TEXT: Homebrew world
  by Jeremy Strandberg, v1.3.2
  What is this?
  This is a revision of the moves, class playbooks, 
  and equipment rules for Dungeon World,  
  optimized for one-shots or short campaign play.
  It’s similar to One Shot World by Yochai Gal (and 
  you should totally check out what he’s doing 
  there) but the mechanics move further afield 
  from “core” Dungeon World. Someone who learned 
  on this version of the game would have a lot to 
  re-learn if they picked up Dungeon World proper 
  and started playing it.
  What’s Different?
  •  
  Most +1/-1 modifiers are replaced with 
  advantage/disadvantage (roll an extra die, 
  discard the lowest/highest). 
  •  Parley is completely different; it’s as much 
  an info-gathering move as it is a “convince 
  them” move.  Also: works on PCs.
  •  Aid and Interfere are rewritten as well. Aid 
  is now “grant advantage but with risk” and 
  Interfere is its own thing. 
  •  Expendable gear (rations, ammo, bandages, 
  gear, etc.) is condensed into “Supplies.” 
  Load is replaced with a series of gear slots. 
  Make Camp, Volley, and other moves interact 
  with the Supplies instead of rations & ammo.
  •  Most “Special” moves are gone. Undertake 
  a Perilous Journey is replaced with Venture 
  Forth. I’ve included a couple of my favorite 
  custom moves for speeding up play. 
  •  There are only 3 debilities, and each affects 
  two stats. But they’re easier to clear. 
  •  XP and leveling are different, because this is 
  meant for one-shots or short-term play. You 
  get XP on a miss or when you Make Camp 
  (instead of at end of session). An advance 
  costs only 5 XP.  You can burn XP to give 
  yourself a +1 on a roll you just made. 
  •  No more “big number” on stats, just the 
  modifier. Likewise, HP is now a set number 
  per class. 
  •  “Race” is just part of your look. But everyone 
  has a choice of Backgrounds, which replace 
  the “race” moves and that give you a series of 
  bond-like questions to use during intros. 
  •  Drives instead of Alignments; same mechanic 
  but less baggage.
  •  Many changes (some small, some big) within 
  the classes themselves. 
  Why shoulD i use this?
  Because you want to play Dungeon World, but find 
  some of it to be a bit overly fiddly for one-shot or 
  short-term play. 
  Because some of those things under “What’s 
  Different?” sound good to you, and you want to 
  check them out. 
  Because you’ve glanced over the class playbooks 
  and thought “yeah, these look pretty cool.” 
  Where DiD this Come from?
  This document is by Jeremy Strandberg, 2018.  
  Licensed under the Creative Commons  
  Attribution-ShareAlike 3.0 United States (CC 
  BY-SA 3.0 US). 
  I’ve been playing and hacking Dungeon World 
  since before it was kickstarted, and I’ve been an 
  active in the Dungeon World Tavern since almost 
  the beginning. I’ve made a point of keeping 
  track of different ideas and innovations that have 
  cropped up over the years. This is my distillation 
  of many of those ideas.
  The most immediate influences are:
  •  
  One Shot World by Yochai Gal.
  •  Peter Johansen’s DW Simple Playbooks (link 
  no longer available) and more recently his 
  DW Unlimited. 
  •  Worlds of Adventure by Cameron Burns, et al. 
  The conversation and development around 
  that game has been very interesting to watch 
  and read. 
  •  My own work on Stonetop, a “hearth fantasy” 
  hack of Dungeon World, and feedback from 
  the playtesters thereof.
  •  Of course: Dungeon World itself by Adam 
  Koebel & Sage LaTorra. 
  Where is this GoinG?
  I’d like to include some adventure starters that are 
  integrated with these rules & procedures. Possibly 
  flesh out the Getting Started section with more 
  specifics on the different approaches (dugeon 
  starters vs. blank maps vs. situation generators).
  At some point, I might expand this to support 
  long-term play: more advanced moves and spells, 
  fleshed out Supplies, rules for loot and downtime, 
  etc. But we’ll see. I need to finish Stonetop first.
  Getting Started
  PrintinG
  Print this document on 8.5 x 11 paper (or A4, 
  scaled to fit). Print double-sided, flipping on the 
  short edge.
  After printing: 
  • Fold the playbooks in half, making them into  
   
  booklets.
  • Cut the “Basic Moves” pages in half, so they 
  have “Basic Moves” on one side and “Violence 
  & Recovery Moves” on the other. Slip them 
  into each playbook; keep one for yourself.
  PreParation
  Come to the session with something prepared, 
  such as:
  •  
  One or more dungeon starters (be familiar 
  with their contents).
  •  One or more blank dungeon maps with 
  evocative names (Dyson Logos maps are my 
  go-to) and questions to establish premise.
  •  A procedure for generating place & situation, 
  like John Lewis’s Adventure Builder.
  If you’re bringing a specific location and you have 
  time & foreknowledge, also prepare:
  •  
  Hook questions (see below)
  •  
  7 possible encounters: monsters (and stats), 
  NPCs, discoveries, hazards, locations, etc. 
  •    3 sensory details for each key location and  
     each encounter you prep
  •    1 distinctive trait (voice, posture, vocab, etc.)  
     to use when portraying each NPC you prep
  (This is based on Jason Cordova’s 7-3-1 style of 
  prep, discussed here.)
  establish Premise
  Before character creation, work with the players 
  to establish two things:
  • Where they are (and it should be someplace  
   
  interesting and fantastic)
  • What they are doing there, in broad strokes 
   
  (exploring, rescuing, searching, hunting, fleeing;  
   
  something exciting, adventurous, desperate.)
  Here’s a good level of detail: “you’re on the run 
  from something scary, and it’s chased you into the 
  dreaded Obsidian Forests of Yend.”
  Establish the premise before character creation 
  so that the players can make informed choices. 
  If we’re playing in a city besieged by undead, I 
  probably won’t play a Ranger with the Forester 
  background, y’know?
  CharaCter Creation
  Have everyone pick a class and work through 
  their choices. Answer questions as they have 
  them. The playbooks are optimized to make this 
  speedy, so it should take no more than 15 minutes. 
   
  hook Questions
  While they make characters, formulate some 
  hook questions. These should both assert some-
  thing and prompt the players to make up details. 
  E.g. “What are you fleeing, that you were desperate 
  enough to enter the Obsidian Forests of Yend?” 
  Your hook questions should establish all of these:
  •  
  Motive: why are they here, doing this?
  •  Stakes: what’s on the line, why is it important?
  •  Dangers: what dangers do they expect to 
  face? What do they know about them? 
  •  Urgency: why shouldn’t they dawdle?
  •  Detail: what specifically are they hunting/ 
  seeking/fleeing/fighting/etc.?
  •  Complications: what’s getting in they way, 
  making this harder, constraining them?
  A good Dungeon Starter will have questions like 
  these baked in. If you use a blank dungeon or if 
  you generated place & situation on the fly, you’ll 
  need to make these up.
   
  introDuCtions
  When everyone is ready, have them go around 
  and introduce themselves by name, look, and 
  background. (Do NOT have them ask each other 
  questions from their backgrounds yet.) Ask questions 
  that occur to you about who these characters are 
  and how they fit in the world. 
  Next, ask some (but not all) of your hook ques-
  tions. Ask just enough to flesh out the premise 
  and establish a grabby situation.
  Go around again, having each player ask one of 
  the 4 questions from their background. See who 
  answers “me” and ask follow-up questions as you 
  see fit. Work together to weave the answers into 
  the starting premise and situation. 
  After everyone’s asked one question, go around 
  again. They can ask another question or pass. If 
  everyone passes, you’re done with introductions.  
  Ask your remaining hook questions, plus any 
  additional questions that occur to you. 
  start Play
  Frame the initial scene: who, where, what, when. 
  Give three sensory details to describe it. 
  Make a GM move. Ask: “what do you do?” 
  Play, as per Dungeon World.
  
  QuiCk monster stats
  Assign instinct, tags, qualities, and moves by gut.
  Hit Points
  How does it usually hunt or fight? (pick 1)
  •   In large groups (horde) 
  3 HP
  •   In small groups (group) 
  6 HP
  •   By itself (solitary) 
  12 HP
  How big is it? (pick 1)
  •   Human-sized or smaller 
  +0 HP
  •   Large (like a horse) 
  +4 HP
  •   Huge (elephant or bigger) 
  +8 HP
  It... (choose all that apply)
  •   Possesses uncanny endurance 
  +4 HP
  •   Is favored by the gods 
  +2 HP
  •   Is animated by more than biology 
  +4 HP
  •   Lacks organs/discernable anatomy 
  +3 HP
  Armor
  It is protected by... (pick 1)
  •   Naught but cloth and flesh 
  0 armor
  •   Leathers or thick hide 
  1 armor
  •   Mail, scales, or similar 
  2 armor
  •   Steel, boney plates, carapace 
  3 armor
  •   Layers of magical wards 
  4 armor
  It... (choose all that apply)
  •   Bears a shield (or similar)  
  +1 armor
  •   Is skilled in defense  
  +1 armor
  •   Lacks organs/discernable anatomy +1 armor
  Damage
  How does it usually hunt or fight? (pick 1)
  •   In large groups (horde) 
  d6
  •   In small groups (group) 
  d8
  •   By itself (solitary) 
  d10
  How big is it? (pick 1)
  •   Tiny (cat-sized or smaller) 
  -2 dam, -range
  •   Small (like a human child) 
  -0 dam, -range
  •   Human-sized 
  +0 dam
  •   Large (like a horse) 
  +1 dam, +reach
  •   Huge (elephant or bigger) 
  +3 dam, +reach
  Its armaments... (choose all that apply)
  •   Are small & weak 
  -1 die size
  •   Are vicious & obvious 
  +2 dam
  •   Can slice/pierce metal 
  1 piercing, messy
  •   Can tear metal apart 
  3 piercing, messy
  •   Ignore armor entirely 
  ignores armor
  It’s known for... (choose all that apply)
  •   Unrelenting strength 
  +1 dam, forceful
  •   Favor of the gods 
  +2 dam
  •   Skill in office 
  +advantage
  •   Deft strikes 
  +1 piercing
  Choose all that apply:
  •   Primary danger isn’t wounds 
  -1 die size
  •   It (or its species) is ancient 
  +1 die size
  •   It abhors violence 
  +disadvantage
  GM Cheat Sheet
  hoW to Gm
  • Describe the situation
  • Follow the rules
  • Make moves
  • Exploit your prep
  your aGenDa
  •  
  Portray a fantastic world
  •  Fill their lives with adventure
  •  Play to find out what happens
  your PrinCiPles
  • Draw maps, leave blanks
  • Address the characters, not the players
  • Embrace the fantastic
  • Make a move that follows
  • Never speak the name of your move
  • Give every monster life
  • Name every person
  • Ask questions & use the answers
  • Be a fan of the characters
  • Think dangerous
  • Begin and end with the fiction
  • Think offscreen, too
  Gm moves
  • Use a monster, danger, or location move
  • Reveal an unwelcome truth
  • Show signs of an approaching threat
  • Hurt them
  • Use up their resources
  • Turn their move back on them
  • Separate them
  • Give an opportunity that fits a class’s abilities
  • Show a downside 
  • Offer an opportunity, with or without a cost
  • Put someone in a spot
  • Tell them the requirements/consequences and  
   
  ask
  exPloration/DunGeon moves
  • Change the environment
  • Provide a choice of paths
  •   Bar the way; make them backtrack 
  •   Hint at more than meets the eye
  •   Present a discovery
  •   Point to a looming danger
  •   Introduce a danger, person, or faction
  •   Offer riches at a price
  •   Have them make an Optional Move (Struggle  
     as One, Keep Company, Scout Ahead, or Venture  
     Forth)
  DamaGe & Debilities
  When you make a GM move that involves some-
  one getting banged up, knocked around, hurt, or 
  injured, then deal damage as part of that move.  
  If the damage is caused by an established monster, 
  deal damage per its stats. Otherwise, what would 
  it do to a normal person?
  •   Bruises & scrapes; pain; light burns 
  d4
  •   Nasty flesh wounds/bruises/burns 
  d6
  •   Broken bones; deep/wide burns 
  d8
  •   Death or dismemberment 
  d10
  Debilities are ongoing states reflecting the tolls 
  the characters have taken. Inflict them as (or as 
  part of) a GM move. They are:
  •  Weakened: fatigued, tired, sluggish,  
   
   shaky (disadvantage to STR and DEX)
  •   Dazed: out of it, befuddled, not thinking  
   
   clearly (disadvantage to INT and WIS)
  •   Miserable: distressed, grumpy, unwell, in  
   
   pain (disadvantage to CON and CHA)
  Debilities might also cause someone to Defy 
  Danger to do things that are otherwise safe.
  Parley
  When a PC presses (threatens, shames, begs, en-
  courages, implores) or entices (seduces, bribes, lures, 
  tempts) an NPC, ask the player what they want 
  the NPC to do/not do. Ask yourself: does this 
  NPC have reason to resist? If not, they just do it.
  If the NPC has reason to resist, the player rolls 
  +CHA: on a 10+, the NPC either does what the 
  PC wants or reveals the easiest way to convince 
  them; on a 7-9, the NPC reveals a way for the 
  PC to convince them, but it’ll probably be costly, 
  tricky, or distasteful.
  Things that might convince an NPC... 
  •   A promise/an oath/a vow
  •   A chance to do it safely/freely/discretely
  •   Appeasing or appealing to their ego/honor/ 
     conscience/fears
  •   A convincing deception
  •   A better/fair/excessive offer
  •   Helping them/doing it with them
  •   Violence (or a credible threat thereof)
  •   Something they want or need
  •   Concrete assurance/proof/collaboration
  •   Pressure/permission/ help from ____ 
  You can offer 2+ alternatives on how the NPC 
  could be convinced. But sometimes, there’s just 
  no reasonable way the PCs could convince an 
  NPC to do what they want. That’s okay, as long 
  as you make that clear. It might feel like failure, 
  but “talking won’t work” is useful and actionable 
  information.
  ranDom treasure table
  Roll the monster’s damage (or if no monster is 
  around, a d6). If...
  ...  it hoards wealth 
  roll twice, take both
  ...  it lords over others 
  +1d4 to roll
  ...  it’s ancient or notworthy 
  +1d4 to roll
  ...  it’s “civilized” and
     ...far from home 
  +Supplies (1 use)
     ...this is its lair 
  +Supplies (2d4 uses)
  ...  it’s magical 
  +something strange, magic
  ...  it’s divine 
  +some sign of its god(s)
  ...  it’s planar 
  +something not of this world
   
  1   
  Bauble, shiny, handful of coins (small) 
  2   
  Mundane item, useful to current situation*
  3   
  Pouch of coins (valuable, small) 
  4   
  Minor magical trinket (magical, *)
  5   
  Clue, foreshadowing, or useful intel*
  6   
  Trade goods (valuable, immobile)
  7   
  Expensive yet mundane item (valuable, *)
  8   
  Gem or tiny art object (valuable, small)
  9   
  Magical aura/artifice/portal/effect/etc. 
  (immobile)
  10  
  Something big and really heavy, but really 
  valuable, like a masterwork marble statue 
  or a gold-plated altar (precious, immobile)
  11  
  Chest of coins/valuables (precious, big, 
  clumsy) 
  12  
  Work of fine art or rare/sought-after relic 
  (precious, clumsy, fragile) 
  13  
  Potent magical item (precious)
  14  
  Crown, scepter, orb, etc. (precious) 
  15  
  Precious gem or tiny art object (precious, 
  small)
  16  
  Lore people would kill for—blackmail, 
  the location of a hoard, the info needed to 
  learn a new spell, etc. (precious, *)
  17  
  Lore that could start wars (priceless, *)
  18+ 
  A hoard (priceless, immobile) containing 
  2d4 additional rolls (ignore future 18+ 
  results)
   
  * : it’s small, big, clumsy, or immobile, per its form 
  small: it doesn’t take up a gear slot
  big: it takes up two gear slots
  clumsy: takes up a gear slot, and has to go in one 
  of the clumsy spots (meaning you have 
  disadvantage on all rolls)
  immobile: you can’t feasibly carry it yourself; 
  moving it will involve significant logistical 
  difficulties
  valuabe: worth a fair deal, like a month of decent 
  living or the supplies needed to fund an 
  expedition
  precious: worth a LOT; enough to buy a small 
  house or ship
  priceless: worth a ton; enough to buy a merchant 
  ship or villa and live well for years
  
  THe FigHTer
  Name: Pick or make one up
  HUMAN: Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob
  DWARF: Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq
  ELF: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian
  HALFLING: Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca
  Look : Pick one from each row
   human     dwarf     elf     halfing     ______________
   young & brash     in my prime     grizzled     ______________
   flashing eyes     hard eyes     thousand-yard stare     ______________
   giant frame     ripped     stocky     wiry      ______________
   distinctive scars     oft-broken nose     missing bits     surprisngly pretty     ______________
  Background: Pick one
   GlaDiator
  When you dispatch a foe in a brutal or flashy way, 
  pick 1:
  •  
  Name a foe; you’ve got their attention
  •  Name an ally; you’ve given them an opening 
  (they gain advantage if they act on it)
  •  Name a witness; they will spread tales of you
  When you take damage, you can expend Supplies 
  to halve the damage and the effects of the blow; 
  tell us how your gear takes the brunt of it. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you has faced me in battle?
  •  Which of you is the most fun?
  •  Which of you is scared of me?
  •  Which of you do I trust the most?
   noble sCion
  When you Spout Lore about nobility, royalty, or 
  the concerns thereof, you have advantage.
  You start with a token of some noble’s favor for 
  free (see Gear). When you Have What You Need, 
  you can produce fine, expensive items (though not 
  unique, obscure, or overly specific items).
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you have sworn an oath to me?
  •  Which of you is you my kin?
  •  Which of you is seeks to exploit me?
  •  Which of you is doesn’t respect my rank?
   PleDGeD GuarDian
  When you hold Readiness (from the Defend 
  move), you can always suffer the damage/effects 
  of an attack instead of your ward; no need to 
  spend Readiness, you can just do it.
  When you Give Succor, add your WIS (min 1) to 
  any HP that your patient recovers. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you have I sworn to protect?
  •  Which of you am I most worried about?
  •  Which of you has my back?
  •  Which of you has been flirting with me?
   
   veteran of the Wars
  You know how to pack a kit; add an extra m to 
  Supplies and More Supplies in the Gear section 
  (you get an extra use out of each).
  When you bed down in the field, you need not doff 
  your armor and will wake from sleep fully alert 
  at the slightest hint of trouble. When you have 
  a few hours of mindless, light duty (hiking, riding, 
  keeping watch, etc.), you can catnap and regain 
  5 HP.  
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you served with me?
  •  Which of you fought on the other side?
  •  Which of you is in charge?
  •  Which of you is gonna get us all killed?
  keeP ComPany
  When you spend a stretch of time together (on the 
  road, in camp, etc.) and you or the GM call for it, 
  take turns asking one of the following questions of 
  a PC or NPC in camp. 
  •  
  What do you do that’s so annoying/ 
  endearing?
  •  What do I do that you find so  annoying/
  endearing?
  •  Who or what seems to be on your mind?
  •  What do we find ourselves talking about?
  •  How do you pass the time?
  •    What do you reveal about yourself? 
  sCout aheaD
  When you go off on your own to explore a danger-
  ous area, say how you do it and roll+ STAT (per 
  Defy Danger): on a 7+, you make it back safely 
  and the GM describes what you found. Then, on 
  a 10+, pick 3; on a 7-9, pick 1:
  •  
  Ask a question from Discern Realities about 
  what you encountered (can pick multiple times)
  •  You were able to sneak something out
  •  You made some prepation or created some 
  advantage to exploit on your return
  •  You got away clean, leaving no trace, rousing 
  no suspicions, etc.
  On a 6-, choose 1:
  •  
  You make it back to the others, with trouble 
  hot on your heels
  •  You’re missing in action, the details to be 
  revealed later
   struGGle as one
  When you the GM calls on you to Defy Danger as 
  a group, they’ll describe the struggle you face. Say 
  how you deal with it and roll +STAT: on a 6-, you 
  find yourself in a spot, the GM will describe it; on 
  a 7+, you pull your weight; on a 10+, you can get 
  someone out of a spot, if you can tell us how. 
  If you roll 6- but someone saves you, don’t mark 
  XP. 
  venture forth
  When you travel through dangerous or unknown 
  lands, indicate your route and your destination 
  (which might just be “a safe place to camp” or “as 
  far as this trail takes us”). If the route is difficult, 
  choose 1. If the route is perilous, choose 1 more. 
  •  It takes longer than it should
  •  Something follows you to your destination
  •  Roll 1d4; the party as whole a must do one of 
  the following that many times 
  »  Expend Supplies 
  »  Mark “out of __”  
  »  Discard an item from inventory 
  »  Mark a debility 
  After making any choices, whoever leads the 
  way rolls +WIS: on a 10+, you’ve reached your 
  destination—describe the most interesting thing 
  on the journey; on a 7-9, as a 10+, but pick 1 extra 
  from the list above.  
  On a 6-, your trip is interupted by an obstacle, 
  danger, or crisis. You can resume your trip after 
  dealing with it (possibly Venturing Forth again).
  Optional Moves:
  Notes:
  Homebrew World v1.3.2 by Jeremy Strandberg, 2018 (CC BY-SA 3.0 US) • https://spoutinglore.blogspot.com
  
  Gear: 
  Tick 3 more  (below or in Small Items) 
  to indicate what you have
  unencumbered if nothing below this line
   
  clumsy (disadvantage on all rolls) below this line
  HP: 20
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
   Weakened (disadvantage to STR & DEX)
   Dazed (disadvantage to INT & WIS)
   Miserable (disadvantage to CON & CHA)
  Assign these, one 
  to each stat: +2, 
  +1, +1, +0, +0, -1  
  Tip: put the +2 
  in either STR or 
  CON, and +1 in the 
  other.
  Track current HP 
  and debilities here. 
  Make Camp or Give 
  Succor to heal.
  Damage:
  Armor:
  Reduce damage you 
  take by your armor 
  (unless). “X armor” 
  doesn’t stack; “+X 
  armor” does
  XP: mmmmm
  • Spend 1 XP to add +1 to a roll, after rolling
  • Spend 5 XP to pick an advance
  Mark XP when you 
  roll a 6-. See also: 
  Make Camp.
   Sword* or mace* or flail* or crossbow* (reload) 
   Ax* or hammer* or spear (reach)
   Shield (+1 armor) or Polearm* (reach, 2h)
  o4 Supplies, 2 uses mm
  o4 Hauberk or brigandine or breastplate  
          (2 armor, big, clumsy)
   More supplies, 2 uses mm
  Small Items
  o4 Pair of good daggers mm
   Purse of coins
   Token of some noble’s favor
   Healing potion (10 HP or debility)
  Out of...
   Food      Drink     Ammo
   Healing supplies
  
  
  
  Starting Moves:
  armoreD
  When you wear armor, ignore the clumsy tag.
  benD bars, lift Gates
  When you use brute strength to overcome an in-
  animate obstacle, roll +STR: on a 7+, OH YEAH! 
  but choose 1 (on a 10+) or choose 2 (on a 7-9).
  •  
  It takes a while
  •  You cause unwanted damage or harm
  •  
  You make a lot of noise
  •  
  Mark a debility
  harD to kill
  When you take your Last Breath, roll +CON 
  instead of +nothing. On a 12+, you immediately 
  regain 1 HP.
   
  intimiDatinG
  When you Parley using violence or threats, you 
  have advantage.
   
  WeaPon sPeCializations
  Pick two.
   When you Defend with a sword and spend 
  Readiness to strike back at an attacker, Deal 
  Damage normally (without disadvantage)
   
   
   
   When you Deal Damage with a mace, deal 
  +1 extra damage (+2 total) and it’s forceful 
  (knocks foes around)
   
   
   
   When you Hack & Slash with a flail, on a 
  12+, your foe is also knocked off their feet or 
  disarmed (GM’s choice)
   
   
   
   When you Deal Damage with an ax, deal +1 
  extra damage (+2 total) and it’s messy (bloody 
  & destructive)
   
   
   
   When you Hack & Slash with a hammer, on 
  a 12+, your foe is also staggered and dazed or 
  their armor is reduced by 1 (GM’s choice)
   
   
   
   When you Deal Damage with a spear, you 
  have 2 piercing (ignore 2 armor)
   
   
   
   When you Hack & Slash with a polearm, on 
  a 12+, instead of making a choice, you deal an 
  extra 1d6 damage and avoid/prevent/counter 
  the enemy’s attack. 
   
   
   
   When you Deal Damage with a dagger or 
  knife while grappling your foe, you ignore 
  their armor unless they are amorphous (the 
  GM’s call)
  Advances:
   imProveD stat
  Increase one of your stats by +1, to a max of +2.
   
   suPerior stat
  Requires: Improved Stat
  Increase one of your stats by +1, to a max of +3.
   iron hiDe
  You get +1 armor, always (stacks with other armor).
   
   merCiless
  When you fight to kill with no mercy or hesitation, 
  you have advantage to Deal Damage. 
   frosty
  When you Defy Danger (or Struggle as One) by 
  keeping calm and carrying on, treat a 6- as a 7-9. 
   situational aWareness
  When you Discern Realities, add these to the list 
  of questions you can ask. 
  •  
  What is my enemy’s true position?
  •   Who or what here is the biggest threat?
  •   What’s the best way in/out/through/past?
  When a fight starts, ask the GM one question 
  that you could ask with Discern Realities, and 
  gain advantage to act on the answer.
   steely eyeD
  When you Defend, you can spend 1 Readiness to:
  •  
  Lock eyes with a foe; they have disadvantage 
  on damage rolls against you and your ward
  Spend 5 XP to pick 
  one, at any time.
  Drive: Pick 1
   ChallenGe
  Enter a fight that you aren’t sure you can win
   
   Glory
  Show off in front of NPCs who can go on to 
  tell your tale
   
   PeaCe
  Settle a conflict or dispute without bloodshed
   
   PriDe
  Put someone in their place for disrespecting 
  you
  When you Make Camp, mark XP if you’ve done this.
  Expend Supplies to Have What You Need, 
  Give Succor, Make Camp, or clear some-
  one else’s “out of” (see Share Supplies).
  * a weapon with an  
   asterisk does +1 damage
  
  THe THieF
  Name: Pick or make one up
  HUMAN: Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley
  DWARF: Ferris, Hram, Gys, Lokke, Mia, Naerva, Quartz, Reg, Thymyr
  ELF: Corviian, Leiriu, Moonwhisper, Puck, Sinvistar, Shadowhawke, Vuliea
  HALFLING: Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug
  Look : Pick one from each row
   human     dwarf     elf     halfing     ______________
   just a kid     old enough to know better     still got it     ______________
   knowing eyes     mocking eyes     quick eyes     ______________
   lithe     heavyset     scrawny     thin as a whippin' stick     ______________
   a light step     more like a strut     no wasted movement       ______________
  Background: Pick one
   assassin
  Choose a poison (see Some Poisons); you have 
  immunity to it and start with a vial of that 
  poison for free. When you Have What You Need, 
  you can produce a vial of any poison (your choice, 
  dangerous, 2 uses).
  When you Spout Lore about poisons, venoms, or 
  antidotes, you have advantage.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you hired me for this mission?
  •  Which of you is the only one who trusts me?
  •  Which of you is willing to do what it takes?
  •  Which of you owes me your life?
   oPerative
  When you declare that you know someone in the 
  area, someone who can help, name them and roll 
  +CHA: on a 10+, it might take some convincing, 
  but, yeah, they can help; on a 7-9, pick 1: 
  •  
  They still hold a grudge
  •  They swore off this sort of thing long ago
  •  They’re as greedy/sleazy/disloyal as it gets
  When you Have What You Need, you can produce 
  specific items, just the right thing for the mission. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is also part of my mission?
  •  Which of you doesn’t know of my mission?
  •  Which of you am I trying to recruit?
  •  Which of us have a... complicated... past?
   street rat
  When you have a moment’s distraction and avail-
  able cover, you can disappear from view and get 
  into hiding, just like that.
  You’re used to going without. When you Make 
  Camp and foregoe your choice after waking from 
  a few hours of sleep, the party doesn’t need to 
  expend 1 Supplies or mark “out of food.” 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you thinks I’m a worthless rat?
  •  Which of you is all too familiar with hunger?
  •  Which of you has my back?
  •  Which of you shows me surprising kindness?
   
   tomb raiDer
  When you Spout Lore about tombs, ancient ruins, 
  and the things one finds there, you have advantage.
  When you Have What You Need, you can produce 
  strange, obscure, even minorly magical items, but 
  only if you tell us where you got them.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you put this job together?
  •  Which of you have I worked with before?
  •  Which of you thinks I’m just a grave robber? 
  •  Which of you is usually the butt of my jokes?
  keeP ComPany
  When you spend a stretch of time together (on the 
  road, in camp, etc.) and you or the GM call for it, 
  take turns asking one of the following questions of 
  a PC or NPC in camp. 
  •  
  What do you do that’s so annoying/ 
  endearing?
  •  What do I do that you find so  annoying/
  endearing?
  •  Who or what seems to be on your mind?
  •  What do we find ourselves talking about?
  •  How do you pass the time?
  •    What do you reveal about yourself? 
  sCout aheaD
  When you go off on your own to explore a danger-
  ous area, say how you do it and roll+ STAT (per 
  Defy Danger): on a 7+, you make it back safely 
  and the GM describes what you found. Then, on 
  a 10+, pick 3; on a 7-9, pick 1:
  •  
  Ask a question from Discern Realities about 
  what you encountered (can pick multiple times)
  •  You were able to sneak something out
  •  You made some prepation or created some 
  advantage to exploit on your return
  •  You got away clean, leaving no trace, rousing 
  no suspicions, etc.
  On a 6-, choose 1:
  •  
  You make it back to the others, with trouble 
  hot on your heels
  •  You’re missing in action, the details to be 
  revealed later
   struGGle as one
  When you the GM calls on you to Defy Danger as 
  a group, they’ll describe the struggle you face. Say 
  how you deal with it and roll +STAT: on a 6-, you 
  find yourself in a spot, the GM will describe it; on 
  a 7+, you pull your weight; on a 10+, you can get 
  someone out of a spot, if you can tell us how. 
  If you roll 6- but someone saves you, don’t mark 
  XP. 
  venture forth
  When you travel through dangerous or unknown 
  lands, indicate your route and your destination 
  (which might just be “a safe place to camp” or “as 
  far as this trail takes us”). If the route is difficult, 
  choose 1. If the route is perilous, choose 1 more. 
  •  It takes longer than it should
  •  Something follows you to your destination
  •  Roll 1d4; the party as whole a must do one of 
  the following that many times 
  »  Expend Supplies 
  »  Mark “out of __”  
  »  Discard an item from inventory 
  »  Mark a debility 
  After making any choices, whoever leads the 
  way rolls +WIS: on a 10+, you’ve reached your 
  destination—describe the most interesting thing 
  on the journey; on a 7-9, as a 10+, but pick 1 extra 
  from the list above.  
  On a 6-, your trip is interupted by an obstacle, 
  danger, or crisis. You can resume your trip after 
  dealing with it (possibly Venturing Forth again).
  Optional Moves:
  Notes:
  Homebrew World v1.3.2 by Jeremy Strandberg, 2018 (CC BY-SA 3.0 US) • https://spoutinglore.blogspot.com
  
  Gear: 
  Tick 3 more  (below or in Small Items) 
  to indicate what you have
  unencumbered if nothing below this line
  clumsy (disadvantage on all rolls) below this line
   
  HP: 16
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
  Assign these, one 
  to each stat: +2, 
  +1, +1, +0, +0, -1  
  Tip: put the +2 in 
  either DEX or INT 
  (probably DEX).
  Track current HP 
  and debilities here. 
  Make Camp or Give 
  Succor to heal.
  Damage:
  Armor:
  Reduce damage you 
  take by your armor 
  (unless). “X armor” 
  doesn’t stack; “+X 
  armor” does
  XP: mmmmm
  • Spend 1 XP to add +1 to a roll, after rolling
  • Spend 5 XP to pick an advance
  Mark XP when you 
  roll a 6-. See also: 
  Make Camp.
   Rapier (precise) use DEX to Hack & Slash
   Throwing knives or bow & arrows
   Leather cuirass (1 armor) 
   Supplies, 2 uses mm
  Small Items
  o4 Good knife
  o4 Lock picks, files, etc.
   Purse of coins 
   Sling
   Valuable gem 
   
   Vial of poison (dangerous, 2  
        uses mm)
  Out of...
   Food      Drink     Ammo
   Healing supplies
  
  
  
   Weakened (disadvantage to STR & DEX)
   Dazed (disadvantage to INT & WIS)
   Miserable (disadvantage to CON & CHA)
  Starting Moves:
  baCkstab
  When you attack someone up close and they don’t 
  see it coming, Deal Damage or roll +DEX: on 
  a 10+, Deal Damage and pick 2; on a 7-9, Deal 
  Damage and pick 1.
  •  
  Deal +1d4 damage
  •  Strike a weak spot, ignoring their armor
  •  They can’t make noise or raise an alarm
  •  You slip away before they can react
  •  You create an opportunity; you or an ally gain 
  advantage if you act on it  
  DanGer sense
  You can always ask the GM, “Is there an ambush 
  or trap here?” If they say “yes,” roll +INT: on a 
  10+, hold 3 Deduction; on a 7-9, hold 1 Deduc-
  tion; on a 6-, don’t mark XP, but nothing bad 
  happens just yet. Spend Deduction, 1-for-1, to 
  ask any of these:
  •  
  What will trigger the trap or ambush?
  •  What will happen once it’s triggered?
  •  How could it be disarmed or thwarted?
  •  What else should I be on the lookout for?
  move silently, hiDe in shaDoWs
  When you Defy Danger, Scout Ahead, or Struggle 
  as One by being stealthy, you have advantage.
  triCks of the traDe
  When you pick locks or pockets or disable traps, 
  roll+DEX: on a 10+, you do it, no problem; on a 
  7–9, you still do it, but the GM will offer you two 
  options between suspicion, danger, or cost.
  Advances:
   imProveD stat
  Increase one of your stats by +1, to a max of +2.
   
   suPerior stat
  Requires: Improved Stat
  Increase one of your stats by +1, to a max of +3.
   
   Catlike
  When you are unarmored, unencumbered, and un-
  fettered, you impose disadvantage on any damage 
  you take that you could dodge or roll with.
   
   Cautious
  When you roll for Danger Sense, you always get 
  +1 Deduction (even on a 6-).
   eye on the Door
  When you and your allies need to get out of here, 
  name your escape route and roll +INT: on a 10+, 
  you’re gone; on a 7-9, you can stay or go but if you 
  go, it costs you—the GM will tell you what (or 
  who) you leave behind or take with you. 
   fiGht Dirty
  When you Backstab, gain advantage on your 
  damage roll.
   Pants on fire
  When you Defy Danger by being deceitful, treat a 
  7-9 as a 10+. When another player Discerns Real-
  ities or uses Parley on you, you need not be honest 
  with your answers.
  Spend 5 XP to pick 
  one, at any time.
  Drive: Pick 1
   DefianCe
  Stand up to a bully or tyrant
   
   ConsCienCe
  Forego comfort or advantage to do the right 
  thing
   
   exCitement
  Cause trouble for your allies by taking an 
  unnecessary risk
   
   triCkery
  Get someone to act on false information
  When you Make Camp, mark XP if you’ve done this.
  SOME POISONS 
  √ Oil Of TagiT: get them to ingest it or prick 
  them with it; they fall into a light sleep
  √	 BlOOdweed: prick them with it; they have dis-
  advantage on damage rolls until cured
  √	 gOldenrOOT: get them to ingest it; they will 
  treat the next person they see as a trusted ally 
  until proven otherwise
  √	 MOOnkiss: get them to inhale it; they become 
  confused and hallucinate for the next few hours
  √	 serpenT’s Tears: coat an edged weapon with 
  it;	the	next	wound	it	inflicts	burns	painfully	&	
  they take 2d4 damage a few seconds later.
  √	 widOw’s Milk: get them to ingest it; they grow 
  ill over the next hour, are incapacitated in 
  a few hours, and deathly ill within a day; if 
  untreated, it’s usually fatal
  Expend Supplies to Have What You Need, 
  Give Succor, Make Camp, or clear some-
  one else’s “out of” (see Share Supplies).
  
  THe wizard
  Name: Pick or make one up
  HUMAN: Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri
  DWARF: Andvari, Gylfi, Ivaldi, Murrik, Solnis, Thargrun  
  ELF: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr
  HONORIFICS: the Black, the White, Red, the Wise, All-Seer, Stormbringer, the Radiant, etc.
  Look : Pick one from each row
   human     dwarf     elf     ______________
   surprisingly young     impossible to tell     venerable     ______________
   bespectacled     cold eyes     crazed eyes     distant eyes    ______________
   boney-limbed     pudgy    sickly and frail     rotund     ______________
   amulets & talismans     hideous deformity     nondescript      striking beauty     ______________
  Background: Pick one
   formally traineD
  When you Have What You Need, you can produce 
  arcane raw chemicals and reagents, like lead dust 
  or eye of newt. When you Cast a Spell, add this to 
  the list of choices for when you roll a 7-9:
  •  
  Expend 1 Supplies or mark “out of reagents”
  When you Spout Lore about other spellcasters, you 
  have advantage.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you once worked with my mentor?
  •  Which of you sought me out for my expertise?
  •  Which of you is a failed apprentice?
  •  Which of you has been subject to one of my 
  little experiments?
   fae-touCheD
  You can always ask the GM “what here is hidden 
  by magic or illusion?” and get an honest answer. 
  Alas, starmetal is anathema to you: it burns your 
  skin and counters your magic utterly.
  When you Have What You Need, you can produce 
  wondrous, impossible, impractical things like a 
  bottle that contains a song, a child’s last memory 
  of his mother, a living hummingbird, etc. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is has the most beautiful soul?
  •  Which of you has made me a promise?
  •  Which of you is cruelest to your lessers?
  •  Which of you is irresistably drawn to me?
   PaCt
  You learned magic from a dangerous entity. You 
  start with a token of your patron’s favor (small, 
  magical). When you break the token, your patron 
  will manifest and entertain your request. If it is 
  happy with the results, it will replace the token.
  When you Make Camp, you can expend 1 Sup-
  plies to cast Contact Spirits as if you rolled a 10+. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you knows the secret of my power?
  •  With which of you have I sealed a blood oath?
  •  Which of you has drawn my patron’s interest?
  •   Which of your dark fates have I foreseen?
   
   steePeD in lore
  When you first inspect a work of magic or artifice, 
  you can ask the GM 2 of the following:
  •  
  Who made this and how long ago?
  •  What does it do?
  •  How can I activate or repair it?
  •  What about this isn’t what it seems?
  You can expend Supplies to produce a book, map, 
  scroll, or other source of relevant knowledge; treat 
  it as having rolled 10+ to Spout Lore.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is keeping a secret from me?
  •  Which of you is showing me the way?
  •  Which of you is spoken of in the prophecies?
  •  Which of you is a vessel waiting to be filled?
  keeP ComPany
  When you spend a stretch of time together (on the 
  road, in camp, etc.) and you or the GM call for it, 
  take turns asking one of the following questions of 
  a PC or NPC in camp. 
  •  
  What do you do that’s so annoying/ 
  endearing?
  •  What do I do that you find so  annoying/
  endearing?
  •  Who or what seems to be on your mind?
  •  What do we find ourselves talking about?
  •  How do you pass the time?
  •    What do you reveal about yourself? 
  sCout aheaD
  When you go off on your own to explore a danger-
  ous area, say how you do it and roll+ STAT (per 
  Defy Danger): on a 7+, you make it back safely 
  and the GM describes what you found. Then, on 
  a 10+, pick 3; on a 7-9, pick 1:
  •  
  Ask a question from Discern Realities about 
  what you encountered (can pick multiple times)
  •  You were able to sneak something out
  •  You made some prepation or created some 
  advantage to exploit on your return
  •  You got away clean, leaving no trace, rousing 
  no suspicions, etc.
  On a 6-, choose 1:
  •  
  You make it back to the others, with trouble 
  hot on your heels
  •  You’re missing in action, the details to be 
  revealed later
   struGGle as one
  When you the GM calls on you to Defy Danger as 
  a group, they’ll describe the struggle you face. Say 
  how you deal with it and roll +STAT: on a 6-, you 
  find yourself in a spot, the GM will describe it; on 
  a 7+, you pull your weight; on a 10+, you can get 
  someone out of a spot, if you can tell us how. 
  If you roll 6- but someone saves you, don’t mark 
  XP. 
  venture forth
  When you travel through dangerous or unknown 
  lands, indicate your route and your destination 
  (which might just be “a safe place to camp” or “as 
  far as this trail takes us”). If the route is difficult, 
  choose 1. If the route is perilous, choose 1 more. 
  •  It takes longer than it should
  •  Something follows you to your destination
  •  Roll 1d4; the party as whole a must do one of 
  the following that many times 
  »  Expend Supplies 
  »  Mark “out of __”  
  »  Discard an item from inventory 
  »  Mark a debility 
  After making any choices, whoever leads the 
  way rolls +WIS: on a 10+, you’ve reached your 
  destination—describe the most interesting thing 
  on the journey; on a 7-9, as a 10+, but pick 1 extra 
  from the list above.  
  On a 6-, your trip is interupted by an obstacle, 
  danger, or crisis. You can resume your trip after 
  dealing with it (possibly Venturing Forth again).
  Optional Moves:
  Notes:
  Homebrew World v1.3.2 by Jeremy Strandberg, 2018 (CC BY-SA 3.0 US) • https://spoutinglore.blogspot.com
  
  Gear: 
  Tick 3 more  (below or in Small Items) 
  to indicate what you have
  unencumbered if nothing below this line
  clumsy (disadvantage on all rolls) below this line
   
  HP: 14
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
  Assign these, one 
  to each stat: +2, 
  +1, +1, +0, +0, -1  
  Tip: put the +2 in 
  INT.
  Track current HP 
  and debilities here. 
  Make Camp or Give 
  Succor to heal.
  Damage:
  Armor:
  Reduce damage you 
  take by your armor 
  (unless). “X armor” 
  doesn’t stack; “+X 
  armor” does
  XP: mmmmm
  • Spend 1 XP to add +1 to a roll, after rolling
  • Spend 5 XP to pick an advance
  Mark XP when you 
  roll a 6-. See also: 
  Make Camp.
  o4 Spellbook
   Staff
  o4 Supplies, 2 uses mm 
   More supplies, 2 uses mm
   Leather cuirass (1 armor) 
  Small Items
  o4 Good knife
   Purse of coins
   Valuable gem 
   Healing potion (10 HP or debility)
  Out of...
   Food      Drink     Ammo
   Healing supplies
  
  
  
   Weakened (disadvantage to STR & DEX)
   Dazed (disadvantage to INT & WIS)
   Miserable (disadvantage to CON & CHA)
  Starting Moves:
  sPellbook
  You have a spellbook containing these spells:
   Light: conjure a magical light. It follows you 
  around until you dismiss it or cast this again.
   
   
   
   Charm Person: Look into their eyes; they 
  treat you as a friend until you prove otherwise 
  or they take damage. 
   
   
   
   Contact Spirits: A spirit manifests before 
  you and is bound to truthfully answer any one 
  question that you pose it.
   
   
   
   Invisibility: Touch someone; they’re invisible! 
  Lasts until they attack or you Cast a Spell.
   
   
   
   Magic Missile: Deal 2d4 damage to one 
  target that you can see.
   
   
   
   Mimic: Touch someone; you take on their 
  exact appearance. You lose all Wizard moves 
  until you dismiss the spell. 
   
   
   
   Telepathy: Touch someone; you share their 
  feelings and can speak mind to mind. Take -1 
  to Cast a Spell until you dismiss it.
   
   
   
  When you spend an hour or so quietly studying 
  your spellbook:
  •  
  Remove any penalties to Cast a Spell
  •  Lose any spells you have prepared
  •  Prepare up to 5 spells from your spellbook
  Cast a sPell  
  penalty mmmmm
  When you cast a spell that you have prepared, roll 
  +INT: on a 10+, you cast it successfully; on a 7-9, 
  you cast it but pick 1:
  •  
  Reality twists around you (say how) and you 
  take a -1 penalty (cumulative) to Cast a Spell
  •  Lose the spell after it is cast
  •  Draw unwanted attention or put yourself in a 
  spot; the GM will say how
  ritual
  When you wish to weave magic, say what you’re 
  after and how you plan to do it. The GM will 
  say “Of course, but...” and 1-4 of the following. 
  Perform the ritual and the magic takes effect.
  •  You must draw on a place of power (like __)
  •  You must do it at an auspicious time (like __)
  •  It’s going to take hours/days/weeks
  •  First you must __
  •  You’ll need help from __
  •  It’ll require the sacrifice of __
  •  The best you can do is __
  •  You/your allies will risk danger from __
  Advances:
   imProveD stat
  Increase one of your stats by +1, to a max of +2.
   
   suPerior stat
  Requires: Improved Stat
  Increase one of your stats by +1, to a max of +3.
   
   arCane WarD
  As long as you have at least 2 spells prepared, you 
  have 2 Armor.
   
   DeteCt maGiC
  When you Discern Realities, you can ask “What  
  here is magical?” for free, even on a 6-. 
   
   loGiCal
  When you Discern Realities via close observation  
  and deduction, roll INT instead of WIS. 
   neW sPells
  Requires: at least 1 other advances
  Add the following spells to your spellbook:
   Dispel Magic: Choose a spell or magical 
  effect nearby; it is dispelled or (if the magic is 
  potent) suppressed while in your presence.
   
   
   
   Fireball : Deal 2d6 damage (ignores armor) 
  to one target and everything near it.
   
   
   
   Sleep: Speak a word and roll 1d8+INT. That 
  many HP worth of foes who heard your word 
  fall asleep (GM’s choice as to which).
  Spend 5 XP to pick 
  one, at any time.
  Drive: Pick 1
   Curiosity
  Cause trouble by touching, opening, or tinker-
  ing with something
   
   CunninG
  Set up a ploy and then take advantage of it
   
   eCCentriCity
  Alienate an NPC with your strange behavior
   
   mystery
  Deflect or evade an inquiry into your doings
   
  When you Make Camp, mark XP if you’ve done this.
  Expend Supplies to Have What You Need, 
  Give Succor, Make Camp, or clear some-
  one else’s “out of” (see Share Supplies).
  
  THe CleriC
  Name: Pick or make one up
  HUMAN: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore, Piotr, Dahlia, Carmine
  DWARF: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, Siggrun, Freya
  ELF: Araquiel, Izlara, Humiel, Kemuel, Tessra, Samael, Selandra, Zephon
  HALFLING: Cadfael, Delia, Hadyn, Orlan, Nubela, Ruby, Sabe, Theo
  Look : Pick one from each row
   human     dwarf     elf     halfing     ______________
   young & eager     sober adult     showing my years     ______________
   kind eyes     fiery eyes     stern eyes     ______________
   thin     round     knobby     powerfully built     ______________
   spit-polished gear     robes of office     modest clothes       ______________
  Background: Pick one
   Cultist of zeth
  You are a disciple of That Which Lies Beneath. 
  When you bury a ritual offering to Zeth, gain 
  Favor if you don’t already have it.  
  When you Have What You Need, you can produce 
  offerings pleasing to Zeth. When you Cast a Spell, 
  add this to your choices for when you roll a 7-9:
  •  
  Expend 1 Supplies or mark “out of offerings”
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you has entrusted me with a secret?
  •  Which of you is a true disciple of Zeth?
  •  Which of you is doesn’t believe Zeth exists?
  •  Which of you fears the dark places?
   itinerent mystiC of sol
  You follow Sol, god of Light and Knoweldge. 
  When you expose a secret or a deception, gain 
  Favor if you don’t already have it.  
  When you Have What You Need, you can produce 
  unusual items of far-off provenance, but you must 
  tell us where you acquired them. 
  When you cast the Light spell, don’t roll. You 
  always succeed as if you rolled a 10+.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is a true disciple of Sol?
  •  Which of you has travelled longest with me?
  •  Which of you failed to keep a secret from me?
  •  Which of you shares my hunger for truth?
   servant of mitra
  You serve Mitra, god of the Downtrodden. When 
  you alleviate the suffering of an NPC, or when you 
  endure ritual suffering that inflicts a debility, gain 
  Favor if you don’t have it already.
  When you Give Succor while invoking Mitra, 
  pick 1 extra option. When you cast Cure Wounds, 
  you have advantage. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is a true disciple of Mitra?
  •  Which of you is a better soul than they let on?
  •  Which of you has a wickedness in their heart?
  •  Which of you wants to know more of Mitra?
   
   temPlar of inDara
  You are a champion of Indara Lawgiver. When 
  you defeat an agent of chaos, gain Favor if you 
  don’t already have it. 
  When you Have What You Need, you can produce 
  items of superior workmanship, the finest exam-
  ples of their craft.
  When you invoke your divine authority, treat a 
  6- to Parley as a 7-9.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is a true disciple of Indara?
  •  Which of you is an agent of chaos and strife?
  •  Which of you has fought chaos at my side? 
  •  Which of you is keeping secrets from me?
  keeP ComPany
  When you spend a stretch of time together (on the 
  road, in camp, etc.) and you or the GM call for it, 
  take turns asking one of the following questions of 
  a PC or NPC in camp. 
  •  
  What do you do that’s so annoying/ 
  endearing?
  •  What do I do that you find so  annoying/
  endearing?
  •  Who or what seems to be on your mind?
  •  What do we find ourselves talking about?
  •  How do you pass the time?
  •    What do you reveal about yourself? 
  sCout aheaD
  When you go off on your own to explore a danger-
  ous area, say how you do it and roll+ STAT (per 
  Defy Danger): on a 7+, you make it back safely 
  and the GM describes what you found. Then, on 
  a 10+, pick 3; on a 7-9, pick 1:
  •  
  Ask a question from Discern Realities about 
  what you encountered (can pick multiple times)
  •  You were able to sneak something out
  •  You made some prepation or created some 
  advantage to exploit on your return
  •  You got away clean, leaving no trace, rousing 
  no suspicions, etc.
  On a 6-, choose 1:
  •  
  You make it back to the others, with trouble 
  hot on your heels
  •  You’re missing in action, the details to be 
  revealed later
   struGGle as one
  When you the GM calls on you to Defy Danger as 
  a group, they’ll describe the struggle you face. Say 
  how you deal with it and roll +STAT: on a 6-, you 
  find yourself in a spot, the GM will describe it; on 
  a 7+, you pull your weight; on a 10+, you can get 
  someone out of a spot, if you can tell us how. 
  If you roll 6- but someone saves you, don’t mark 
  XP. 
  venture forth
  When you travel through dangerous or unknown 
  lands, indicate your route and your destination 
  (which might just be “a safe place to camp” or “as 
  far as this trail takes us”). If the route is difficult, 
  choose 1. If the route is perilous, choose 1 more. 
  •  It takes longer than it should
  •  Something follows you to your destination
  •  Roll 1d4; the party as whole a must do one of 
  the following that many times 
  »  Expend Supplies 
  »  Mark “out of __”  
  »  Discard an item from inventory 
  »  Mark a debility 
  After making any choices, whoever leads the 
  way rolls +WIS: on a 10+, you’ve reached your 
  destination—describe the most interesting thing 
  on the journey; on a 7-9, as a 10+, but pick 1 extra 
  from the list above.  
  On a 6-, your trip is interupted by an obstacle, 
  danger, or crisis. You can resume your trip after 
  dealing with it (possibly Venturing Forth again).
  Optional Moves:
  Notes:
  Homebrew World v1.3.2 by Jeremy Strandberg, 2018 (CC BY-SA 3.0 US) • https://spoutinglore.blogspot.com
  
  Gear: 
  Tick 3 more  (below or in Small Items) 
  to indicate what you have
  unencumbered if nothing below this line
  clumsy (disadvantage on all rolls) below this line
   
  HP: 18
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
  Assign these, one 
  to each stat: +2, 
  +1, +1, +0, +0, -1  
  Tip: put the +2 in 
  either WIS or STR 
  (probably WIS).
  Track current HP 
  and debilities here. 
  Make Camp or Give 
  Succor to heal.
  Damage:
  Armor:
  Reduce damage you 
  take by your armor 
  (unless). “X armor” 
  doesn’t stack; “+X 
  armor” does
  XP: mmmmm
  • Spend 1 XP to add +1 to a roll, after rolling
  • Spend 5 XP to pick an advance
  Mark XP when you 
  roll a 6-. See also: 
  Make Camp.
  o4 Cudgel or Staff or Short sword
   Shield (+1 armor)
  o4 Supplies, 2 uses mm
   Leather cuirass or chain shirt (1 armor)
   More supplies, 2 uses mm
  Small Items
  o4 Symbol of your god
  o4 Good knife
   Purse of coins 
   Sling
   Healing potion (10 HP or debility)
  Out of...
   Food      Drink     Ammo
   Healing supplies
  
  
  
   Weakened (disadvantage to STR & DEX)
   Dazed (disadvantage to INT & WIS)
   Miserable (disadvantage to CON & CHA)
  Starting Moves:
  GranteD sPells
  You connection to the gods grants you access to 
  these spells:
   Light: conjure a magical light. It follows you 
  around until you dismiss it or cast this again.
   
   
   
   Sanctify: Consecrate food or drink that you 
  hold; it is purified of poison, taint, or disease. 
   
   
   
   Bless: Name an ally (not you); as long as 
  they stand and fight, they gain advantage and 
  you have disadvantage to Cast a Spell.
   
   
   
   Cure Wounds: Touch someone; they heal 5 
  HP or heal a problematic wound. 
   
   
   
   Holy Weapon: The weapon you hold is magic 
  until you drop it; gain advantage on damage 
  rolls and disadvantage to Cast a Spell. 
   
   
   
   Sactuary: Walk a perimeter; until you leave it, 
  you and all within are shielded from scrying 
  or the eyes of spirits, and know when anyone 
  enters the area with hostile intent.
   
   
   
   Speak with Dead: Touch a corpse; it’s shade 
  arrives and answers 3 questions honestly. 
   
   
   
   Rebuke Anathema: Brandish a symbol of 
  your god; beings anathema to your god (your 
  call) are held at bay so long as you brandish 
  it; the weak and craven flee outright. 
   
   
   
  When you spend an hour or so in communion with 
  your god:
  •  
  Remove any penalties to Cast a Spell
  •  Lose any spells you have prepared
  •  Prepare up to 5 of your spells
  Cast a sPell  
  penalty mmmmm
  When you cast a spell that you have prepared, roll 
  +WIS: on a 10+, you cast it successfully; on a 7-9, 
  you cast it but pick 1:
  •  
  Your divine power weakens; take a -1 penalty 
  (cumulative) to Cast a Spell
  •  Lose the spell after it is cast
  •  If you have Favor, lose it
  •  Draw unwanted attention or put yourself in a 
  spot; the GM will say how
  Divine favor  
  Favor: m
  You start play with Favor. When you expend your 
  Favor to call on your god for guidance, they show 
  you their will through signs & portents (the GM 
  might very well ask you what your god’s will is). 
  You and your allies gain advantage on the next 
  move you each make to act on your god’s will.
  Advances:
   imProveD stat
  Increase one of your stats by +1, to a max of +2.
   
   suPerior stat
  Requires: Improved Stat
  Increase one of your stats by +1, to a max of +3.
   
   Divine intervention
  You can expend your Favor when you or an ally 
  suffers harm. If you do, the harm is negated by a 
  manifestation of your god’s domain. 
   
   sCales of life anD Death
  When someone in your presence (including you) 
  takes their Last Breath, they have advantage.
   serenity
  When you Cast a Spell, you can ignore one -1 
  penalty or one source of disadvantage.
   neW sPells
  Add the following to your granted spells:
   Dispel Magic: Choose a spell or magical 
  effect nearby; it is dispelled or (if the magic is 
  potent) suppressed while in your presence.
   
   
   
   Hold Person: Name a foe you can see. They 
  are held immobile until they take damage or 
  you leave their presence. 
   
   
   
   True Seeing: You pierce all illusion & false-
  hood, but have disadvantage to Cast a Spell.
  When you take this advance, and each time you 
  prepare seplls, prepare 1 extra spell. 
  Spend 5 XP to pick 
  one, at any time.
  Drive: Pick 1
   ambition
  Gain recognition from or hold leverage over 
  an NPC
   
   evanGelism
  Instruct an NPC in the tenents of your faith
   
   inQuisition
  Reveal the failings or falsehoods of another
   
   orthoDoxy
  Cause trouble (for yourself or others) by 
  adhering strictly to doctrine.
  When you Make Camp, mark XP if you’ve done this.
  Expend Supplies to Have What You Need, 
  Give Succor, Make Camp, or clear some-
  one else’s “out of” (see Share Supplies).
  
  THe barbarian
  Name: Pick or make one up
  Look : Pick at least one from each row
   human     dwarf     elf     halfing     orc     ______________
   hot-blooded youth     a prime specimen     who can tell?     ______________
   brooding eyes     defiant eyes     inquisitive eyes     wide eyes     ______________
   long shanks     musclebound     scrawny     supple      ______________
   exotic dress     scavenged outfit     tattoos & scars     wild mass of hair     ______________
  Background: Pick one
   far WanDerer
  When you Spout Lore by reminiscing on your 
  many travels, you have advantage. 
  When you Have What You Need, you can produce 
  unusual items of far-off provenance, but you must 
  tell us where you acquired them. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you has travelled far with me?
  •  Which of you most enjoys my stories?
  •  Which of you doesn’t understand my culture?
  •  Which of you owes me from the last time I 
  roamed through here?
   from a Grim anD Darksome lanD
  When you Defy Danger or Struggle as One to 
  surmount a physical obstacle, you have advantage. 
  When you Venture Forth through difficult or 
  perilous terrain, tell us how you negate or easily 
  overcome one one consequence of the journey. 
  When you the party Makes Camp in the wild, you 
  can roll +INT: on a 10+, you fashion or forage 1 
  Supplies from your environment; on a 7-9, you or 
  an ally can clear one “out of...” mark; on a 6-, ask 
  the GM what trouble you bring down on yourself.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you has been to my homeland?
  •  Which of you thinks I am but a savage?
  •  Which of you is just a soft city-dweller?
  •  Which of you finds me strangely attractive?
   last of DyinG raCe
  Your people were long-known for their... (pick 3)
   artifice   beauty   dark pacts   decadence   
   greed   ferocity   longevity   magic   nobility   
   prowess   size   songs   strength  wickedness
  When you leverage your people’s reputation, you 
  gain advantage to Parley. When you Spout Lore 
  about your people, treat a 6- as a 7-9.
  When you Have What You Need, you can produce 
  an item of your people, evoking the traits above. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you also knows great loss?
  •  To which of you do I owe a life debt?
  •  Which of you has vowed to help me?
  •  Which of you holds the key to what I seek?
   
   of a PeoPle Who knoW only War
  When you first size up a foe or ally, ask the GM 1 
  of the following and get an honest answer:
  •  
  What’s the biggest danger they pose?
  •  How are they weak or vulnerable?
  When you surprise a foe with a weapon hidden on 
  your person, expend Supplies and get advantage 
  on your first roll to use the weapon against them. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you has fought against my people?
  •  Which of you can I trust at my back?
  •  Which of you has yet to see real bloodshed?
  •  Which of you have I marked as a coward?
  NAMES: Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir, Qua, 
  Sacer, Vercin’geto, Barbozar, Clovis, Frael, Thra-raxes, Sillius, Sha-Sheena, Khamisi
  TITLES: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher, 
  Bonebreaker, the Mirthful, the Melancholic, All-Mighty, the Giant, the Triumphant
  keeP ComPany
  When you spend a stretch of time together (on the 
  road, in camp, etc.) and you or the GM call for it, 
  take turns asking one of the following questions of 
  a PC or NPC in camp. 
  •  
  What do you do that’s so annoying/ 
  endearing?
  •  What do I do that you find so  annoying/
  endearing?
  •  Who or what seems to be on your mind?
  •  What do we find ourselves talking about?
  •  How do you pass the time?
  •    What do you reveal about yourself? 
  sCout aheaD
  When you go off on your own to explore a danger-
  ous area, say how you do it and roll+ STAT (per 
  Defy Danger): on a 7+, you make it back safely 
  and the GM describes what you found. Then, on 
  a 10+, pick 3; on a 7-9, pick 1:
  •  
  Ask a question from Discern Realities about 
  what you encountered (can pick multiple times)
  •  You were able to sneak something out
  •  You made some prepation or created some 
  advantage to exploit on your return
  •  You got away clean, leaving no trace, rousing 
  no suspicions, etc.
  On a 6-, choose 1:
  •  
  You make it back to the others, with trouble 
  hot on your heels
  •  You’re missing in action, the details to be 
  revealed later
   struGGle as one
  When you the GM calls on you to Defy Danger as 
  a group, they’ll describe the struggle you face. Say 
  how you deal with it and roll +STAT: on a 6-, you 
  find yourself in a spot, the GM will describe it; on 
  a 7+, you pull your weight; on a 10+, you can get 
  someone out of a spot, if you can tell us how. 
  If you roll 6- but someone saves you, don’t mark 
  XP. 
  venture forth
  When you travel through dangerous or unknown 
  lands, indicate your route and your destination 
  (which might just be “a safe place to camp” or “as 
  far as this trail takes us”). If the route is difficult, 
  choose 1. If the route is perilous, choose 1 more. 
  •  It takes longer than it should
  •  Something follows you to your destination
  •  Roll 1d4; the party as whole a must do one of 
  the following that many times 
  »  Expend Supplies 
  »  Mark “out of __”  
  »  Discard an item from inventory 
  »  Mark a debility 
  After making any choices, whoever leads the 
  way rolls +WIS: on a 10+, you’ve reached your 
  destination—describe the most interesting thing 
  on the journey; on a 7-9, as a 10+, but pick 1 extra 
  from the list above.  
  On a 6-, your trip is interupted by an obstacle, 
  danger, or crisis. You can resume your trip after 
  dealing with it (possibly Venturing Forth again).
  Optional Moves:
  Notes:
  Homebrew World v1.3.2 by Jeremy Strandberg, 2018 (CC BY-SA 3.0 US) • https://spoutinglore.blogspot.com
  
  Gear: 
  Tick 3 more  (below or in Small Items) 
  to indicate what you have
  unencumbered if nothing below this line
   
  clumsy (disadvantage on all rolls) below this line
  HP: 18
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
  Assign these, one 
  to each stat: +2, 
  +1, +1, +0, +0, -1  
  Tip: CON should be 
  +1 or +2, and STR 
  or DEX should also 
  be be +1 or +2.
  Track current HP 
  and debilities here. 
  Make Camp or Give 
  Succor to heal.
  Damage:
  Armor:
  Reduce damage you 
  take by your armor 
  (unless). “X armor” 
  doesn’t stack; “+X 
  armor” does
  XP: mmmmm
  • Spend 1 XP to add +1 to a roll, after rolling
  • Spend 5 XP to pick an advance
  Mark XP when you 
  roll a 6-. See also: 
  Make Camp.
   Sword* or ax* or hammer* 
   Pair of short swords or hatchets 
   Leather cuirass or thick hides (1 armor)
   Shield (+1 armor)
   Bow and arrows
   Supplies, 2 uses mm
  Small Items
  o4 Memento of your homeland
  o4 Pair of good knives mm
   Sling
   Purse of coins
  Out of...
   Food      Drink     Ammo
   Healing supplies
  
  
  
   Weakened (disadvantage to STR & DEX)
   Dazed (disadvantage to INT & WIS)
   Miserable (disadvantage to CON & CHA)
  Starting Moves:
  herCulean aPPetites
  Choose two: 
   Answers
    Bloody vengeance
    Conflict and destruction
    Discovery and wonder
    Mortal pleasures
    Superiority over others
    Riches and glory
  When you make a move in pursuit of your 
  appetites, roll 1d6+1d8 instead of 2d6. If the 
  d6 is the higher of the pair, the GM will add a 
  complication related to your heedless pursuits. (If 
  you have advantage or disadvantage, the extra die is 
  a d6 and the complication is triggered only by the dice 
  you keep.)
  formiDable 
  mmm
  When you wade into battle undaunted and 
  unflinching, hold Presence equal to your CON. 
  Spend Presence 1-for-1 to:
  •  
  Lock eyes with a soft-willed foe; they flinch, 
  hesitate, back off
  •  Challenge a worthy foe; they will treat you as 
  the greatest threat on the battlefield
  •  Sound your barbaric yawp as you drop a 
  foe; their allies are impressed, frightened, or 
  dismayed and act accordingly
  When you stop fighting, display cowardice, or 
  hesitate, lose any Presence you hold.
  outlanDer 
  When you Make Camp, prompt the GM to ask 
  you a question about your people, your homeland, 
  or why you left it. If you answer them, mark XP.
  the uPPer hanD
  When you take your Last Breath, you have advan-
  tage. On a 7-9, you make Death an offer. If Death 
  accepts, they will return you to life. If not, you die. 
  Pick 1 
   miGhty theWs
  When you deal damage in melee or with a thrown 
  weapon, it becomes forceful (knocks them around) 
  and messy (it’s bloody and destructive).
   Pantherish GraCe
  When you are unarmored, unencumbered, and un-
  fettered, you impose disadvantage on any damage 
  you take that you could dodge or roll with.
  Advances:
   imProveD stat
  Increase one of your stats by +1, to a max of +2.
   
   suPerior stat
  Requires: Improved Stat
  Increase one of your stats by +1, to a max of +3.
   ParaGon
  Take either Mighty Thews or Panetherish Grace, 
  whichever you don’t already have.
   my love for you is like a truCk
  When you perform a feat of physical prowess, 
  name a witness whom you have impressed. You 
  gain advantage on your next Parley with them. 
   samson
  You can mark a debility to immediately break free 
  of a physical or mental restraint.
   throW anythinG
  You can Volley by throwing anything you can pick 
  up. If it was never meant to be thrown, roll +STR 
  instead of +DEX.
   WilD instinCts
  When you Discern Realities, you can always ask 
  “what should I be on the lookout for?” for free, 
  even on a 6-.
  Spend 5 XP to pick 
  one, at any time.
  Drive: Pick 1
   ContemPt
  Offend an NPC with your brutish ways
   
   GiGantiC melanCholy
  Let a problem escalate while you brood
   
   GiGantiC mirth
  Cause trouble by over-indulging
   
   honor
  Keep a promise made to an NPC
   
   PriDe
  Refuse a request or order that’s beneath you
  When you Make Camp, mark XP if you’ve done this.
  Expend Supplies to Have What You Need, 
  Give Succor, Make Camp, or clear some-
  one else’s “out of” (see Share Supplies).
  * a weapon with an  
   asterisk does +1 damage
  
  THe ranger
  Name: Pick or make one up
  Look : Pick at least one from each row
   human     dwarf     elf     half-elf     halfing     ______________
   wet behind the ears     fully fledged     long in the tooth     ______________
   distant eyes     fierce eyes     squinting eyes     steady eyes     ______________
   compact & sturdy     long & lean     weathered     willowy       ______________
   road-worn & threadbare     scruffy & unkempt     well-groomed     ______________
  Background: Pick one
   exPlorer
  When you Spout Lore about a place you’ve been or 
  a place you’re trying to explore, you have advantage.
  When you Have What You Need, you can produce 
  specialized, expensive, or even unique items that 
  are specifically helpful for this expedition, but 
  must tell us how you knew they’d come in handy.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you was with me on my last quest? 
  •  Which of you is funding this expedition?
  •  Which of you has the map to our destination?
  •  Which of you is lying about why your here?
   forester
  When you hide in natural surroundings, enemies 
  never spot you until you do something to reveal 
  your position (like attack or move quickly).
  When you forage while the party makes camp, roll 
  +WIS: on a 10+, both; on a 7-9, pick 1:
  •  
  The party doesn’t need to expend Supplies
  •  Everyone in the party can clear “out of food” 
  and “out of drink”
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you hired me as a guide?
  •  Which of you makes the most noise?
  •  Which of you has no business being out here?
  •  Which of you needed me to put something 
  out of its misery for you?
   raiseD by Wolves
  You start with the Kith and Kin advance. 
  When you show a natural beast who’s boss, roll 
  +CHA: on a 7+, it must pick one:
  •  
  Fight you for dominance
  •  Slink away or flee, then avoid you
  •  Accept your authority until you show weak-
  ness
  On a 10+, you also get advantage on your next 
  move against it.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is the pack alpha?
  •  Which of you looks more like prey?
  •  Which of you is kind to animals?
  •  Which of you smells the nicest?
   
   sPook
  When you Spout Lore about monsters, demons, or 
  practitioners of black magic, you have advantage. 
  When you know of a mundane item that harms, 
  repells, or is otherwise useful against your current 
  quarry, you can Have What You Need to produce 
  it.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you has fought evil at my side?
  •  Which of you agreed to join me on this hunt?
  •  Which of you is too willing to compromise?
  •  Which of you has lost someone to the dark?
  HUMAN: Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana
  DWARF: Bathi, Boras, Gramthrum, Lithic, Maevres, Thonic, Ullir, Vali 
  ELF: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe
  HALFLING: Celine, Francis, Kit, Lazlo, Lewis, Nellie, Tuft, Kite
  keeP ComPany
  When you spend a stretch of time together (on the 
  road, in camp, etc.) and you or the GM call for it, 
  take turns asking one of the following questions of 
  a PC or NPC in camp. 
  •  
  What do you do that’s so annoying/ 
  endearing?
  •  What do I do that you find so  annoying/
  endearing?
  •  Who or what seems to be on your mind?
  •  What do we find ourselves talking about?
  •  How do you pass the time?
  •    What do you reveal about yourself? 
  sCout aheaD
  When you go off on your own to explore a danger-
  ous area, say how you do it and roll+ STAT (per 
  Defy Danger): on a 7+, you make it back safely 
  and the GM describes what you found. Then, on 
  a 10+, pick 3; on a 7-9, pick 1:
  •  
  Ask a question from Discern Realities about 
  what you encountered (can pick multiple times)
  •  You were able to sneak something out
  •  You made some prepation or created some 
  advantage to exploit on your return
  •  You got away clean, leaving no trace, rousing 
  no suspicions, etc.
  On a 6-, choose 1:
  •  
  You make it back to the others, with trouble 
  hot on your heels
  •  You’re missing in action, the details to be 
  revealed later
   struGGle as one
  When you the GM calls on you to Defy Danger as 
  a group, they’ll describe the struggle you face. Say 
  how you deal with it and roll +STAT: on a 6-, you 
  find yourself in a spot, the GM will describe it; on 
  a 7+, you pull your weight; on a 10+, you can get 
  someone out of a spot, if you can tell us how. 
  If you roll 6- but someone saves you, don’t mark 
  XP. 
  venture forth
  When you travel through dangerous or unknown 
  lands, indicate your route and your destination 
  (which might just be “a safe place to camp” or “as 
  far as this trail takes us”). If the route is difficult, 
  choose 1. If the route is perilous, choose 1 more. 
  •  It takes longer than it should
  •  Something follows you to your destination
  •  Roll 1d4; the party as whole a must do one of 
  the following that many times 
  »  Expend Supplies 
  »  Mark “out of __”  
  »  Discard an item from inventory 
  »  Mark a debility 
  After making any choices, whoever leads the 
  way rolls +WIS: on a 10+, you’ve reached your 
  destination—describe the most interesting thing 
  on the journey; on a 7-9, as a 10+, but pick 1 extra 
  from the list above.  
  On a 6-, your trip is interupted by an obstacle, 
  danger, or crisis. You can resume your trip after 
  dealing with it (possibly Venturing Forth again).
  Optional Moves:
  Notes:
  Homebrew World v1.3.2 by Jeremy Strandberg, 2018 (CC BY-SA 3.0 US) • https://spoutinglore.blogspot.com
  
  Gear: 
  Tick 3 more  (below or in Small Items) 
  to indicate what you have
  unencumbered if nothing below this line
   
  clumsy (disadvantage on all rolls) below this line
  HP: 18
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
  Assign these, one 
  to each stat: +2, 
  +1, +1, +0, +0, -1  
  Tip: Put your +2 in 
  DEX or WIS, and +1 
  in the other one.
  Track current HP 
  and debilities here. 
  Make Camp or Give 
  Succor to heal.
  Damage:
  Armor:
  Reduce damage you 
  take by your armor 
  (unless). “X armor” 
  doesn’t stack; “+X 
  armor” does
  XP: mmmmm
  • Spend 1 XP to add +1 to a roll, after rolling
  • Spend 5 XP to pick an advance
  Mark XP when you 
  roll a 6-. See also: 
  Make Camp.
  o4 Bow & arrows
   Sword* or ax* or spear (reach)
  o4 Supplies, 2 uses mm
   Leather cuirass or thick hides (1 armor)
   More supplies, 2 uses mm
  Small Items
  o4 Pair of good knives mm
   Hatchet
   Map
   Purse of coins
  Out of...
   Food      Drink     Ammo
   Healing supplies
  
  
  
   Weakened (disadvantage to STR & DEX)
   Dazed (disadvantage to INT & WIS)
   Miserable (disadvantage to CON & CHA)
  Starting Moves:
  hunt anD traCk
  When you Discern Realities by studying the signs 
  left by passing creatures, you have advantage.
  When you follow a creature’s trail, roll +WIS: on 
  a 7+ you follow the trail to a significant change in 
  direction, terrain, or mode of transport; on a 10+, 
  you can also ask the GM a question about your 
  quarry and get an honest, useful answer.
  CalleD shot
  When you shoot at a foe that isn’t defending itself, 
  either Deal Damage or roll +DEX: on a 10+, Deal 
  Damage and pick 2; on a 7-9, Deal Damage and 
  pick 1.
  •  Strike a weak point; ignore armor or deal 
  +1d4 damage (your choice)
  •  Stun, hobble, or hinder them
  •  Make them drop what they’re holding
  •  Do no harm; don’t deal your damage after all
  stealthy
  When you Defy Danger, Scout Ahead, or Struggle 
  as One by being stealthy, you have advantage. 
  folloW me
  When you guide the party as they Venture Forth, 
  treat a 7-9 as a 10+. 
  animal ComPanion 
  Pick 1. Roll +Fierce to have them Hack & Slash. 
  Roll +Clever to have them Discern Realities. Roll 
  +Fierce, Clever, or Loyal (as appopriate) to have 
  them Defy Danger. Often, they just Aid you.  
   Wolf, hound, coyote, hyena, or jackal:  
  Fierce +1, Clever +1, Loyal +2, 9 HP, d6 dam 
  • Track by scent    • Surround & harry prey 
  • Clamp down and trip/shake
   
   
   
   Cougar, leopard, jaguar, cheeta, or lynx:  
  Fierce +2, Clever +1, Loyal +0, 9 HP, d8 dam 
  •  Stalk prey  • Climb, jump, and sprint 
  •  Pounce, grab on, and savage
   
   
   
   Cat, monkey, racoon, fox, or weasel:  
  Fierce +0, Clever +3, Loyal +1, 6 HP, d4 dam 
  •  Slip in somewhere  • Steal something 
  •  Manipulate an object  • Annoy/distract
   
   
   
   Hawk, falcon, eagle, owl, or buzzard: 
  Fierce +1, Clever +2, Loyal +1, 6 HP, d6 dam 
  •  Spot from afar  • Watch and observe 
  •  Swoop in and snatch/drop something
  Advances:
   imProveD stat
  Increase one of your stats by +1, to a max of +2.
   
   suPerior stat
  Requires: Improved Stat
  Increase one of your stats by +1, to a max of +3.
   kith anD kin
  The grunts, barks, chirps, and calls of the creatures 
  of the wild are as a language to you. 
   naturalist
  When you Spout Lore about the wild or natural 
  beasts, you have advantage. 
   blot out the sun
  When you Volley with a bow, you can expend 1 
  Supplies (or mark “out of ammo”) before you roll. 
  If you do, choose 1:
  •  
  Gain advantage on your damage roll
  •  Attack a number of targets near each other; 
  roll Volley once, but roll damage for each 
  target separately
   PreDatory
  When you Discern Realities, add these to the list 
  of questions you can ask:
  •  
  Who or what here is the easiest prey?
  •  How is __ weak or vulnerable?
  When you act on the answer to either question, 
  deal +1d4 damage.
  Spend 5 XP to pick 
  one, at any time.
  Drive: Pick 1
   merCy
  End someone or some thing’s suffering
   
   tenaCity
  Refuse to turn back despite objection or 
  disaster
   
   the hunt
  Bring down prey of great might or cunning
   
   WonDer
  Show someone a place/thing of natural beauty
  When you Make Camp, mark XP if you’ve done this.
  Expend Supplies to Have What You Need, 
  Give Succor, Make Camp, or clear some-
  one else’s “out of” (see Share Supplies).
  * a weapon with an  
   asterisk does +1 damage
  
  THe bard
  Name: Pick or make one up
  Look : Pick at least one from each row
   human     dwarf     elf     halfing     ______________
   young and beautiful     at the height of your powers    of a certain age     ______________
   dancing eyes     hungry eyes     smoldering eyes     twinkling eyes     ______________
   ethereal     flamboyant     imperious     sensual     stylish     unassuming     ______________
   a honeyed voice     a lilting voice     a raspy voice     a sonorous voice     ______________
  Background: Pick one
   ColleGium sCholar
  When you roll a 7+ to Spout Lore, you can ask the 
  GM a follow-up question of your choice about 
  the topic; they’ll answer truthfully.
  When you Have What You Need, you can produce 
  expensive/unlikely/rare items usefull to a scholar 
  (paper, beakers, astrolabes, mirrors, lenses, etc.).
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is in the collegium’s employ? 
  •  Which of you thinks I’m a liability?
  •  Which of you is an old drinking pal?
  •  Which of you is the subject of my studies?
   Courtesan
  When the GM first establishes a noble, famous, or 
  influential NPC, you can ask the GM one of the 
  following and get an honest answer:
  •  
  What is their most notable virtue or vice?
  •  What great deed are they known for?
  •  What great shame do they try to live down?
  When you first meet a noble, famous, or influential 
  NPC in play, you can expend Supplies to present 
  them with a fitting gift (describe it); if you do, 
  gain advantage on your next move against them. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you also serves my liege or house?
  •  Which of you is pledged to a rival house?
  •  With which of you do I share a torid past?
  •  Which of you is owed a debt by my liege?
   ProDiGy
  When you perform Fascination, on a 7+ you can 
  also name someone in your audience and pick 1:
  •  
  They wish to meet you, privately
  •  They greatly desire your services
  •  You intuit a secret about them
  When you Have What You Need, you can produce 
  an expensive, fine, or unusual item, but must tell 
  us who gifted it to you and why.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  About which of you had I sung before we met?
  •  About which of you am I composing a song?
  •  Which of you cares for me, not my talent?
  •  Which of you seeks to exploit my gifts?
   
   the WanDerinG folk        mmm
  Your people are known for their... (pick 1 of each)
   elaborate dress   exotic beauty   unearthly features 
   alluring dances   haunting music   sublime plays   
   curses and hexes   faerie blood   thieving ways    
  At the start of play, hold 3 Heritage. When you 
  make a move and spend 1 Heritage, describe how 
  you leverage one of your people’s traits to give you 
  advantage on the roll. When you spend a few days 
  among your people, reset your Heritage to 3. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is a friend to my people?
  •  Which of you believes the tales they tell of us?
  •  Which of you has long travelled with me?
  •  Which of you is also an outcast?
  HUMAN: Leena, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte, Ramonde, Cassandra
  DWARF: Berryl, Beyla, Bragi, Grannir, Gwynlil, Hevring, Orvar, Rokk, Volla
  ELF: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir
  HALFLING: Lily, Baldric, Lutes, Sebastian, Whistler, Melody, Raylee, Nell
  keeP ComPany
  When you spend a stretch of time together (on the 
  road, in camp, etc.) and you or the GM call for it, 
  take turns asking one of the following questions of 
  a PC or NPC in camp. 
  •  
  What do you do that’s so annoying/ 
  endearing?
  •  What do I do that you find so  annoying/
  endearing?
  •  Who or what seems to be on your mind?
  •  What do we find ourselves talking about?
  •  How do you pass the time?
  •    What do you reveal about yourself? 
  sCout aheaD
  When you go off on your own to explore a danger-
  ous area, say how you do it and roll+ STAT (per 
  Defy Danger): on a 7+, you make it back safely 
  and the GM describes what you found. Then, on 
  a 10+, pick 3; on a 7-9, pick 1:
  •  
  Ask a question from Discern Realities about 
  what you encountered (can pick multiple times)
  •  You were able to sneak something out
  •  You made some prepation or created some 
  advantage to exploit on your return
  •  You got away clean, leaving no trace, rousing 
  no suspicions, etc.
  On a 6-, choose 1:
  •  
  You make it back to the others, with trouble 
  hot on your heels
  •  You’re missing in action, the details to be 
  revealed later
   struGGle as one
  When you the GM calls on you to Defy Danger as 
  a group, they’ll describe the struggle you face. Say 
  how you deal with it and roll +STAT: on a 6-, you 
  find yourself in a spot, the GM will describe it; on 
  a 7+, you pull your weight; on a 10+, you can get 
  someone out of a spot, if you can tell us how. 
  If you roll 6- but someone saves you, don’t mark 
  XP. 
  venture forth
  When you travel through dangerous or unknown 
  lands, indicate your route and your destination 
  (which might just be “a safe place to camp” or “as 
  far as this trail takes us”). If the route is difficult, 
  choose 1. If the route is perilous, choose 1 more. 
  •  It takes longer than it should
  •  Something follows you to your destination
  •  Roll 1d4; the party as whole a must do one of 
  the following that many times 
  »  Expend Supplies 
  »  Mark “out of __”  
  »  Discard an item from inventory 
  »  Mark a debility 
  After making any choices, whoever leads the 
  way rolls +WIS: on a 10+, you’ve reached your 
  destination—describe the most interesting thing 
  on the journey; on a 7-9, as a 10+, but pick 1 extra 
  from the list above.  
  On a 6-, your trip is interupted by an obstacle, 
  danger, or crisis. You can resume your trip after 
  dealing with it (possibly Venturing Forth again).
  Optional Moves:
  Notes:
  Homebrew World v1.3.2 by Jeremy Strandberg, 2018 (CC BY-SA 3.0 US) • https://spoutinglore.blogspot.com
  
  Gear: 
  Tick 3 more  (below or in Small Items) 
  to indicate what you have
  unencumbered if nothing below this line
   
  clumsy (disadvantage on all rolls) below this line
  HP: 16
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
  Assign these, one 
  to each stat: +2, 
  +1, +1, +0, +0, -1  
  Tip: Put your +2 in 
  CHA or INT and +1 
  in the other one.
  Track current HP 
  and debilities here. 
  Make Camp or Give 
  Succor to heal.
  Damage:
  Armor:
  Reduce damage you 
  take by your armor 
  (unless). “X armor” 
  doesn’t stack; “+X 
  armor” does
  XP: mmmmm
  • Spend 1 XP to add +1 to a roll, after rolling
  • Spend 5 XP to pick an advance
  Mark XP when you 
  roll a 6-. See also: 
  Make Camp.
  o4 Sword* or Rapier (precise) DEX to Hack & Slash
   Finery silks, furs, ribbons, pointy shoes, etc.
   Lute or fiddle or mandolin or horn
   Supplies, 2 uses mm
   Stylish brigandine or leather cuirass (1 armor)
   Bow and arrows
  Small Items
  o4 Good knife
    Flute or pipes
    Songbook
    Token of some noble’s favor
    Purse of coins
  Out of...
   Food      Drink     Ammo
   Healing supplies
  
  
  
   Weakened (disadvantage to STR & DEX)
   Dazed (disadvantage to INT & WIS)
   Miserable (disadvantage to CON & CHA)
  Starting Moves:
  barDiC lore
  When you name a song, poem, or tale that tells of 
  the topic at hand, gain advantage to Spout Lore.
  rePutation
  When you meet someone who’s heard of you (your 
  call), roll +CHA: on a 10+, tell the GM two 
  things they’ve heard about you; on a 7-9, tell the 
  GM one thing that they’ve heard about you, and 
  the GM will reveal another.
   
  resourCeful
  When you roll a 6- on a move and mark XP, you 
  can ask the GM one question from the Discern 
  Realities list. Gain advantage on your first move 
  to act on the answer.
  arCane WorkinGs
  You know Fascination, and choose 3 more:
  o4 Fascination: Give a sublime performance, 
  holding your audience entranced. 
   
   
   
   Cacophany: Utter/play a loud and terrible 
  note. All who hear it must either (they pick):  
  • Drop what they carry and cover their ears 
    • Stagger, cringe, and cower
   
   
   
   Counterpoint: Intone a resonant note. Break 
  an enchantment upon those who hear it.
   
   
   
   Honeyed Words: Recite a flattering verse; 
  your audience thinks well of you until given a 
  reason not to.
   
   
   
   Heart Strings: Name a strong emotion (love, 
  fear, hate, hope, despair, etc.) and sing a song 
  to evoke it; it swells in you audience’s hearts. 
   
   
   
   Lullaby: Sing or whisper soothing words. 
  Those who hear you grow drowsy, then sleep.
   
   
   
   Rhapsody: Sing a tale or song to inspire; 
  allies who hear it hold 1 Confidence, which 
  they can spend to gain advantage on a roll.
   
   
   
   War Song: Chant a defiant hymn. While you 
  persist, allies hearing it ignore fear and doubt.
  When you perform a working, name anyone you 
  wish to exempt from the effect and roll +CHA: 
  on a 10+, it works as expected; on a 7-9, it works, 
  but the GM picks one:
  •  
  You draw unwanted attention
  •  You effect more or fewer than you intended
  •  The affect is weaker or stronger than expected
  Advances:
   imProveD stat
  Increase one of your stats by +1, to a max of +2.
   
   suPerior stat
  Requires: Improved Stat
  Increase one of your stats by +1, to a max of +3.
   Duelist’s Parry
  When you Hack and Slash, gain +2 armor for the 
  exchange.
   exPanDeD rePertoire
  Choose 2 more Arcane Workings; you can per-
  form them now. 
   silver tonGueD
  When you use words to avoid suspicion or trouble, 
  roll +CHA: on a 10+, hold 3 Nerve; on a 7-9, 
  hold 1. You may spend Nerve, 1-for-1, to:
  •  
  Move about or maneuver unchallenged
  •  Withstand direct scrutiny or questioning
  •  Direct suspicion or attention elsewhere
   life of the Party
  When you Make Camp and seek to raise the spirits 
  of your companions, say how you do it and pick 1:
  •  
  The party doesn’t need to expend Supplies or 
  in order to Make Camp
  •  One member of the party picks an extra 
  benefit from Making Camp
  Spend 5 XP to pick 
  one, at any time.
  Drive: Pick 1
   fame
  Ensure that others will spread your name
   
   Drama
  Provoke conflict between others
   
   romanCe
  Share a passionate moment with another
   
   WisDom
  An NPC acts on your honest advice
  When you Make Camp, mark XP if you’ve done this.
  Expend Supplies to Have What You Need, 
  Give Succor, Make Camp, or clear some-
  one else’s “out of” (see Share Supplies).
  * a weapon with an  
   asterisk does +1 damage
  
  THe Paladin
  Name: Pick or make one up
  HUMAN: Ameer, Augustine, Berryl, Cassius, Hadrian, Ismina, Johanna, Lucia, Lux, Octavia, Regulus,  
  Roshan, Sanguinus, Sofia, Thaddeus, Titanius, Valeria, Ursa
  Look : Pick one from each row
   human     ______________
   young & innocent     older than I look     stately and distinguished     ______________
   eager eyes     piercing eyes     sad eyes     soulful eyes     ______________
   heroic figure     lit by an inner fire     striking beauty     unshakable poise      ______________
   all shine & polish     mismatched armor     timeworn gear     ______________
  Background: Pick one
   anointeD by the GoDs
  When you invoke your divine authority to issue 
  an order or a warning, roll +CHA: on a 7-9, they 
  must choose 1; on a 10+, you can tell what they’re 
  going to do and act first (with advantage).
  •  
  Do what you say
  •  Back away slowly, then flee
  •  Attack you
  When you Give Succor by laying hands on your 
  patient, you can use CHA instead of WIS and 
  mark a debility in lieu of expending 1 Supplies.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you knew me before I was called?
  •  Which of you shares my faith?
  •  Which of you finds me unnerving?
  •  Which of you mocks or doubts my faith?
   hero reborn
  When you Spout Lore by consulting the memories 
  of your past life or lives, you have advantage.
  When you Make Camp and dream your prophetic 
  dreams, ask the GM a question about the perils 
  that you face. They’ll give you an honest answer in 
  your dreams, though it may be clouded or cryptic.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you knew me in a previous life?
  •  Which of you is you my kin in this life?
  •  Which of you doubts I am who I claim to be?
  •  Which of you has pledged to follow me?
   ParaGon of virtue
  When you approach an enemy to negotiate in good 
  faith, they will at least hear you out. Even the 
  most debased and savage foe will delay violence 
  until you’ve had your say.
  When you spend the night in prayer and vigil, 
  you need not sleep in order to gain the benefits of 
  Make Camp, but remain alert to danger.  
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is a better soul than you let on?
  •  Which of you is following me on my quest?
  •  Which of you fills me with temptation?
  •  Which of you convinced me that this foolish-
  ness was worthwhile?
   
   saCreD orDer
  What is your order known for? (pick 3)
   chapters everywhere   fanatic zeal   holy relics   
   honor   influence   mystical rites   popularity  
   skilled warriors   troves of lore   wealth 
  When you leverage your order’s reputation, you 
  gain advantage to Parley. When you Spout Lore 
  about your order, treat a 6- as a 7-9.
  When you Have What You Need, you can produce 
  items reflecting your order’s traits. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you also serves my order?
  •  Which of you have I been ordered to serve?
  •  Which of you knows of my secret mission?
  •  Which of you am I watching closely?
  keeP ComPany
  When you spend a stretch of time together (on the 
  road, in camp, etc.) and you or the GM call for it, 
  take turns asking one of the following questions of 
  a PC or NPC in camp. 
  •  
  What do you do that’s so annoying/ 
  endearing?
  •  What do I do that you find so  annoying/
  endearing?
  •  Who or what seems to be on your mind?
  •  What do we find ourselves talking about?
  •  How do you pass the time?
  •    What do you reveal about yourself? 
  sCout aheaD
  When you go off on your own to explore a danger-
  ous area, say how you do it and roll+ STAT (per 
  Defy Danger): on a 7+, you make it back safely 
  and the GM describes what you found. Then, on 
  a 10+, pick 3; on a 7-9, pick 1:
  •  
  Ask a question from Discern Realities about 
  what you encountered (can pick multiple times)
  •  You were able to sneak something out
  •  You made some prepation or created some 
  advantage to exploit on your return
  •  You got away clean, leaving no trace, rousing 
  no suspicions, etc.
  On a 6-, choose 1:
  •  
  You make it back to the others, with trouble 
  hot on your heels
  •  You’re missing in action, the details to be 
  revealed later
   struGGle as one
  When you the GM calls on you to Defy Danger as 
  a group, they’ll describe the struggle you face. Say 
  how you deal with it and roll +STAT: on a 6-, you 
  find yourself in a spot, the GM will describe it; on 
  a 7+, you pull your weight; on a 10+, you can get 
  someone out of a spot, if you can tell us how. 
  If you roll 6- but someone saves you, don’t mark 
  XP. 
  venture forth
  When you travel through dangerous or unknown 
  lands, indicate your route and your destination 
  (which might just be “a safe place to camp” or “as 
  far as this trail takes us”). If the route is difficult, 
  choose 1. If the route is perilous, choose 1 more. 
  •  It takes longer than it should
  •  Something follows you to your destination
  •  Roll 1d4; the party as whole a must do one of 
  the following that many times 
  »  Expend Supplies 
  »  Mark “out of __”  
  »  Discard an item from inventory 
  »  Mark a debility 
  After making any choices, whoever leads the 
  way rolls +WIS: on a 10+, you’ve reached your 
  destination—describe the most interesting thing 
  on the journey; on a 7-9, as a 10+, but pick 1 extra 
  from the list above.  
  On a 6-, your trip is interupted by an obstacle, 
  danger, or crisis. You can resume your trip after 
  dealing with it (possibly Venturing Forth again).
  Optional Moves:
  Notes:
  Homebrew World v1.3.2 by Jeremy Strandberg, 2018 (CC BY-SA 3.0 US) • https://spoutinglore.blogspot.com
  
  Gear: 
  Tick 2 more  (below or in Small Items) 
  to indicate what you have
  unencumbered if nothing below this line
   
  clumsy (disadvantage on all rolls) below this line
  HP: 20
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
   Weakened (disadvantage to STR & DEX)
   Dazed (disadvantage to INT & WIS)
   Miserable (disadvantage to CON & CHA)
  Assign these, one 
  to each stat: +2, 
  +1, +1, +0, +0, -1  
  Tip: put the +2 in 
  either CHA or STR, 
  and +1 in the other
  Track current HP 
  and debilities here. 
  Make Camp or Give 
  Succor to heal.
  Damage:
  Armor:
  Reduce damage you 
  take by your armor 
  (unless). “X armor” 
  doesn’t stack; “+X 
  armor” does
  XP: mmmmm
  • Spend 1 XP to add +1 to a roll, after rolling
  • Spend 5 XP to pick an advance
  Mark XP when you 
  roll a 6-. See also: 
  Make Camp.
  o4 Sword* or mace* or hammer* or flail*
   Shield (+1 armor) or Polearm* (reach, 2h)
  o4 Supplies, 2 uses mm
  o4 Hauberk or brigandine or breastplate  
          (2 armor, big, clumsy)
   More supplies, 2 uses mm
  Small Items
  o4 Pair of good knives mm
  o4 Symbol of your god
   Purse of coins
   Token of some noble’s favor
   Healing potion (10 HP or debility)
  Out of...
   Food      Drink     Ammo
   Healing supplies
  
  
  
  Starting Moves:
  armoreD
  When you wear armor, ignore the clumsy tag.
  bounD by a hiGher laW
  Choose 3 oaths that guide your behavior:
   I shall not cheat, nor utter falsehood, nor 
  deceive others with my words
    I will protect the weak and give aid to any 
  innocent who asks it of me
    I must not let a crime go unpunished
    I shall not flee, nor deny a call to battle
    I will offer mercy to any I defeat, even the 
  most unworthy
    I shall never refuse a superior’s order
  When you violate one of your oaths, choose two 
  of your paladin moves. You lose those moves until 
  you atone; ask the GM what’s required to do so. 
   
  Divine GraCe 
  When you Defend, roll +CHA instead of +CON. 
  In addition to the usual choices, you can spend 
  Readiness to: 
  •  
  Blaze with righteousness, making all demons 
  and undead recoil from your presence.
  •  Stand fast, holding your position despite what 
  befalls you.
  eyes unClouDeD
  When you pray for guidance, even for a moment, 
  you can ask the GM “what here is evil?” and get 
  an honest answer. 
  fear no evil
  When you Defy Danger due to fear, don’t roll; you 
  automatically succeed as if you rolled a 10+. 
  smite evil
  When you strike a thing of supernatural evil, roll 
  +STR: on a 10+, deal your damage and pick 1 
  from the list below; on a 7-9, deal your damage 
  and pick 1, but you also expose yourself to harm 
  or unwanted attention. 
  •  
  Deal +1d6 damage
  •  Ignore the thing’s armor or other defenses
  •  Suppress one of its unnatural powers
  •  Force it from its host
  Advances:
   imProveD stat
  Increase one of your stats by +1, to a max of +2.
   
   suPerior stat
  Requires: Improved Stat
  Increase one of your stats by +1, to a max of +3.
   aura of CouraGe
  When you stand fast in battle, allies who can see 
  or hear you are unaffected by fear or doubt.
   
   CharGe! 
  When you charge into battle, gain +1 armor and 
  deal +1d4 damage on the initial exchange. Any-
  one who follows your lead also gets this benefit.
   
   staunCh DefenDer 
  When you Defend, you hold +1 Readiness. Even 
  on a 6-, you hold 1 Readiness.
   Walk throuGh the valley
  You are unaffected by poison or disease.
   WinDoWs to the soul 
  mm
  When you peer into the eyes of another, roll +WIS: 
  on a 10+, hold 2 Insight; on a 7-9, hold 1 Insight. 
  While in their presence, spend your Insight 1-for-
  1 to ask their player/the GM one of the following 
  and get an honest answer:
  •  
  Are they lying or trying to deceive me?
  •  What are they really feeling?
  •  What sin holds sway in their heart?
  Spend 5 XP to pick 
  one, at any time.
  Drive: Pick 1
   CouraGe
  Lead another to act despite fear or doubt
   
   Doubt
  Question your faith, your oaths, or your order
   
   saCrifiCe
  Suffer hardship so that another doesn’t have to
   
   zeal
  Cause your allies trouble by adhering strictly 
  to your oaths
  When you Make Camp, mark XP if you’ve done this.
  Expend Supplies to Have What You Need, 
  Give Succor, Make Camp, or clear some-
  one else’s “out of” (see Share Supplies).
  * a weapon with an  
   asterisk does +1 damage
  
  Name: Pick or make one up
  HUMAN: Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin, Sibel, Nils, Wei 
  DWARF: Odr, Gullvig, Frefa, Adun, Loffin, Njora, Khargus, Ragrim, Melinae, Gulo 
  ELF: Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan, Taeros, Aegor
  HALFLING: Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck, Anne, Serah 
  Look : Pick one from each row
   human    dwarf    elf    halfling    ______________
  born of the...   Great Forest    Whsipering Plains    Vast Desert    Stinking Mire    River Delta   
                 Sapphire Islands    Open Sea    Towering Mountains    Frozen North    Blasted Wastes    
                 Depths of the Earth    Lands Lost to Time    Field, Farm, and Pasture    ______________
   fresh faced     hale & hearty     old & wizened     ______________
   curvy    strapping     rail-thin     thick-set     willowy     ______________
   ceremonial garb    furs, hides, feathers    ornate mask     painted/tattoos/scarring    ___________
  Your tell is always present, in any form you take, a reflection of your land and your nature. 
   antlers/horns    cat-eyes    gills    green hair/feathers/fur     musky smell     ______________  
  THe druid
  Background: Pick one
   keePer of the olD faith 
  When you Spout Lore about the natural world or 
  things civilization has forgot, you have advantage. 
  When you Give Succor in the wild and have time 
  to forage, you don’t need to expend Supplies. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you also reveres the old gods?
  •  Which of you dismisses me as a primitive?
  •  Which of you disregards the natural order?
  •  Which of you requires my guidance?
   initiate of the first CirCle
  You belong to a far-flung sect devoted to balance 
  and the natural order. When you send word to 
  your sect asking for aid, roll +CHA: on a 10+, they 
  provide it with all due haste; on a 7-9, the aid will 
  be delayed or come with strings attached.
  When you expend Supplies and mark an area with 
  sacred symbols, the area is warded against one of 
  the following so long as the symbols remain: 
  •  
  Unclean spirits and perversions of nature
  •  Natural beasts and spirits of the wild
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you is also a follower of my sect?
  •  Which of you am I commanded to protect?
  •  Which of you is being watched by my sect?
  •  Which of you has reason to distrust my sect?
   totem sPirit
  Choose a natural beast native to your homeland. 
  When you borrow the form of your totem, don’t 
  roll to Shapechange; you automatically get a 10+. 
  However, when you act against to your totem’s 
  instincts, you Defy Danger with disadvantage.
  When you expend Supplies to craft an effigy of 
  your totem, set it to watch over a place or a person. 
  It will alert you the next time danger approaches. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  About which of you do the spirits whisper?
  •  Which of you is followed by a dark presence?
  •  Which of you thinks thinks me a mummer?
  •  Which of you has also seen the spirit realm?
   
   triCkster/Culture hero            
  When you Defy Danger or Parley using flattery or 
  deceit, you have advantage. 
  When you Have What You Need, you can produce 
  something strange & magical. Say how you stole/
  won it and how it’s useful right now, but ask the 
  GM how it’s limited and problematic.
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you has shared in my adventures?
  •  Which of you is often the butt of my jokes?
  •  Which of you most enjoys my tales?
  •  Which of you thinks I’m just full of crap?
  Optional Moves:
  Notes:
  keeP ComPany
  When you spend a stretch of time together (on the 
  road, in camp, etc.) and you or the GM call for it, 
  take turns asking one of the following questions of 
  a PC or NPC in camp. 
  •  
  What do you do that’s so annoying/ 
  endearing?
  •  What do I do that you find so  annoying/
  endearing?
  •  Who or what seems to be on your mind?
  •  What do we find ourselves talking about?
  •  How do you pass the time?
  •    What do you reveal about yourself? 
  sCout aheaD
  When you go off on your own to explore a danger-
  ous area, say how you do it and roll+ STAT (per 
  Defy Danger): on a 7+, you make it back safely 
  and the GM describes what you found. Then, on 
  a 10+, pick 3; on a 7-9, pick 1:
  •  
  Ask a question from Discern Realities about 
  what you encountered (can pick multiple times)
  •  You were able to sneak something out
  •  You made some prepation or created some 
  advantage to exploit on your return
  •  You got away clean, leaving no trace, rousing 
  no suspicions, etc.
  On a 6-, choose 1:
  •  
  You make it back to the others, with trouble 
  hot on your heels
  •  You’re missing in action, the details to be 
  revealed later
   struGGle as one
  When you the GM calls on you to Defy Danger as 
  a group, they’ll describe the struggle you face. Say 
  how you deal with it and roll +STAT: on a 6-, you 
  find yourself in a spot, the GM will describe it; on 
  a 7+, you pull your weight; on a 10+, you can get 
  someone out of a spot, if you can tell us how. 
  If you roll 6- but someone saves you, don’t mark 
  XP. 
  venture forth
  When you travel through dangerous or unknown 
  lands, indicate your route and your destination 
  (which might just be “a safe place to camp” or “as 
  far as this trail takes us”). If the route is difficult, 
  choose 1. If the route is perilous, choose 1 more. 
  •  It takes longer than it should
  •  Something follows you to your destination
  •  Roll 1d4; the party as whole a must do one of 
  the following that many times 
  »  Expend Supplies 
  »  Mark “out of __”  
  »  Discard an item from inventory 
  »  Mark a debility 
  After making any choices, whoever leads the 
  way rolls +WIS: on a 10+, you’ve reached your 
  destination—describe the most interesting thing 
  on the journey; on a 7-9, as a 10+, but pick 1 extra 
  from the list above.  
  On a 6-, your trip is interupted by an obstacle, 
  danger, or crisis. You can resume your trip after 
  dealing with it (possibly Venturing Forth again).
  Homebrew World v1.3.2 by Jeremy Strandberg, 2018 (CC BY-SA 3.0 US) • https://spoutinglore.blogspot.com
  
  Gear: 
  Tick 3 more  (below or in Small Items) 
  to indicate what you have
  unencumbered if nothing below this line
   
  clumsy (disadvantage on all rolls) below this line
  HP: 16
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
   Weakened (disadvantage to STR & DEX)
   Dazed (disadvantage to INT & WIS)
   Miserable (disadvantage to CON & CHA)
  Assign these, one 
  to each stat: +2, 
  +1, +1, +0, +0, -1  
  Tip: put the +2 in 
  WIS or CON, and +1 
  in the other
  Track current HP 
  and debilities here. 
  Make Camp or Give 
  Succor to heal.
  Damage:
  Armor:
  Reduce damage you 
  take by your armor 
  (unless). “X armor” 
  doesn’t stack; “+X 
  armor” does
  XP: mmmmm
  • Spend 1 XP to add +1 to a roll, after rolling
  • Spend 5 XP to pick an advance
  Mark XP when you 
  roll a 6-. See also: 
  Make Camp.
   Spear (reach) or sickle or staff or cudgel
   Wooden shield (+1 armor)
  o4 Supplies, 2 uses mm
   More supplies, 2 uses mm
   Hides & furs (1 armor)
  Small Items
  o4 A good knife
  o4 Sacred token of nature
   Sling (and ammo)
   Healing potion (10 HP or debility)
  Expend Supplies to Have What You Need, 
  Give Succor, Make Camp, or clear some-
  one else’s “out of” (see Share Supplies).
  Out of...
   Food      Drink     Ammo
   Healing supplies
  
  
  
  Starting Moves:
  shaPeChanGe
  When you borrow the form of a natural beast, one 
  native to your homeland, name it and roll +CON: 
  on a 10+, you stay in that form until you decide 
  to change back or take on another; on a 7-9, you 
  shed your borrowed form the first time you roll 
  a 6- (in addition to whatever the GM says), or 
  earlier if you so desire; on a 6-, the form’s instincts 
  are particularly strong (see below) and you’re 
  stuck in that form until you calm yourself and 
  take the time to set the form aside.
  While in your borrowed form, you have its innate 
  armor, qualities, tags, and abilities but use your 
  own stats (you might be an ox, and strong as an 
  ox, but you roll your STR to see how you wield 
  that strength). 
  When you act contrary to the instincts or nature 
  of your borrowed form, you are Defying Danger 
  with WIS. 
  the seCret tonGue 
  You can communicate with natural beasts, spirits 
  of the wild, and others who speak the Secret 
  Tongue. 
  When you Parley using the Secret Tongue, roll 
  with WIS instead of CHA.
  sPirit-touCheD
  You can always ask the GM “What spirits are 
  active here?” and get an honest answer. 
  Communion
  When you perform a little ritual and make an 
  offering of something they’d like (whisky, incense, 
  blood, etc.), the spirits of a place manifest before 
  you—not always friendly, but at least curious and 
  willing to hear you out.
  When you commune with the spirit of a beast 
  and ask to borrow its form, it will ask something 
  of you. Meet its request, and henceforth you can 
  shapechange into that beast, as though it were 
  native to your homeland. 
  Advances:
   imProveD stat
  Increase one of your stats by +1, to a max of +2.
   
   suPerior stat
  Requires: Improved Stat
  Increase one of your stats by +1, to a max of +3.
   reD of tooth anD ClaW
  When you Shapechange into a dangerous form, 
  you deal +1d4 extra damage
   
   borroWeD PoWer 
  When you convince a spirit or beast to lend you its 
  power, ask the GM for one of its moves. Write it 
  down; you can do that move, once, just like that. 
  You can hold only one such move at a time. 
   
    
   
   heeD my Call 
  When you mark a debility and beseech one of the 
  elements to attend you, an elemental spirit mani-
  fests in dramatic fashion. Make your demand and 
  Parley as normal, but realize that it’s both fickle 
  and stubborn, with wants and needs alien to your 
  own.
   eyes of the tiGer
  When you mark a beast (with pigment, mud, 
  blood, etc.), you see through its eyes as if they 
  were your own, no matter the distance between 
  you. Only one animal can be so marked at a time.
  Spend 5 XP to pick 
  one, at any time.
  Drive: Pick 1
   Cultivation
  Help someone grow, learn, or improve
   
   DetaChment
  Act (or fail to) in a way that harms an ally or 
  bystander
   
   heritaGe
  Upset another with your strange ways/rites
   
   Preservation
  Convince others to protect a thing of nature
   
   reClamation
  Deface/destroy/bury an artifice of civilization
  When you Make Camp, mark XP if you’ve done this.
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  Deal DamaGe
  When you harm a foe but don’t murder them 
  outright, roll your damage and say the result (plus 
  any tags like messy, forceful, etc.). The GM will re-
  duce the victim’s HP by that amount (less armor) 
  and either describe the result or ask you to do so.
  When a creature is reduced to 0 HP, they are out 
  of the action: dead, unconscious, cowering, etc.
  When you have advantage or disadvantage to a 
  damage roll, roll the main damage die twice and 
  take the higher or lower result; then add any 
  bonus dice that apply.
  If you harm multiple foes at once, roll damage 
  seperately for each.
   
  DefenD
  When you take up a defensive stance or jump in 
  to protect others, roll +CON: on a 10+, hold 3 
  Readiness; on a 7-9, hold 1 Readiness. You can 
  spend Readiness 1-for-1 to:
  •  
  Suffer an attack’s damage/effects instead of 
  your ward
  •  Halve an attack’s damage/effects
  •  Draw all attention from your ward to yourself
  •  Strike back at an attacker (Deal Damage, with 
  disadvantage)
  When you go on the offense, cease to focus on 
  defense, or the threat passes, lose any Readiness 
  that you hold.
   
  haCk anD slash
  When you fight in melee or close quarters, roll 
  +STR: on a 10+, your maneuver works as expected 
  (Deal Damage) and pick 1: 
  •  
  Evade, prevent, or counter the enemy’s attack 
  •  Strike hard and fast, for 1d6 extra damage, 
  but suffer the enemy’s attack
  On a 7-9, your maneuver works, mostly (Deal 
  Damage) but suffer the enemy’s attack. 
   
  volley
  When you take aim and attack an enemy at range, 
  roll +DEX: on a 10+, you have a clear shot—Deal 
  Damage! On a 7-9, Deal Damage but choose 1 
  from the list below.
  •  
  You have to move/hold steady to get the shot, 
  placing you in danger of the GM’s choice
  •  Take what you can get: Deal Damage with 
  disadvantage
  •   Expend Supplies or mark “out of ammo” 
  take DamaGe
  When you are injured, roughed up, or otherwise 
  suffer harm, the GM will tell you how much 
  damage you take, along with any additional 
  effects. Reduce the damage by your armor (if any) 
  and lose that many HP. 
  When you are reduced to 0 HP, you are out of 
  the action. If you have suffered potentially deadly 
  harm, you are dying and roll Last Breath.
  last breath
  When you are dying, you catch a glimpse of
  what lies beyond the Black Gates of Death
  (describe it). Then roll +nothing, on a 10+, you’ve 
  cheated death—you’re no longer dying but you’re 
  still in a bad place; on a 7-9, Death will offer you 
  a bargain—take it and stabilize or refuse and pass 
  beyond the Black Gates into whatever fate awaits 
  you; on a 6-, your fate is sealed. You’re marked as 
  Death’s own and you’ll cross the threshold soon. 
  The GM will tell you when.
   
  Give suCCor
  When you tend to someone’s ailments, expend 1 
  Supplies (or mark “out of healing supplies”) and 
  roll +INT: on a 10+, either pick 2 from the list 
  below or pick 1 and don’t expend supplies after 
  all; on a 7-9, pick 1.
  •  
  They heal 5 HP
  •  They clear a debility 
  •  Their dangerous wounds are stabilized
   
  make CamP
  When you settle in to rest in a dangerous area, 
  someone in the party must expend 1 Supplies or 
  mark “out of food.”
  Then, take turns with the following: 
  •  Give an example of how you’ve met your 
  Drive’s requirement; if you can, mark XP
  •  Describe how your opinion of or relationship 
  with another character has changed; if every-
  one agrees, mark XP
  •  Point out something awesome that another 
  character did, that no one else has mentioned 
  yet; if you do, mark XP
  When you wake from at least a few hours sleep, 
  choose 1. If you expend 1 extra use of Supplies, 
  choose another.
  •  Regain HP equal to 1/2 your maximum
  •  Clear your debilities
  •  Gain advantage on your next roll
  Violence & Recovery Moves:
  aDvantaGe/DisaDvantaGe
  When you make a roll with advantage, roll an 
  extra die and discard the lowest result. 
  When you make a roll with disadvantage, roll an 
  extra die and discard the highest result. 
  When you make a roll with both advantage and 
  disadvantage, they cancel each other out.
   
  aiD
  When you help another character who’s about to 
  roll, they gain advantage but you are exposed to 
  any risks, costs, or consequences. 
  When you jump in to help another character who 
  just rolled, tell us how and ask the GM what else 
  is required or what that consequences will be. If 
  you accept, increase your ally’s roll by +1.
  Defy DanGer
  When you act despite an imminent threat or suffer 
  a calamity, say how you deal with it and roll...
  ... +STR to employ brute force 
  ...  +DEX to act with speed or finesse
  ... +CON to endure or hold steady
  ... +INT to think fast or employ expertise
  ... +WIS to apply mental fortitude or sharp senses
  ... +CHA to use charm, subterfuge, social grace
  On a 10+, you do what you set out to, and the 
  threat doesn’t come to bear; on a 7-9, the GM 
  will offer you a worse outcome, hard bargain, or 
  ugly choice.
  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; either way, take ad-
  vantage on your next move to act on the answers.
  •  
  What happened here recently?
  •  What is about to happen?
  •  What should I be on the lookout for?
  •  What here is useful or valuable to me?
  •  Who or what is really in control here?
  •  What here is not what it appears to be?
  have What you neeD  
  When you go through your gear and expend 
  Supplies, you produce a common, mundane item, 
  something that you could have conceivably been 
  carrying. Add the item to your inventory. 
  If the item you produce is small, you can mark 
  “out of __” instead of expending Supplies. If you 
  do, that’s the last of that thing that you had.
  interfere
  When you try to foil another PC’s action, say how 
  you do it and roll +STAT (as per Defy Danger): 
  on a 10+, they pick 1 from the list below; on 
  a 7-9, they pick 1 but you are left off balance, 
  exposed, or otherwise vulnerable.
  •  
  They do it anyway, but with disadvantage
  •  They relent, change course, or otherwise allow 
  their move to be foiled 
  Parley
  When you press or entice an NPC, say what you 
  want them to do (or not do). If they have reason 
  to resist, roll +CHA: on a 10+, they either do as 
  you want or reveal the easiest way to convince 
  them; on a 7-9, they reveal something you can 
  do to convince them, though it’ll likely be costly, 
  tricky, or distasteful.
  When you press or entice a PC and they resist, you 
  can roll +CHA: on a 10+, both; on a 7-9, pick 1:
  •  
  If they do it, they mark XP
  •  If they don’t do it, they must reveal a way you 
  could convince them
   
  resuPPly
  When you take the opportunity to resupply, regain 
  any uses of Supplies and clear your “out of...” 
  items. If you’re paying for it, a valuable item (like 
  a pouch of coins) should cover the party.
   
  share suPPlies
  When you share with an ally who’s out of some-
  thing, expend Supplies to let them clear one “out 
  of” box—as long as it’s something you might 
  reasonably have been carrying.
   
  sPout lore
  When you consult your accumulated knowledge 
  about something, roll+INT: on a 10+, the GM will 
  tell you something interesting, useful, and relevant 
  about the subject; on a 7–9, the GM will only tell 
  you something interesting—it’s on you to make 
  it useful; 
  Either way, the GM might ask you “How do you 
  know this?” Tell them the truth, now.
  Basic Moves:
  
  THe wielder
  Name: Pick or make one up
  HUMAN: Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob
  DWARF: Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq
  ELF: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian
  HALFLING: Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca
  Look : Pick one from each row
   human     dwarf     elf     halfing     ______________
   young & brash     in my prime     grizzled     ______________
   flashing eyes     hard eyes     thousand-yard stare     ______________
   giant frame     ripped     stocky     wiry      ______________
   distinctive scars     oft-broken nose     missing bits     surprisngly pretty     ______________
  Background: Pick one
   GlaDiator
  When you dispatch a foe in a flashy or brutal way, 
  pick 1:
  •  
  Name a foe; you’ve got their attention
  •  Name an ally; you’ve given them an opening 
  (they gain advantage if they act on it)
  •  Name a witness; they will spread tales of you
  When you take damage, you can expend Supplies 
  to halve the damage and the effects of the blow; 
  tell us how your gear takes the brunt of it. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you has faced me in battle?
  •  Which of you is the most fun?
  •  Which of you is scared of me?
  •  Which of you do I trust the most?
   noble sCion
  When you Spout Lore about nobility, royalty, or 
  the concerns thereof, you have advantage.
  You start with a token of some noble’s favor for 
  free (see Gear). When you Have What You Need, 
  you can produce fine, expensive items (though not 
  unique, obscure, or overly specific items).
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you have sworn an oath to me?
  •  Which of you is you my kin?
  •  Which of you is seeks to exploit me?
  •  Which of you is doesn’t respect my rank?
   PleDGeD GuarDian
  When you hold Readiness (from the Defend 
  move), you can always suffer the damage/effects 
  of an attack instead of your ward; no need to 
  spend Readiness, you can just do it.
  When you Give Succor, add your WIS (min 1) to 
  any HP that your patient recovers. 
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you have I sworn to protect?
  •  Which of you am I most worried about?
  •  Which of you has my back?
  •  Which of you has been flirting with me?
   
   veteran of the Wars
  You know how to pack a kit; add an extra m to 
  Supplies and More Supplies in the Gear section 
  (you get an extra use out of each).
  When you bed down in the field, you need not doff 
  your armor and will wake from sleep fully alert 
  at the slightest hint of trouble. When you have 
  a few hours of mindless, light duty (hiking, riding, 
  keeping watch, etc.), you can catnap and regain 
  5 HP.  
  When you introduce yourself to the other PCs, 
  ask one or more of the following:
  •  
  Which of you served with me?
  •  Which of you fought on the other side?
  •  Which of you is in charge?
  •  Which of you is gonna get us all killed?
  keeP ComPany
  When you spend a stretch of time together (on the 
  road, in camp, etc.) and you or the GM call for it, 
  take turns asking one of the following questions of 
  a PC or NPC in camp. 
  •  
  What do you do that’s so annoying/ 
  endearing?
  •  What do I do that you find so  annoying/
  endearing?
  •  Who or what seems to be on your mind?
  •  What do we find ourselves talking about?
  •  How do you pass the time?
  •    What do you reveal about yourself? 
  sCout aheaD
  When you go off on your own to explore a danger-
  ous area, say how you do it and roll+ STAT (per 
  Defy Danger): on a 7+, you make it back safely 
  and the GM describes what you found. Then, on 
  a 10+, pick 3; on a 7-9, pick 1:
  •  
  Ask a question from Discern Realities about 
  what you encountered (can pick multiple times)
  •  You were able to sneak something out
  •  You made some prepation or created some 
  advantage to exploit on your return
  •  You got away clean, leaving no trace, rousing 
  no suspicions, etc.
  On a 6-, choose 1:
  •  
  You make it back to the others, with trouble 
  hot on your heels
  •  You’re missing in action, the details to be 
  revealed later
   struGGle as one
  When you the GM calls on you to Defy Danger as 
  a group, they’ll describe the struggle you face. Say 
  how you deal with it and roll +STAT: on a 6-, you 
  find yourself in a spot, the GM will describe it; on 
  a 7+, you pull your weight; on a 10+, you can get 
  someone out of a spot, if you can tell us how. 
  If you roll 6- but someone saves you, don’t mark 
  XP. 
  venture forth
  When you travel through dangerous or unknown 
  lands, indicate your route and your destination 
  (which might just be “a safe place to camp” or “as 
  far as this trail takes us”). If the route is difficult, 
  choose 1. If the route is perilous, choose 1 more. 
  •  It takes longer than it should
  •  Something follows you to your destination
  •  Roll 1d4; the party as whole a must do one of 
  the following that many times 
  »  Expend Supplies 
  »  Mark “out of __”  
  »  Discard an item from inventory 
  »  Mark a debility 
  After making any choices, whoever leads the 
  way rolls +WIS: on a 10+, you’ve reached your 
  destination—describe the most interesting thing 
  on the journey; on a 7-9, as a 10+, but pick 1 extra 
  from the list above.  
  On a 6-, your trip is interupted by an obstacle, 
  danger, or crisis. You can resume your trip after 
  dealing with it (possibly Venturing Forth again).
  Optional Moves:
  Notes:
  Homebrew World v1.3.2 by Jeremy Strandberg, 2018 (CC BY-SA 3.0 US) • https://spoutinglore.blogspot.com
  a variant of the Fighter, who wields a signature weapon
  
  Gear: 
  Tick 3 more  (below or in Small Items) 
  to indicate what you have
  unencumbered if nothing below this line
   
  clumsy (disadvantage on all rolls) below this line
  HP: 20
  STR:
  DEX:
  CON:
  INT:
  WIS:
  CHA:
   Weakened (disadvantage to STR & DEX)
   Dazed (disadvantage to INT & WIS)
   Miserable (disadvantage to CON & CHA)
  Assign these, one 
  to each stat: +2, 
  +1, +1, +0, +0, -1  
  Tip: put the +2 in 
  either STR or DEX
  Track current HP 
  and debilities here. 
  Make Camp or Give 
  Succor to heal.
  Damage:
  Armor:
  Reduce damage you 
  take by your armor 
  (unless). “X armor” 
  doesn’t stack; “+X 
  armor” does
  XP: mmmmm
  • Spend 1 XP to add +1 to a roll, after rolling
  • Spend 5 XP to pick an advance
  Mark XP when you 
  roll a 6-. See also: 
  Make Camp.
  o4 Your signature weapon
   Shield (+1 armor) or crossbow (+1 damage, reload)
  o4 Supplies, 2 uses mm
  o4 Hauberk or brigandine or breastplate  
        (2 armor, big, clumsy)
   More supplies, 2 uses mm
  Small Items
  o4 Pair of good knives mm
   Purse of coins
   Token of some noble’s favor
   Healing potion (10 HP or debility)
  Out of...
   Food      Drink     Ammo
   Healing supplies
  
  
  
  Starting Moves:
  armoreD
  When you wear armor, ignore the clumsy tag.
  intimiDatinG
  When you Parley using violence or threats, you 
  have advantage.
  situational aWareness
  When you Discern Realities, add these to the list 
  of questions you can ask. 
  •  
  What is my enemy’s true position?
  •   Who or what here is the biggest threat?
  •   What’s the best way in/out/through/past?
  When a fight starts, ask the GM one question 
  that you could ask with Discern Realities, and 
  gain advantage to act on the answer.
  siGnature WeaPon
  Pick one. How did you come to posses it?
   Crom Faeyr, hammer of the dwarf-kings.  
  (+1d4 damage, forceful, loud) 
  When you roll 12+ to Hack & Slash with this 
  hammer, it booms like thunder, stuns them, 
  and sends them flying
   
   
   
   Meofainn, an ax tempered in dragon’s blood.  
  (+1 damage, messy, forceful, 3 piercing) 
  This ax cuts wood like it was clay, stone like it 
  was wood, and steel like it was stone. When 
  you roll 12+ to Hack & Slash with this ax, 
  destroy something they weild, wear, or carry.
   
   
   
    Ironfang, an ornate, spear of black steel.  
  (+1 damage, reach, thrown) 
  When you Volley with this spear, you can use 
  STR instead of DEX. When you will it so, 
  the spear flies safely into your open hand.
   
   
   
    Sindarin, a slim blade like a crescent moon.  
  (+1 damage, ignores armor) 
  When you Hack & Slash with this blade, you 
  can use DEX instead of STR. It’s edge can 
  cut even spirits or insubstantial foes. 
   
   
   
    Urawhiu, a barbed blade on a silver chain.  
  (+1 damage, reach, thrown) 
  When you Hack & Slash with Urawhiu, you 
  can use DEX instead of STR. When you roll 
  a 12+ to Hack & Slash or Volley with Urawhiu, 
  describe how you ensnare or disarm your foe.
  Advances:
   imProveD stat
  Increase one of your stats by +1, to a max of +2.
   
   suPerior stat
  Requires: Improved Stat
  Increase one of your stats by +1, to a max of +3.
   benD bars, lift Gates
  When you use brute strength to overcome an in-
  animate obstacle, roll +STR: on a 7+, OH YEAH! 
  but choose 1 (on a 10+) or choose 2 (on a 7-9).
  •  
  It takes a while
  •  You cause unwanted damage or harm
  •  
  You make a lot of noise
  •  
  Mark a debility
   iron hiDe
  You get +1 armor, always (stacks with other armor).
   heirloom
  When you consult the spirits that reside in your 
  signature weapon, roll +CHA: on a 10+, they give 
  you a clear and useful insight into your current 
  situation, but might ask you some questions in 
  return; on a 7-9, they’ll give you insight into your 
  current situation, but pick 1:
  •  
  The insight is vague, cryptic, or incomplete
  •  They make a demand of you
   merCiless
  When you fight to kill with no mercy or hesitation, 
  you deal damage with advantage. 
  Spend 5 XP to pick 
  one, at any time.
  Drive: Pick 1
   ChallenGe
  Enter a fight that you aren’t sure you can win
   
   Glory
  Show off in front of NPCs who can go on to 
  tell your tale
   
   PeaCe
  Settle a conflict or dispute without bloodshed
   
   PriDe
  Put someone in their place for disrespecting 
  you
  When you Make Camp, mark XP if you’ve done this.
  Expend Supplies to Have What You Need, 
  Give Succor, Make Camp, or clear some-
  one else’s “out of” (see Share Supplies).
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Homebrew World/Homebrew World v1.3.2.pdf