TEXT:  
    
  Only select one of these alignments if you selected Previously 
  Raised. 
   Good 
  Save others from danger or harm. 
   Neutral 
  Avoid conflict at a cost. 
   Evil 
  Show others how cruel life can be. 
   
   
   Zombie 
  You start with gore stained teeth (hand, whenever you damage a 
  living creature heal 1 damage, 0 weight) 
   Skeleton 
  You can freely remove any limb while retaining control of it and 
  you can reattach any severed limb. 
   Dullahan 
  You ignore the Clumsy tag on any armor you wear. 
   
   Mummy   
  You start with bandages (slow, 3 uses, 0 weight). At the end of 
  each session replenish any spent uses of bandages you are 
  carrying. 
   
   Draugr 
  You get a +2 to all rolls involving swimming. 
   
   Jiangshi 
  You can jump unnaturally high, over obstacles and onto roofs. 
   
   
  Fill in the names of your companions in at least one: 
  ____________ doesn’t believe I’m the same person.  
  I made a promise to ____________ in life and I intend to keep 
  it. 
  I don’t understand why ____________ mistrusts the undead. 
  Back From The Dead 
   Newly Risen: Somehow, after being slain from the mishaps of adventuring, you awake 
  from death. You are encased in a strangely familiar prison made from your own body. 
  Some strange force has brought your character back to life as an undead. You play as the 
  resurrected version of that character with the same name, original race and alignment from 
  their last class. Your Past Life is the class your character was playing when they died. You 
  know any two Starting Moves from your Past Life’s class. You can only choose this 
  option if the class you were last playing fails a Last Breath roll and dies. 
   
   Previously Raised: You have been raised from the dead a while back and have been 
  adventuring ever since. You choose any one class not currently in play as what you were 
  before you were slain, making it your Past Life class. You know any two Starting Moves 
  from your Past Life’s class. 
  Returned With Reasons  
  You force yourself to go on even in this wretched state, finding any worthwhile cause to 
  keep you sane and motivated. Fill in one of following blanks as the reason you continue 
  on: 
   To avenge ____________. 
   To achieve ____________ before ____________. 
   To discover the truth about ____________. 
   To locate ____________. 
   To get even with ____________. 
   To claim ____________ for your own. 
   To set things with ____________ straight. 
  At the start of each session you Hold 2.You can spend this hold to get a +2 forward to any 
  roll that involves one of the goals listed above that you have filled out. If, at any time, the 
  reason you have filled out is resolved or becomes truly impossible, simply remove it and 
  find a new purpose. You have a -1 ongoing to all rolls until you have at least one blank 
  filled in.  
  Unliving 
  You are unaffected by all the constraints of living creatures, with no need to sleep or eat 
  rations to heal damage. Healing magics of the living harm you instead of heal you. You 
  cannot make Last Breath rolls and are simply destroyed when you reach 0 HP.   
  Am I Really The Same Person? 
  When you create this character, select one of the level 2-5 Advanced Moves from this 
  playbook. 
   
  Closure 
  Whenever one of the reasons you have filled for Returned With Reasons is resolved in a 
  outcome you wanted, mark an XP. You can only mark an XP this way once per session.  
   
  5 
  You keep the same name of your character if you are Newly Risen. 
   
  If you were Previously Raised, choose a name from that class. 
  Choose looks from your Past Life’s class with the following features 
  added: 
  Greenish Decaying Skin, White Lifeless Husk or Fleshless 
  Long Nails And Ruined Hair or Carefully Preserved Features 
  The Gaze Of: Someone Tottaly Lost or One Who Has Meaning 
  THE RETURNED 
  Alignment 
  Type Of Undead 
  
   
    
  Your load is 6+STR.   
   
  If you are Newly Risen, start with all of the equipment that you had on your 
  person before you died and subsequently rose again. 
  Choose four of the following if you are Previously Raised: 
   Hatchet (hand, 1 weight)
   Whip (reach, 1 weight) 
   Adventuring gear (5 uses, 1 weight) 
   Splintered shield (+1 armor, 2 weight) 
   Salvaged plated coat (1 armor, worn, 1 weight) 
   Memorabilia from your previous life (0 weight) 
   Strange map that portrays a location you never heard of (0 weight) 
   Militia bow (near, far, 2 weight) and bundle of arrows (ammo, 1 weight) 
   Bag of books (5 uses, 1 weight) 
   30 coins 
   
   
  When you gain a level from 2-5, choose from these moves. 
   Lingering Instincts 
  Get a Starting Move from your Past Life’s class. You can take this 
  Advanced Move twice. Each time you do you get to pick a different Starting 
  Move to learn. 
   Getting A Feel For The New Deal 
  Get one Advanced Move from your Past Life’s class. Treat your level as one 
  lower for choosing the move. You can take this Advanced Move up to five 
  times. Each time you do you get to pick a different Advanced Move to learn. 
   Returned For Battle 
  Your damage dice becomes that of your Past Life’s class. Whenever you roll 
  your damage dice, roll two dice and pick the highest instead. 
   Restored Features 
  Your Max HP becomes that of your Past Life’s class +2. 
   Burdens Of This Life And The Last 
  Your Load becomes that of your Past Life’s class +2. 
   
   Old Habits 
  Choose a second alignment from your Past Life’s class. You can mark an XP 
  for completing either or mark two XP for fulfilling both at the end of a 
  session. 
   Useless And Expendable Organs 
  You get +4 Max HP. 
   Banquet Of Brains 
  Requires: Zombie 
  Your gore stained teeth now have the following tags (hand, whenever you 
  damage a living creature heal 2 damage, +1 damage, 0 weight). 
   Bone To Pick 
  Requires: Skeleton 
  You add the 1 Piercing tag to all damage rolls you make. 
   Headless Horsemen 
  Requires: Dullahan 
  A fiendish Nightmare from the rulebook (page 310) serves as your mount. 
  Whenever this beast would die a new one will appear for you the next day. 
   Auxiliary Medic   
  Requires: Mummy 
  Whenever you use Bandages on yourself or others you ignore the Slow tag.  
   Seaborn Undead 
  Requires: Draugr 
  You heal 3 extra damage when you are healed while immersed in water. 
   Hopping Vampire 
  Requires: Jiangshi 
  You get a +1 to all Defy Danger rolls involving jumping to avoid danger.  
   No Pain In Death 
  You get +1 armor.  
   Higher Purpose  
  You can fill in the blanks for three reasons instead of one for Returned With 
  Reasons.  
   
   I Was Once A… 
  If your Past Life’s class had a Race option, choose one of those options and 
  you now benefit from its bonus. If you are Newly Risen, instead you benefit 
  from the race option you had selected before your character died. 
   Pale Stranger (CHA) 
  Whenever you would meet someone from your past who you don’t want to 
  recognize you, roll +CHA. *On a 10+, your undead appearance draws more 
  attention to it than your actual person and they don’t recognize you. *On a 7-
  9, as above, but some suspicion hounds them about you and they might tell 
  others about you or investigate. 
   Frightful Façade (CHA) 
  Whenever you would use your new undead look to frighten the living, roll 
  +CHA. *On a 10+, your gruesome appearance makes their heart flutter and 
  their courage wane. They will do 1 of the following. *On a 7-9, as above, but 
  the GM chooses instead:  
   Flee from you in total terror while screaming for help. 
   Freeze on the spot as their wits leave them. 
   Frightfully lash out at you. 
   Play Dead (INT) 
  When you would go limp and pretend to be the normal kind of dead, roll 
  +INT. *On a 10+, so long as you don’t move, you convince anyone looking 
  at you that you are a genuine mundane dead body and choose 3 of the 
  following. *On a 7-9, as above, but choose 2: 
   No one will try to bury or cremate you. 
   No one will loot your corpse. 
   No one will inspect your body. 
   You witness something that you might not otherwise have happened upon. 
   Foes turn their back towards you. 
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
   
   Fueled By Purpose  
  You get a +4 forward instead of a +2 forward for Returned With Reasons. 
   Duty In Death 
  You Hold 4 instead of Hold 2 for Returned With Reasons. 
   Shattered Past 
  You get to add 1d4 to the number of Hold you would get at the start of each 
  session for the Returned With Reasons Starting Move; however, you must 
  Spout Lore to remember anything about your life from before you died. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/The Returned.pdf