TEXT: Pick one:
  +1 DMG
  TALENT [
  ]
  Pick one at 6:
  +1 DMG
  TALENT [
  ]
  LOAD
  MAX
  STR
  STRENGTH
  WEAKENED (-1)
  DEX
  DEXTERITY
  WEAKENED (-1)
  CON
  CONSTITUTION
  MISERABLE (-1)
  INT
  INTELLIGENCE
  DAZED (-1)
  WIS
  WISDOM
  DAZED (-1)
  CHA
  CHARISMA
  MISERABLE (-1)
  MAX
  BASIC MOVES REFERENCE
  HACK AND SLASH
  When you attack an enemy in melee, roll+STR. On a 10+, you
  deal your damage to the enemy and avoid their attack. At your
  option, you may choose to do +1d6 damage but expose your-
  self to the enemy’s attack. On a 7-9, you deal your damage to
  the enemy and the enemy makes an attack against you.
  VOLLEY
  When you take aim and shoot an enemy at range, roll+DEX.
  On a 10+, you have a clear shot - deal your damage. On a 7-9,
  choose one in addition to dealing your damage.
  ■ You have to move to get the shot, placing you in danger of
  the GM’s choice.
  ■ You have to take what you can get: -1d6 damage.
  ■ You have to take several shots, reducing your ammo by one.
  DEFEND
  When you stand in defense of a person, item, or location under
  attack, roll+CON. On a 10+, hold 3. On a 7-9, hold 1. So long
  as you stand in defense, when you or the thing you defend is
  attack you may spend hold, 1 for 1, to choose an option. Redi-
  rect an attack from the thing you defend to yourself.
  ■ Halve the attack’s e�ect or damage.
  ■ Open up the attacker to an ally, giving that ally +1 Forward
  against them.
  ■ Deal damage to the attacker equal to your level.
  DISCERN REALITIES
  When you closely study a situation or person, roll+WIS. On a
  10+, ask the GM 3 questions from the list below. On a 7-9, ask
  1. Take +1 Forward when acting on the answers.
  ■ What happened here recently?
  ■ What is about to happen?
  ■ What should I be on the lookout for?
  ■ What here is useful to me?
  ■ Who’s really in control here?
  ■ What here is not what it appears to be?
  SPOUT LORE
  When you consult your accumulated knowledge about some-
  thing, roll+INT. On a 10+, the GM will tell you something inter-
  esting and useful about the subject relevant to your situation.
  On a 7-9, the GM will only tell you something interesting - it’s
  on you to make it useful. The GM might also ask you “How do
  you know this?” Tell them the truth, now.
  PARLEY
  When you have leverage on a GM character and manipulate
  them, roll+CHA. Leverage is something they need or want. On
  a hit, they ask you for something and do it if you make them a
  promise ﬁrst. On a 7-9, they need some concrete assurance of
  your promise, right now.
  UMF is by Tam H and licensed under Creative Commons 4.0. It’s
  based on Dungeon World by Sage LaTorra and Adam Koebel, which
  is licensed under Creative Commons 3.0. Template is based on the
  PlayKit Plus by Jason Shea and the minimal template by Yochai Gal
  (CC-BY). Print as Duplex, short-edge bound. Fold in the middle.
  DEFY DANGER
  When you act despite an imminent threat or su�er a calamity, say how
  you deal with it and roll. If you do it...
  ■
  ...by powering through, +STR.
  ■
  ...by getting out of the way or acting fast, +DEX.
  ■
  ...by enduring, +CON.
  ■
  ...with quick thinking, +INT.
  ■
  ...through mental fortitude, +WIS.
  ■
  ...using charm and social grace, +CHA.
  On a 10+, you do what you set out to do and the threat doesn’t come
  to bear. On a 7-9, you stumble, hesitate, or ﬂinch; the GM will o�er
  you a worse outcome, hard bargain, or ugly choice.
  AID OR INTERFERE
  When you help or hinder someone, say how you do so and roll with
  that stat, just like Defy Danger. On a 10+, they take +1 or -2, your
  choice. On a 7-9 you also expose yourself to danger, retribution, or
  cost.
  GEAR
  Your load is 10+STR. You start with a shabby place to live, like a small
  apartment lit by a neon sign or a by-the-week motel room, a car that’s
  packed with old case ﬁles, and an unremarkable cellphone.
  Think about where you live and what you drive, and what it says about
  you. If one of these doesn’t “ﬁt”, cross it out and replace it with some-
  thing that does.
  Pocket of junk (5 uses, 1 weight)
  Choose two:
  A reinforced trenchcoat (1 armor, 1 weight)
  A ﬁeld kit in your trunk (5 uses, 2 weight)
  Pistol (near, point-blank, ammo 3, 1 piercing, 1 weight)
  Shotgun (near, scatter-shot, ammo 2, 2 weight)
  INCOME: Consultant, Finder, Bartender,
  ITEM
  WEIGHT
  VALUE
  COINS & TREASURE
  NAME:
  Examples: Mercy, Constantine, Lincoln, Honor, Hero, a virtue name,
  a strong name, a hero’s name
  LOOK
  EYES: Haunted, Tired, Warm,
  HAIR: Rumpled, Overlong, Professional,
  CLOTHING: Professional, Rumpled, Casual,
  BODY: Plump, Rangy, Large,
  RACE: Human,
  BACKGROUND
  Choose one
  LEO: Start with Investigative Specialist.
  MERCENARY: Choose a Strong Move you qualify for.
  BOXER: Choose a Tough Move you qualify for.
  DRIVE
  Choose one
  MORTAL: Prioritize the mortal or your mortal life.
  OTHER: Prioritize the supernatural or your other life.
  KEYS
  Choose two
  When you hit a key, take 1 XP. When you’re given a chance to change,
  you may choose to take 3 XP and replace the Key.
  EMPATHY: Solve a problem with empathy. CHANGE: Ignore the
  other side.
  BLIND: Blame someone unjustly. CHANGE: Clear up an old wrong.
  BONDS
  Choose at least one and ﬁll in the name of a PC.
  doesn’t know I watch out for them.
  has worked with me before; I trust them.
  and I are in love with the same person.
  doesn’t have the sense of a goldﬁsh; they amaze
  me constantly.
  ENTANGLEMENTS
  Choose at least one to ﬁll in with an NPC (and their role).
  (
  ) doesn’t know I’ve lost it.
  I want to keep
  (
  ) in the dark.
  (
  ) is my hostage to Fate.
  My own:
  The
  Dedicated
  CHARACTER SKETCH
  HIT POINTS
  ARMOR
  LEVEL
  2
  3
  4
  5
  6
  7
  8
  9
  10
  LEVEL WHEN XP = CURR LEVEL + 7
  Assign these starting scores to your stats:
  16 (+2), 15 (+1), 13 (+1), 12 (0), 9 (0), 8 (-1)
  Your maximum HP is 8+Constitution.
  
  1. Choose your name, look, and gear.
  2. Allocate the stat array; if you’re new to the game, put +1 or +2 in your signature stat.
  3. Choose or create a background; this gives you an extra starting Move.
  4. Pick your drive; if you’re not sure, prioritize your other life, then pick two Keys.
  5. You have a Signature Move and a starting Move from your background; choose two more Moves from this
  sheet or any other playbook. The only ones you can’t choose yet are those that require level 6-10.
  6. Fill out your bonds and entanglements, at least one of each.
  SIGNATURE MOVE
  You start with this move; as long as you have it, you’re a
  dedicated hero.
  DEEP WISDOM
  Choose if you’re seasoned, savvy, or empathetic; when this is
  an asset, roll an extra die of a di�erent color and keep the best
  two. On a 7-9, if you’ve kept your Wise die, the GM will tell
  you how someone’s accidentally hurt or led astray, in addition
  to any other consequences.
  Choose two more Moves from any source that you meet the
  requirements for.
  THE DEDICATED PATH
  When you can choose a Move, you can choose one of these
  or one from another path.
  A FRIEND TO ALL (WIS)
  You have a group of people who call you friend and occasion-
  ally provide you with advice, aid, or information. At the start of
  a session, roll+WIS. On a 10+, hold 3. On a 7-9, hold 1. On
  a miss, hold 1, but the GM will also hold 1 they can spend to
  have this group complicate your life unexpectedly.
  Spend 1 hold to call in a favor from a member of the group,
  at a level that won’t cost them much. Spend 3 to get them to
  inconvenience themselves or put themselves in mild danger.
  TACTICIAN
  When you can use terrain or conditions to your beneﬁt, you gain
  +1 to attack or defend.
  WHAT SHADOWS LURK
  You know people, how they think, how they lie to others and to
  themselves, and why. You can always ask any player “what’s
  the emotional subtext here?” and “what do you want out of this
  situation?” and they must answer truthfully even if their char-
  acter doesn’t know.
  FAMILIAR PREY*
  When you spout lore about a monster or about human nature
  you use WIS instead of INT.
  STOIC
  You never give yourself away with an involuntary reaction if
  you’re in pain or startled. When confronted with pain, fear, or
  loss of control, even of magical origin, take +1 ongoing to re-
  main in control of yourself or to resist being compelled.
  CHARMING AND OPEN*
  When you speak frankly with someone, you can ask their
  player a question from the list below about the character. They
  must answer it truthfully, then they may ask you a question from
  the list (which you must answer truthfully).
  ■ what do you wish I would do?
  ■ what are you really feeling right now?
  ■ how can I get you to do what I want you to?
  ■ what do you most desire right now?
  THE INVESTIGATOR PATH
  When you can choose a Move, you can choose one of these
  or one from another path.
  INVESTIGATIVE SPECIALIST (WIS)
  Pick a specialty like proﬁling, forensics, or pathology. When
  you use your specialty to investigate a crime, roll+WIS. On a
  10+, you ﬁgure out a major clue that points you towards some-
  one you must see or some place you should go. On a 7-9, also
  choose one:
  ■ you attract unwanted attention
  ■ you can’t prove what you’ve found
  ■ it’ll take longer than expected to pursue the lead
  EXPERT WITNESS
  When you go looking for an expert who can help you ﬁgure
  something out, pick one:
  ■ they owe you one for that thing you did for them
  ■ you have a piece of information they’d be interested in
  ■ you owe them one; mark XP
  When you gain a level from 6-10, choose from these too:
  TOUGH-MINDED (WIS)
  You’ve seen it all before, or just about. When you are a�ected
  by horror, fear, or mental compulsion, roll+WIS. On a 10+,
  you shake it o�. On a 7-9, also choose one.
  ■ you act under the charm, but catch yourself quickly
  ■ it drives you to your knees
  ■ the enemy leaves a hook in you
  If you have Stoic, you may add you use your Stoic bonus on a
  roll and fail to the trigger. On a success with Stoic or this move,
  you choose whether the initiator can tell you’re una�ected.
  DON’T LOSE MY NUMBER (WIS)
  When you give someone a way to contact you on demand,
  roll+WIS. On a 10+, hold 1. On a 7-9, hold 1 and the GM holds
  1. You can spend hold instead of rolling to ﬁnd them with ﬁnd
  someone; either they contact you or you contact them, your
  choice. The GM may spend their hold to have the person call
  you, in trouble.
  SAW IT COMING (WIS)
  When a shocking betrayal, ambush, or similar surprise is re-
  vealed by someone, ask the GM how early you knew and then
  explain how you expected and prepared for it, with as many
  preparations as you could reasonably have achieved in secret,
  in the span of an hour. Then roll+WIS. On a 10+, the enemy is
  blindsided. On a 7-9, also choose one thing your preparations
  required.
  ■ a sacriﬁce of something of value to you
  ■ a d6 of damage or a debility, right now
  ■ the aid of a co-conspirator, who demanded a high price
  If the GM tells you you couldn’t possibly have known and you
  disagree, mark XP instead.
  THE ORGANIZER PATH
  When you can choose a Move, you can choose one of these
  or one from another path.
  COMMUNITY MEMBER
  Name a social group or neighborhood in your community.
  When you ﬁrst encounter a creature, location, person, or item
  important (GM’s call) to that group, tell the GM something
  useful and interesting you know about it because you’re from
  around here. If the GM disagrees, mark XP.
  FOR A CAUSE
  You have a community cause or goal you’re particularly pas-
  sionate about, like “restore the old library” or “settle this turf
  war”. Take +1 when you pursue it. You can change this goal
  with a few hours of soul searching.
  FROM THE NEIGHBORHOOD
  You might have made it good, but you’re still from around here.
  Choose a mark of the community, like an accent, idiom, or
  method of dress. You take +1 to deal with fellow members of
  your community if they recognize you, and they’ll open up to
  you in ways they wouldn’t to an outsider.
  When you gain a level from 6-10, choose from these too:
  ROLE MODEL
  People know you have integrity and ﬁnd you comforting to be
  around.
  When you have an honest, meaningful talk with
  someone, they hold 1 and you hold 1. You, or they, can spend
  this hold later to add +2 or -2 to a roll they make, even if you’re
  not present.
  COMMUNITY ICON
  Choose two more social groups in your community for the pur-
  poses of Community Member. If you have From the Neighbor-
  hood, you take +2 instead of +1.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Urban Modern Fantasy/UMF Dedicated.pdf