TEXT: The Shaman 
   
  There is one certainty: someday, you will die. 
   
  The greatest kings, the lowest criminals, all will one day share the same fate. They gather their money, their 
  lands, their connections, in a desperate bid to fend off this truth. 
   
  You, though, you embrace this fact. You walk with your ancestors and partake of their wisdom. You bridge 
  the divide between the living and the dead. While others struggle against Death, you are forever one foot in 
  its realm. 
   
  Let the cleric and the wizard have their gods and their magic – they are like children playing with their toys. 
  You take a far older path: 
   
  One of blood, bone and sacrifice. 
   
  Names 
  Dwarf: Borol, Dal, Gird, Jan, Kard, Panek, Serc, Tarik, Ullan, Urk 
  Halfling: Bottle, Flashwit, Keeper, Kon, May, Quick, Sticks, Tannerock, Toc, Wren 
  Human: Ameron, Beras, Daron, Hawl, Ilko, Liss, Nether, Mall, Pult, Rigga 
   
  Look 
  Choose one for each: 
  Wise Eyes, Laughing Eyes, or Dead Eyes 
  Wild Hair, Braided Hair, or Bald 
  Worn Furs, Travel Clothes, or Ceremonial Garb 
  Lean Body, Old Body, or Tattooed Body 
   
  Stats 
  Your maximum HP is 6+Constitution. 
  Your base damage is d8. 
   
  Starting Moves 
  Choose a race and gain the corresponding move: 
   
  Dwarf 
  Your people are of the earth, and the spirits of those places protect you. While you are underground, 
  no spirit will attack you or those under your protection unless attacked first. 
   
  Halfling 
  Your people have an intimate connection with the dead. When you call upon the ghost of an ancestor 
  for assistance, you always get through to the right person. 
   
  Human 
  Your people understand the power of blood. When one of your own moves would require you to take 
  damage, you may instead consume the heart of a freshly-killed creature. 
   
  
  You start with these moves: 
   
  Speaker for the Dead 
  You can see, understand, and be understood by the spirits of the dead, whether corporeal or not. This 
  does not guarantee they'll have anything interesting to say; non-intelligent undead are not known for 
  their loquaciousness, for example. 
   
  Honoured Ancestors 
  When you name an ancestor and call upon their ghost for assistance, roll+Cha. *On a 10+, you get 
  through to whoever you called upon and they will gladly help you (assuming they reasonably could); 
  describe them. *On a 7-9, the GM chooses one: 
   • They are unwilling to help you; 
   • They feel the need to stick around and lecture you on your failings for a while; 
   • You get through to someone else entirely. 
   
  Help from Beyond 
  When you take a few moments to draw upon the power of the spirit world for aid against your 
  foes, take 2 damage (ignoring armor) and roll+Cha. *On a 10+, hold 3. *On a 7-9, hold 2. *On a miss, 
  hold 1 anyway, but the dead are angry – take -1 ongoing to Help from Beyond until the following dawn. 
  Spend hold 1-for-1 to: 
   • Fill one creature with a supernatural sense of dread, making them cower or flinch for a few instants. 
   • Fill one creature with unearthly lassitude, causing them to stumble or drop what they’re carrying; 
   • Blind, deafen or strike one creature mute for a few moments. 
   
  Whenever you spend hold, describe what aspect of the spirit world manifests itself in the real world 
  (bloody mists seep from the ground, the wails of the damned assault their senses, etc.). 
   
  Spirit Medium 
  When you try to appease a distressed spirit, roll+Cha. *On a 10+, you calm them down for a little while 
  – long enough to find out what ails them and show them you are a friend. *On a 7-9, you learn what has 
  distressed them, but had better do something about it or get out of there – fast. 
   
  Additionally, when you Parley with ghosts and other undead, you may offer the comfort of oblivion 
  as leverage. If they accept, they depart this world for the one beyond the Black Gates. 
   
   
  When someone takes the Honoured Ancestor or Spirit Medium moves using a multiclass move, they also 
  gain the Speaker for the Dead move. 
   
  For the purposes of the Thing-Talker and World-Talker Druid moves, Speaker for the Dead counts as Spirit 
  Tongue. 
   
   
   
   
   
   
   
   
   
  
  Alignment 
   
  Lawful 
  Endanger yourself to please your ancestors. 
   
  Neutral 
  Give the dead their last rites. 
   
  Chaotic 
  Convince others to break with tradition. 
   
  Gear 
  Your Load is 9+Str. You start with dungeon rations (5 uses, 1 weight), adventuring gear (5 uses, 1 weight), 
  and a flint sacrificial dagger (hand, 1 weight). Choose your defenses: 
   • Cured hides (1 armor, 1 weight) 
   • Ancient bronze armor (2 armor, clumsy, 3 weight) 
  Choose your weapons: 
   • Long knife (close, 1 weight) and javelins (thrown, near, 1 piercing, 2 ammo, 2 weight) 
   • Spear (reach, 1 weight), sling (near, 1 weight) and a pouchful of bullets (3 ammo, 0 weight) 
  Choose one: 
   • Dungeon rations (5 uses, 1 weight) and 7 coin 
   • Poultices and herbs (2 uses, 1 weight) 
   • Enough bonemeal to appease an angry ghost (3 uses, 1 weight) 
   
  Bonds 
  Fill in the name of one of your companions in at least one: 
  _______________ is young and foolish. I will show them what the wisdom of the ancients is worth. 
   
  One of _______________’s ancestors knew one of mine. 
   
  The spirits have told me to be wary of _______________, but refuse to tell me why. 
   
  Even though _______________’s people and mine are worlds apart, they have much in common. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Advanced Moves 
  When you gain a level from 2-5, choose from these moves: 
   
  A Pox Upon You 
  When you beseech the spirits to lay a curse upon someone who you can see, take a debility of your 
  choice and roll+Wis. *On a 10+, something bad is going to happen to them soon (maybe they badly break 
  a leg, or take significant financial loss). *On a 7-9, they’ll merely be unlucky in love and life until the next 
  full Moon. *On a miss, they find out what you were trying to do! 
   
  All Things Past 
  When you spend a few minutes meditating over a dead creature’s remains, you can get a vague 
  sense of what caused its demise. 
   
  Animal Guide 
  When you deal the killing blow to an animal with your own two hands, you may take a debility of 
  your choice and bind its spirit to yourself. If you do so, you can release these bindings in a time of need; 
  it will show you a path to wherever you need to go. That debility cannot be healed as long as the spirit is 
  bound. 
   
  Creepy Doll 
  When you fashion an effigy of someone you’ve met, roll+Cha. *On a 10+, while you have the effigy, 
  you can always tell what direction they’re in, relative to you. *On a 7-9, the GM will choose one limitation:  
   • It functions only under direct moonlight; 
   • They know you have this effigy and can sense when you are nearby;  
   • The effigy requires a blood sacrifice (something cat-sized) every dawn to function. 
   
  Friend of the Land 
  Choose one move from the Druid or Ranger class lists. Alternatively, choose one move from any other 
  class list as if you were one level lower. 
   
  Funeral Mask 
  When you paint your face in blood and ashes, gain +1 armor as long as you are wearing this funeral 
  mask. 
   
  Rain Dance 
  When you wish to influence the weather, perform a ritual in which you spill blood to appease the 
  spirits and choose a type of weather: cold, warm, dry, or wet. The weather within a few miles will change 
  to that type for the next few weeks. 
   
  Spiritual Healing 
  When you spend an entire night healing someone’s soul, you can remove one of their debilities. 
   
  The Song of My People 
  When you perform for others a sacred song, poem or dance, roll+Wis. *On a hit, they find 
  themselves moved by your performance and will be predisposed to help you. *On a 10+, they also feel the 
  need to offer you some form of compensation (in kind or other). *On a miss, you can expect a visit from 
  one of your ancestors at some point in the future, asking why you’re sharing sacred rites with outsiders. 
   
   
  
  Thief of Eyes 
  When a creature you have blinded, deafened or struck mute recovers, you may take 2 damage 
  (ignoring armor) to make use of their corresponding sense as if it were your own, for as long as you 
  maintain concentration. 
   
  When you gain a level from 6-10, choose from these moves or from the level 2-5 moves: 
   
  A Plague On Both Your Houses 
  Replaces: A Pox Upon You 
  When you beseech the spirits to lay a curse upon someone who you can see, take a debility of your 
  choice and roll+Wis. *On a hit, they and any blood relative of theirs that you name will be the victims of 
  ill fortune until the next full Moon. *On a 10+, your target will also suffer terrible tragedy sometime soon. 
  *On a miss, they find out what you were trying to do! 
   
  Child of the Earth 
  Choose one move from the Druid or Ranger class lists. Alternatively, choose one move from any other 
  class list as if you were one level lower. 
   
  Elder Power 
  When you are the target of a spell and have hold from Help from Beyond, you may spend 1 hold to 
  make that spell fizzle out; none of its effects come to pass. 
   
  Death Mask 
  Replaces: Funeral Mask 
  When you paint your face in blood and ashes, gain +2 armor as long as you are wearing this death 
  mask. 
   
  Ungrateful Dead 
  When you have made someone or something bleed, even a little, you may spend 1 hold from Help 
  from Beyond to force them to attack a target of your choosing. 
   
  Sin Eater 
  When you touch a dying or recently dead creature (less than a day), skin to skin, you may intercede 
  with Death on their behalf. The Lord of the Black Gates will forfeit their soul for now, but demand an 
  appropriate favor or sacrifice in return (this does not have to be something you can accomplish 
  immediately). You may refuse, but if you do so, the next time you take your Last Breath, you automatically 
  miss. Either way, the creature comes back to life, wounds and all. 
   
  Spirit Walk 
  When you enter a deep trance that leaves you unresponsive to the world and will yourself to leave 
  your body behind, roll+Wis. *On a 10+, you successfully project yourself out of your body in spirit form. 
  *On a 7-9, you manage to project yourself, but the connection is tenuous and you cannot stay more than 
  a few minutes. While in spirit form, you cannot interact with the land of the living but are invisible to 
  those who cannot see the spirit world. 
   
   
   
   
   
  
  Sympathetic Magic 
  Requires: Creepy Doll 
  When you fashion an effigy of someone and incorporate something of theirs in its construction, 
  take a debility of your choosing. If the something was an item they hold dear, they are unable to act 
  directly against you. If the something was a part of their body, you may instead destroy the effigy to deal 
  them 3d6 damage. While the effigy exists, the debility you took cannot be healed. 
   
  Vengeful Ghosts 
  When you have hold from Help from Beyond and take damage from an enemy, you may spend as 
  much hold as you want and deal your damage to that enemy, once for each hold you spend. 
   
  Wolf’s Gaze 
  When you stare someone in the eyes and pronounce their doom, take 2 damage (ignoring armor) 
  and roll+Cha. *On a 10+, choose how they react: run away, lash out, or stay rooted to the spot. *On a 7-
  9, the GM chooses how they react. *On a miss, they shake it off and you are shaken – take -1 forward 
  when acting against them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Compendium Class: The Ghost Warrior 
  When you suffer greatly at the hands of the undead and swear upon your ancestors to fight them 
  wherever they may be, you may take this move when you next level up: 
   
  Deadslayer 
  When you face undead in combat, they never scare you, and you take +1 armor against them. 
   
   
  Once you’ve taken Deadslayer, the following moves count as class moves for you; in addition to your 
  normal list of moves, you may choose from this list when you level up: 
   
  Eater of the Dead 
  When you defeat an undead creature, you may choose to consume its essence. If you do so, heal 1d4 HP. 
  If the creature was an intelligent undead, you may instead choose to mark XP. 
   
  Hymn of Denial 
  When you chant the many reasons why it is good to be alive, you may choose one move you have 
  seen an intelligent undead creature perform. As long as your chant continues, they are overwhelmed with 
  melancholy and yearning for what they have lost, and cannot use that move. 
   
  Walker in the Night 
  As long as you carry a charm of bone carved by your own hand, you are invisible to mindless undead.  
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/The Shaman+Ghost Warrior [book format].pdf