You have come here, to the utmost 
  edge of civilized lands, to seek your 
  fortune in the wild. Few have ventured 
  into the unknown, and fewer have 
  returned, but those who live to speak 
  of it tell great tales, indeed: of ancient, 
  rubble-choked ruins; of terrible beasts; 
  of great riches awaiting plunder.
  Society offers order, with everyone 
  in their proper place, and duty, labor, 
  and protection awaiting the obedient. 
  You want none of these things. Nor 
  do ancient ruins and terrible beasts 
  interest you overmuch.
  You seek only riches. 
  The Map
  ......................................................................
  After the players have created their 
  freebooters, follow these steps to 
  create the geographical framework for 
  the adventures to come.
  ......................................................................
  1) Start with a blank map.
  Ask everyone to imagine a civilized
  kingdom or empire that is mostly off
  the map, and ask someone to draw
  an outline of the small part of this
  realm that reaches onto the map.
  This line is the border between
  civilized lands and the unexplored
  wilderness.
  ......................................................................
  2) Add their home steading.
  Ask someone to draw a steading
  just inside the civilized border,
  and decide whether it’s a village,
  town, keep, or city. Perched on
  the frontier, this steading will act
  as the party’s home base between
  expeditions. Draw a dotted or
  dashed line from the steading to
  the nearest map edge: this is the
  road back to the capital city, some
  days or weeks away.
  ......................................................................
  3) Define the steading.
  Refer to relevant steading entry
  on pages 46-47 of The Perilous
  Wilds. Read the first list of options,
  and ask a player to choose one
  that applies. Then, ask a different
  player to do the same for the list
  of problems. In both cases, let the
  players know they can roll instead
  of choose if they would prefer to
  leave those details to chance.
  Discuss the implications of the
  results, asking questions and taking
  notes as necessary (for instance,
  if the steading is built around a
  church, what is the higher power to
  which it is devoted?). If the results
  indicate new things that would
  logically be added to the map, ask
  players to draw those things in.
  12
  
  13
  ......................................................................
  4) Name the steading.
  Ask them the name of the steading,
  and write it on the map. If they’re
  stumped for a name, suggest
  something simple that reflects a
  concrete aspect of the steading’s
  position, surroundings, or the
  details determined in the previous
  step (exampes: “Clearwater,”
  “Farport ,” “Iron Town”). 
  ......................................................................
  5) Define their home base.
  Ask them the name of the inn,
  tavern, or other place they call
  home when they’re in town. This is
  where they’ll regroup, recover, and
  recount their exploits and losses
  after returning from the wilderness.
  Ask more questions about
  their home base as you see fit,
  especially if you’re curious about
  particular details.
  ......................................................................
  6) Share knowledge of the wilds.
  Get them to define the wilderness
  by going through each of the steps
  below, switching from player to
  player with each step. Repeat steps
  (b) through (e) as many times as
  you like, soliciting information from
  a different player each time. Take
  notes as they say things, and make
  sure they add things to the map.
  a) What is the predominant terrain
  of the wild frontier, stretching
  away from civilized lands as far
  as the eye can see? Dark
  forest? Misty wetlands? A crys-
     talline waste? Something else?
  b) Name one ancient civilization
  that is said to have once
  flourished in the wilderness.
  i)
  How is that civilization said
  to have met its end?
  ii) What remnants of that
  civilization may still be found
  scattered throughout the
  wilderness?
  c) Name one region within the
  wilderness that borders civilized
  lands, and draw its outline on
  the map. If you need ideas, roll
  up a name using the “Random
  Region” table on page 16 of The
  Perilous Wilds.
  i)
  What is the defining terrain
  of that region?
  ii) What is a striking rumor
  about that region?
  d) Name one landmark in the area,
  and mark its location on the
  map. If you draw a blank, just
  roll one up using the “Random
  Place” table on page 17 of The
  Perilous Wilds.
  i)
  What’s notable about it?
  ii)  How long does it take to get
  there on foot?
  e) Name one creature, among the
  countless known or rumored to
  inhabit the wild, that the locals
  speak of fearfully. Mark its
  alleged habitat on the map.
  f)
  What is the nearest known ruin?
  Draw it on the map.
  i)
  Who or what is thought to
  have built it?
  ii) What is said to have been its
  original function?
  iii) What thing of great value did
  an expedition recently find
  there?
  iv) What terrible danger is said
        to reside within?
  ......................................................................
  7) Make a plan and sally forth!
  Set the stage: they’re at their home
  base, gathered around a map of
  the known frontier laid out on a
  table, or carved into the table itself.
  Ask them about their plans for their
  first expedition. Some shopping
  might be in order.
  
  Basic Moves
  HELP or HINDER
  When you assist or interfere with someone, say what ability you use, how it 
  applies to the situation, and roll +that ability: on a 10+, they take +1 or -2 to their 
  roll, your choice; on a 7-9, they take +1 or -2, but you expose yourself to danger, 
  retribution, or some other cost (ask the Judge what). 
  .................................................................................................................................................
  PERCEIVE
  When you pay close attention to a person, place or thing, roll +WIS: on a 
  10+, hold 3; on a 7-9, hold 1. Spend your hold 1-for-1 to ask the Judge questions 
  about the object of your attention, either now or later. But ask carefully; if there’s 
  no way you could reasonably perceive the answer, the Judge will just say that 
  you don’t notice anything unusual.
  .................................................................................................................................................
  ESTABLISH
  When you recall something you know about the subject at hand, say how 
  you might have come by such knowledge. If the Judge buys it, roll +INT: on a 
  10+, the Judge will tell you a relevant truth, or ask you to establish one; on a 
  7-9, the Judge will say what you recall, but you won’t know how true it is until 
  you put it to the test. If the Judge doesn’t buy how you might have come by such 
  knowledge, it turns out you don’t know much about the thing after all.
  .................................................................................................................................................
  NEGOTIATE
  When you want something from someone that they don’t want to give up, 
  make your case and roll +CHA: on a 10+, they name their absolute minimum 
  price; on a 7-9, they name a price they could live with; on a 6-, mark XP, and 
  prepare to be milked for all you’re worth.
  .................................................................................................................................................
  SHOULDER BURDEN
  When you carry weight more than your Load but equal to or less than twice 
  your Load, you are encumbered, and suffer -1 ongoing until you lighten your 
  burden. When you carry more than twice your Load (within reason), you can’t 
  do much more than struggle along at a snail’s pace.
  .................................................................................................................................................
  MAKE A SAVING THROW
  When you act or react in the face of danger, roll...
  ...+STR to use sheer might
  ...+DEX to use speed, agility, or a delicate touch
  ...+CON to resist or endure
  ...+INT to think fast, focus, or remember
  ...+WIS to use intuition or willpower
  ...+CHA to charm or impress
  ...+LUC to close your eyes and pray
  On a 10+, you do it, as well as one could hope; on a 7-9, you do it, but there’s a 
  catch—the Judge will offer you a worse outcome, hard bargain, or ugly choice.
  14
  
  15
  .......................................................................
  GET LUCKY
  When you hope things will go your 
  way, roll +LUC: on a 10+, they do, this 
  time; on a 7-9, they do, but there’s a 
  tradeoff—ask the Judge what; on a 
  6-, DO NOT mark XP, and you get the 
  opposite of what you hoped for.
  .......................................................................
  BURN LUCK
  When you have made any roll except 
  a +LUC roll, you may burn 1 Luck to 
  raise or lower the result of that roll by 1.
  .......................................................................
  RISE TO THE OCCASION
  When you assume the role of a 
  follower and embrace the life of a 
  freebooter, choose a follower and fill 
  in a new playbook for them. Follow 
  the usual instructions for making a 
  freebooter, but use the follower’s name 
  and what you know about them to choose (instead of roll) their alignment and 
  traits. You start with whatever gear the follower had.
  .................................................................................................................................................
  WRAP UP
  When you reach the end of a session, do the following:
  U   Mark XP if you fulfilled your alignment goal at least once
  U   Mark XP if you fulfilled at least 1 trait in a memorable way
  U   If you’re a Fighter, mark XP if you defeated a worthy foe
  U   If you’re a Thief, mark XP if you deceived or stole from anyone
  U   If you’re a Cleric, mark XP if you fulfilled your tenet at least once
  U   If you’re a Magic-User, mark XP if you discovered something magical 
  Then answer the following questions as a group. For each “yes” answer, 
  everyone marks XP.
  U   Did we learn something new and important about the world?
  U   Did we overcome a notable monster or enemy?
  U   Did we loot a memorable treasure?
  .................................................................................................................................................
  LEVEL UP
  When you have XP equal to or greater than 10 + (5x your current level), and 
  enough time to reflect on your experiences and hone your skills, do the following:
  1) Subtract 10 + (5x your current level) from your current XP.
  2) Increase your level by 1.
  3) Regain 1 point of burned Luck.
  4) If your new level is even, permanently increase one ability score of your
  choice by 1 (to a maximum of 18) and increase your maximum hit points
  by 1 roll of your hit die +CON (minimum 1HP).
  5) If your new level is odd, choose a new advanced move from your class.
  
  Combat Moves
  FIGHT
  When you face a foe in hand-to-hand combat, roll +STR: on a 10+, you deal 
  your damage; on a 7-9, you deal damage but suffer the enemy’s attack as well.
  .................................................................................................................................................
  SHOOT or THROW
  When you attack a target with a ranged weapon, roll +DEX: on a 10+, you 
  inflict damage; on a 7-9, you inflict damage after resolving 1 of your choice:
  U   Mark off 1 ammo
  U   Just winged ’em—roll damage twice and use the lower roll
  U   You attract unwanted attention
  .................................................................................................................................................
  LEAD THE RETREAT
  When you urge your comrades to follow your example and run for their 
  lives, burn 1 Charisma and roll +CHA: on a 10+, each person who runs 
  (including you) takes +1 ongoing until they stop fleeing from the threat; on a 7-9, 
  your allies take +1 forward to whatever they do next.
  .................................................................................................................................................
  BITE THE DUST
  When you have zero or less hit points, you’re incapacitated and probably dead, 
  but if someone rolls you over to check within a few hours, roll +LUC: on a 10+, 
  it’s a miracle!—you’re alive with 1 HP, and choose 2 from the list below; on a 7-9, 
  you’re alive with 1 HP, and choose 3 from the list; on a 6-, you’re gone. Which is 
  also the case if no one rolls you over to check within a few hours.
  U   You’re unconscious until you heal up to half your total HP
  U   You’ll die within the next hour without proper treatment
  U   You’ve incurred a major, permanent injury of the Judge’s choosing
  U   You suffer 1d8 ability score damage to each of 2 abilities (Judge’s choice)
  When you die, you may Rise to the Occasion now (p15), or wait until you get 
  back to town and Sign Up as a new character (p21). 
  16
  
  17
  Follower Moves
  RECRUIT
  When you go looking to hire help, tell the Judge who you’re looking for, 
  phrased in one of the following ways:
   U   A group of ______ (porters, guards, minstrels, angry farmers, etc.)
   U   A skilled ______ (guide, sage, burglar, bodyguard, etc.)
  A group is a follower like any other, but with the Group tag.
  If the Judge says you can’t find that hereabouts, start over or move on. 
  Otherwise, roll +nothing and take +1 if you have a good reputation in these parts: 
  on a 10+, they’re yours for the hiring; on a 7-9, the Judge chooses 1 from the list 
  below; on a 6-, mark XP, and no one shows.
   U   They demand greater compensation, in coin or some other form
   U   No one here fits the bill, but you hear of someone elsewhere who does
   U   They have a need that must be met first (permission, a favor, etc.) 
   U   You can tell at a glance they are less than ideal (ask the Judge how)
  The Judge will choose or roll their specifics (Quality, Loyalty, Instinct, etc.) as 
  needed, to be discovered through play. Which might mean grilling them, right now.
  .................................................................................................................................................
  ORDER FOLLOWER
  When you order or expect a follower to do something dangerous, 
  degrading, or contrary to their Instinct, roll +Loyalty: on a 10+, they do it, now; 
  on a 7-9, they do it, but Judge picks one from the list below.
   U  Decrease the follower’s Loyalty by 1
   U  They complain loudly, now or later, and demand something in return
   U  Caution, laziness, or fear makes them take a long time to get it done
  .................................................................................................................................................
  DO THEIR THING
  When you have a follower do something chancy within the scope of 
  their tags or moves, roll +Quality: on a 10+, they do it, as well as one 
  could reasonably hope; on a 7-9, they do it, but there’s an unforeseen cost, 
  consequence, or limitation (ask the Judge what).
  .................................................................................................................................................
  CALL FOR ASSISTANCE
  When a follower helps you make a move that calls for a roll, take +1 to that 
  roll, but that follower is exposed to any risks or consequences of the move.
  When a follower helps you Fight or Shoot/Throw, roll their damage die 
  alongside yours and use the higher die. 
  .................................................................................................................................................
  PAY UP
  When a follower is compensated for their efforts by having their Cost met, 
  increase their Loyalty by 1 (to a maximum of +3). This move cannot be made 
  again until after the follower and their leader have both Made Camp.
  .................................................................................................................................................
  WATCH THEM GO
  When a follower has -3 Loyalty, they betray or abandon you at the next opportunity.
  
  Travel and Exploration Moves
  JOURNEY
  When you travel by a safe route, through safe or dangerous lands, indicate your 
  destination on the map.The GM will tell you how long the trip takes, and what—if 
  anything—happens along the way. When you reach your destination, choose 
  someone to Manage Provisions to see how many rations you ate.
  .................................................................................................................................................
  UNDERTAKE A PERILOUS JOURNEY
  When you travel through dangerous lands, and not on a safe route, indicate 
  the course you want to take on the map and ask the GM how far you should 
  be able to get before needing to Make Camp. If you’re exploring with no set 
  destination, indicate which way you go.
  Then, choose one party member to Scout Ahead, and one to Navigate, resolving 
  those moves in that order.
  .................................................................................................................................................
  FORAGE
  When you spend a day seeking food in the wild, roll +WIS: on a 10+, gain 1d4 
  rations, +1d4 rations if you have the gear to hunt or trap; on a 7-9, as 10+, but 
  you must first deal with a Discovery or Danger of the Judge’s choice.
  .................................................................................................................................................
  MAKE CAMP
  When you settle in to rest, choose one member of the party to Manage 
  Provisions. Then, if you eat and drink, and have enough XP, you may level up.
  If you’re bedding down in dangerous lands, decide on a watch order. Then, the 
  GM chooses one person on watch during the night to roll +nothing: on a 10+, the 
  night passes without incident; on a 7-9, the Judge chooses 1 from the list below; 
  on a 6-, everyone marks XP, and a Danger manifests—you’d better Stay Sharp!
   U  One party member of the Judge’s choice suffers a restless night
   U  The person on watch notices a nearby Discovery
   U  A Danger approaches—it’s not immediately hostile, but whoever’s on 
   watch had better Stay Sharp anyway
  When you wake from at least a few hours of uninterrupted sleep, and you ate 
  and drank the night before, you heal 1+CON (minimum of 1) points, which you 
  may apply to HP and/or damaged ability scores of your choice (excluding Luck).
  .................................................................................................................................................
  STAY SHARP
  When you are on watch and something approaches, roll +WIS: on a 10+, 
  you notice in time to alert everyone and prepare, granting all party members +1 
  forward; on a 7-9, you react in time to sound the alarm, but nothing else; on a 6-, 
  mark XP, and whatever approaches has the drop on you.
  18
  
  19
  .................................................................................................................................................
  SCOUT AHEAD
  When you take point and look for anything out of the ordinary, roll +WIS: on 
  a 10+, choose 2 from the list below; on a 7-9, choose 1.
   U  You get the drop on whatever lies ahead
   U  You discern a beneficial aspect of the terrain—shortcut, shelter, or 
      tactical advantage (describe it)
   U  You make a Discovery (ask the Judge)
   U  You see sign of a nearby Danger (ask the Judge)
  .................................................................................................................................................
  NAVIGATE
  When you plot the best path through dangerous or unfamiliar territory, 
  roll +INT: on a 10+, you avoid dangers and distractions and make good time, 
  reaching a point of the Judge’s choosing before you need to Make Camp; on a 
  7-9, the Judge chooses 1 from the list below.
   U  You happen upon a Discovery missed by the scout
   U  The going is slow, or you wander off course. The Judge says which, and 
      where you end up on the map
   U  You encounter a Danger; whether or not you’re surprised depends on 
   whether the scout has the drop on it
  .................................................................................................................................................
  MANAGE PROVISIONS
  When you prepare and distribute food for the party, roll +WIS: on a 10+, 
  choose 1 from the list below; on a 7-9, the party consumes the expected amount 
  of rations (1 per person if Making Camp, 1 per person per day if making a 
  Journey).
   U  Careful management reduces the amount of rations consumed (ask the 
      Judge by how much)
   U  The party consumes the expected amount and the food you prepare is 
   excellent—describe it, and everyone who licks their lips takes +1 forward
  
  Town Moves
  RECOVER
  When you spend 1 week of downtime resting in town, pay your cost of living 
  and heal points accordingly:
  Poor (6-CHA sp): 1 hit die +CON of HP and/or ability points.
  Modest (12-CHA sp): 2 hit dice +CON of HP and/or ability points.
  Comfortable (24-CHA sp): 3 hit dice +CON of HP and/or ability points.
  You always heal at least 1 point per hit die, and may not choose to heal Luck.
  .................................................................................................................................................
  ACQUIRE
  When you go looking for something specific and uncommon, say who you 
  ask about it and roll +CHA: on a 10+, they know where you can find it, and it can 
  be had for a fair trade; on a 7-9, the Judge chooses 1 from the list below:
  U   It’ll cost you more than expected
  U   You find a poor substitute
  U   You can get it, but only if you see a guy who knows a guy
  U   It was on hand until just recently, when someone else acquired it
  U   It’s not here, but there’s something else that might do the job
  .................................................................................................................................................
  FIND A BUYER
  When you spend 1 day of downtime seeking to turn art objects or other 
  treasure into coin, roll +nothing, -2 if you’re in a Village, +2 if you’re in a City: on 
  a 10+, someone will take it off your hands, but you’ll need to Negotiate on price; 
  on a 7-9, no one can help today, but you can try again tomorrow; on a 6-, mark 
  XP, no one can help, and you’ll need to wait a week before trying again.
  20
  
  21
  .................................................................................................................................................
  BANK IT
  When you stash hard-won treasure, for each 100 silver pieces worth of loot you 
  put away, mark 1 XP and check 1 box in your Stash. Once you stash treasure, 
  you no longer have access to it. You may stash valuable items as well as coin, 
  even if you don’t know how much they’re worth; the GM will tell you how many 
  boxes to check off after you’ve socked them away.
  When you die, your final score is the number of boxes checked in your stash 
  box. Try to do better next time!
  When you mark your last Stash box, you’ve saved up enough to satisfy all your 
  worldly needs, or those of the cause which you serve. Tell everyone how you 
  spend your Stash and retire with the satisfaction of having lived to tell the tale.
  ......................................................................................................................................
  SIGN UP
  When you start a new character from scratch after your previous character 
  died, roll them up as usual. Then, for each Stash box you had marked off on your 
  previous character, gain 1 XP or 10 silver pieces (your choice). Finally, Level Up 
  as many times as your XP dictates, and use your coin to purchase gear. 
  
  MARKETPLACE
  PCs may sell items for 1/2 the listed price.
  Tag key
  ......................................................................
  Ammo: abstracted quantity of shots.
  Awkward: potentially troublesome.
  Burns: 1d6 damage on an ongoing basis.
  Close: target must be in immediate vicinity.
  Duration: abstracted length of time, to be
      marked off at Judge’s discretion
  Far: target must be within sight.
  Forceful: can force a foe back.
  Hand: target must be within arm’s reach.
  Ignition: can be used to start  fire.
  Near: target must be within a stone’s throw.
  Pierce: amount of damage that ignores armor.
  Power: amount of increase to casting power.
  Precise : roll +DEX instead of +STR to Fight.
  Rare: hard to come by via common channels
  Reach: target must be just outside the 
      immediate area.
  Reload: must be reloaded after each use.
  Slow: takes a while to take effect.
  Small: cannot protect against all attacks.
  Throw : can be thrown effectively. 
  Weapons - Melee
  ......................................................................
  Axe 
  14s, 1d8, close, 2 wt
  Club 
  9s, 1d6, close, 1 wt
  Dagger 
  11s, 1d4, 1 pierce, precise, 
  hand, 0 wt
  Flail 
  18s, 1d8, close, forceful, 2 wt
  Great axe 
  24s, 1d10, close, rare, 
  2-handed, 3 wt
  Great hammer  20s, 1d10, close, forceful, 
      rare, 2-handed, 4 wt
  Great sword    30s, 1d10, close, reach, 
  rare, 2-handed, 3 wt
  Hatchet 
  10s, 1d4, throw, close, 
  near, 1 wt
  Knife 
  7s, 1d4, precise, hand, 0 wt
  Mace 
  12s, 1d6, close, forceful, 1 wt
  Pick 
  18s, 1d6, 2 pierce, close, 
  awkward, 1 wt
  Polearm 
  18s, 1d10, reach, 
      2-handed, 3 wt
  Shortsword     12s, 1d6, close, 1 wt
  Spear 
  16s, 1d8, throw, reach, 
  near, 2 wt
  Staff   
  6s, 1d4, close, 2-handed, 1 wt
  Sword 
  14s, 1d8, close, 2 wt
  Warhammer    12s, 1d6, 1 pierce, close, 1 wt
  Weapons - Ranged
  ......................................................................
  Throwing knife  8sp, 1d4, hand, close, 
  reach, near, precise, 0 wt
  Sling 
  6sp, 1d4, near, far, reload,
  0 wt
  Shortbow 
  16sp, 1d6, near, far, 
  2-handed, 1 wt
  Longbow 
  24sp, 1d8, near, far, 
      2-handed, 1 wt
  Lt. crossbow    20sp, 1d6, 1 pierce, near, 
      far, 2-handed, reload, 1 wt 
  Hvy. crossbow   30sp, 1d6, 2 pierce, near, 
  far, 2-handed, reload, 2 wt
  Ammunition
  ......................................................................
  Slingstones     2sp, 3 ammo, 0 wt
  Arrows        4sp, 3 ammo, 1 wt
  Bolts          4sp, 3 ammo, 1 wt
  Armor
  ......................................................................
  Leather    
  30sp, 1 armor, 1 wt
  Chainmail 
  60sp, 2 armor, 3 wt
  Breastplate    80sp, 2 armor, 2 wt 
  Scale mail 
  120sp, 3 armor, awkward, 
  4 wt 
  Plate armor    200sp, 4 armor, awkward, 
      rare, 6 wt
  Buckler  
  15sp, +1 armor, small, 1 wt 
  Shield  
  25sp, +1 armor, 2 wt
  Garments
  ......................................................................
  Poor clothes  
  1sp, worn, 0 wt
  Common clothes  2sp, worn, 0 wt
  Winter cloak  
  5sp, worn, 0 wt
  Quality clothes    10sp, worn, 0 wt
  Official vestment  20sp, worn, 0 wt
  Elegant clothes   50sp, rare, worn, 0 wt
  Gear
  ......................................................................
  Adventuring gear  20sp, 5 uses, 2 wt
  Bag of books 
  10sp, +1 to Recall,
  5 uses, 2 wt
  Rope (20’)   
  2sp, 1 wt
  Animal snare 
  2sp, 1 wt
  Bedroll     
  2sp, 1 wt
  Animal trap  
  5sp, 1 wt
  Fishing net   
  5sp, 1 wt
  Fishing pole  
  5sp, 0 wt
  Grappling hook   7sp, 1 wt
  Tent 
  7sp, 2 wt
  Large Tent 
  15sp, 3 wt
  22
  
  23
  Containers
  ......................................................................
  Backpack  
  5sp, worn, 0 wt
  Waterskin  
  2sp, 0 wt
  Scrollcase 
  2sp, 0 wt
  Sling pouch 
  3sp, 0 wt 
  Quiver 
  4sp, 0 wt
  Saddlebags 
  7sp, 1 wt
  Lighting
  ......................................................................
  Candles 
  2sp, dim, 3 duration,
  5 uses, 0 wt
  Torches 
  2sp, 3 duration, 3 uses, 
  1 wt
  Tinderbox  
  4sp, ignition, 0 wt
  Lamp oil  
  5sp, burns, 1 use, 1 wt
  Lantern 
  16sp, needs oil,
  5 duration, 1 wt
  Provisions
  ......................................................................
  Rations 
  3sp, 5 uses, 1 wt
  Spirits (1 pint)     15sp, 0 wt
  Grog (1 quart)    1sp, 1 wt
  Fine wine (1 pint)  10sp, 0 wt
  Poor meal 
  1s p/4 people 
  Hearty meal  
  1sp
  Feast     
  15sp
  Tools
  ......................................................................
  Whetstone       1sp, 0 wt
  Crowbar or shovel 5sp, 1d6, close, awk-
                 ward, 2-handed, 2 wt
  Pole (10’)  
  2sp, 1 wt
  Lockpicks  
  10sp, 0 wt
  Writing kit  
  10sp, 0 wt
  Crafting tools 
  15sp, 2 wt
  Navigation charts  15sp, 1 wt
  Mapmaking tools  20sp, 0 wt
  Healing & Magic
  ......................................................................
  Antitoxin  
  10sp, 0 wt
  Bandages 
  3sp, slow, heal 1,
  3 uses, 0 wt
  Poultices & herbs  10sp, slow, heal 1d4,
      2 uses, 1 wt
  Healer’s kit       24sp, slow, heal 1d6,
      2 uses, 1 wt
  Healing potion    50sp, heal 1d8, 0 wt
  Spell component   2sp, +1 power, 1 use, 0 wt
  Magic staff  
  200sp, 1d4, close, 2-hand-
                 ed, +1 power, rare, 1 wt
  Magic orb  
  400sp, +2 power, rare,
  1 wt
  Poisons
  ......................................................................
  Name and describe the form, application, 
  effect and speed. The price of 1 dose is 
  determined by effect multiplied by speed:
  Effect: minor (8s) moderate (15s), major 
  (30s), fatal (100s)
  Speed: slow (x1), fast (x2), instant (x5).
  Services
  ......................................................................
  Poor inn  
  6-CHA sp/week
  Modest inn 
  12-CHA sp/week
  Comfortable inn   24-CHA sp/week
  Unskilled labor    10sp/week
  Military service    30sp/month
  “Companionship”  12-CHA sp/night
  Entertainment    10-CHA sp/evening
  Armed escort     
  Safe route   6sp per guard per day
  Unsafe route 12sp/guard/day
  Perilous     24sp/guard/day
  Common murder  5sp
  Assassination     120sp
  Healing     
  1sp/1 ability point/1 HP
  Prayers     
  1sp/month
  Custom item  
  Base cost x2
  Repairs     
  Base cost x 1/4
  Transport
  ......................................................................
  Cart and Donkey  50sp, load 18
  Horse  
  75sp, load 12
  Warhorse  
  400sp, load 14
  Wagon  
  100sp, load 32
  Barge  
  75sp, load 24
  River boat 
  150sp, load 32
  Merchant ship    5,000sp, load 200
  War ship  
  20,000sp, load 100
  Passage
  Safe route   1sp
  Unsafe route 10sp
  Perilous     100sp
  Real Estate
  ......................................................................
  A hovel  
  20sp
  A cottage 
  250sp
  A house 
  2,500sp
  A manse  
  10,000sp
  A keep 
  75,000sp
  A castle 
  250,000sp
  A grand castle    500,000sp
  Upkeep 
  1% of cost/month
  
  Written by Jason Lutes in Hartland, Vermont, U.S.A.
  Illustrated by Jan Burger in Bynum, North Carolina, U.S.A.
  Cover drawn by Peter Mullen in Indiana, Pennsylvania, U.S.A.
  Freebooters
  Frontier
  the
  on
  Inspiration
  ......................................................................
  Dungeons & Dragons, the “white box” 
  edition, by Gygax & Arneson (TSR, 
  1974); Dungeon Crawl Classics Role 
  Playing Game, by Joseph Goodman 
  (Goodman Games, 2012); Wilderlands 
  of High Fantasy, fi rst edition, by Bill 
  Owen and Bob Bledsaw (Judge’s 
  Guild, 1977); the Dying Earth book 
  series, by Jack Vance; the “West 
  Marches” posts by Ben Robbins on 
  his blog, ars ludi; the long California 
  summers of 1977-1982.
  Attribution
  ......................................................................
  The content of Freebooters on the 
  Frontier relies upon the rules contained 
  in Dungeon World, by Adam Koebel 
  and Sage LaTorra, licensed under 
  a Creative Commons Attribution 
  3.0 Unported license.
  The text of this book is 
  released under a Creative 
  Commons Attribution-
  ShareAlike 3.0 Unported 
  license.
  Interior art ©2015 Jan Burger.
  Cover art ©2015 Peter Mullen.
  Thanks
  ......................................................................
  Vincent Baker, Jan Burger,
  Adam Koebel, Sage LaTorra,
  Peter Mullen, Eric Nieudan,
  Jeremy Strandberg, Jonathan Walton, 
  and all of our Kickstarter backers.
  Playtesters
  ......................................................................
  Joe Banner, Jon Chadurjian, Jon Fine,
  Reilly Hadden, Luke Howard,
  David Humphreys, Alex Kim,
  Eric Lochstompfer, Eric Nieudan, 
  Josephe Vandel, Sophie Yanow.
  Type
  ......................................................................
  The text is set in Blackletter HPLHS, 
  by the H.P. Lovecraft Historical
  Society; and Helvetica, by Max 
  Miedinger and Eduard Hoffmann.
  A Lampblack & Brimstone publication
  Printed by McNaughton & Gunn in Saline, Michigan, U.S.A.
  24
  
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