TEXT: STR 
  DEX 
  CON
  INT
  WIS 
  CHA
  CONSTITUTION 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  DEXTERITY 
  STRENGTH 
  Damage 
  d6 
  Armour
  YOUR MAX HP IS 
  HP 
  6+CONSTITUTION
  SCARRED
  -1 
  CONFUSED 
  -1 
  STUNNED
  -1 
  SICK
  -1 
  SHAKY 
  -1 
  WEAK 
  -1 
  Starting Moves
  Alignment 
  Look
  Name : 
  The Dancer
  Level
  XP 
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Fancy Hair, Stylish Cap, or Wild Hair.
  Fiery Eyes, or Joyous Eyes, or Knowing Eyes. 
  Finery, Poor Clothes, or Travelling Clothes. 
  Fit Body, Thin Body, or Well-Fed Body. 
  Jaipong: Agus, Ajip, Euis, Gunawan, Idjah, Juhliandi, Kurnia, Maratang, Mulyati,
  Natarina, Ridwan, Satria, Sonson, Sudrajat, Suwarni, Taufik, Tri, Yunan. 
  Legong: Alit, Ayu, Bagus, Belawa, Beratha, Kardiana, Mura, Niang, Nyoman, Ocen,
  Oka, Pedjeng, Sobrat, Soki, Sulastri, Susila, Tilem, Tjokot, Togog.
  □ Kebatinan 
  Avoid a conflict or defuse a tense situation. 
   
  □ Muslim 
  Perform your art to aid someone else. 
   
  □ Revolutionary 
  Spur others to significant and unplanned decisive action. 
  □ Jaipong 
  When you enter an important location (your call) you can
  ask the GM for one fact from the history of that location. 
   
   
   
  □ Legong 
  When you first enter a civilized settlement someone who
  respects the custom of hospitality to minstrels will take you
  in as their guest. 
  Arcane Art 
  When you dance a magical dance, choose an ally and one benefit they receive: 
  
  +1d4 forward to damage. 
  
  Heal 1d8 damage. 
  
  The next time they receive aid, they get +2 instead of +1. 
  
  Their mind is shaken clear of one enchantment 
  Then roll+CHA.  On a 10+, the ally gets the selected effect. On a 7-9, your dance
  still works, but you draw unwanted attention or your magic reverberates to other
  targets affecting them as well, GM’s choice. 
   
  Charming and Open 
  When you speak frankly with someone, you can ask their player a question from
  the list below. They must answer it truthfully, then they may ask you a question
  from the list (which you must answer truthfully). 
  
  Whom do you serve? 
  
  What do you wish I would do? 
  
  How can I get you to ________? 
  
  What are you really feeling right now? 
  
  What do you most desire? 
   
  A Port in the Storm 
  When you return to a civilized settlement you’ve visited before, tell the GM when
  you were last here. They’ll tell you how it’s changed since then. 
   
  Theatrical Training 
  Choose an area of expertise: 
  □ A Bestiary of Creatures Unusual. 
  □ The Dead and Undead. 
  □ Gods and Their Servants. 
  □ Grand Histories of the Known World. 
  □ Legends of Heroes Past. 
  □ The Planar Spheres. 
  □ Spells and Magicks. 
  When you first encounter an important creature, location, or item (your call)
  covered by your theatrical training you can ask the GM any one question about
  it; the GM will answer truthfully. The GM may then ask you what tale, song, or
  legend you heard that information in. 
  Style 
  Bonds 
  Fill in the name of one of your companions in at least one: 
  
  _______________ does not trust me, and for good reason. 
  
  _______________ is often the butt of my jokes. 
  
  _______________ trusted me with a secret. 
  
  I am writing an opera about the adventures of _______________. 
  
  I danced the stories of _______________ long before I ever met 
  them in person. 
  
  This is not my first adventure with _______________. 
  
  Your Load is 9+STR. 
  You have dungeon rations (5 uses, 1 weight). 
   
  Choose one instrument, all are 0 weight for you: 
  □ The bamboo flute with which you courted your first love. 
  □ A fine set of gamelan drums, a gift from a noble. 
  □ A gong, never before struck. 
  □ A songbook in a forgotten tongue. 
  □ A stolen kendang drum. 
  □ Your father’s spike fiddle, repaired. 
   
  Gear 
  When you gain a level from 2-5, choose from these moves:
   
  □ Bamboozle 
  When you parley with someone, on a 7+ you also take +1 forward with
  them. 
   
  □ Dance of Destruction 
  When you grant bonus damage with arcane art, you grant an extra
  +1d4 damage. 
   
  □ Dance of War 
  When you shout with great force while dancing, choose a target and
  roll+CON. On a 10+, the target takes 1d10 damage and is deafened for a
  few minutes. On a 7–9, you still damage your target, but it’s out of
  control: the GM will choose an additional target nearby. 
   
  □ Dancer’s Parry 
  When you hack and slash, you take +1 armour forward. 
   
  □ Healing Dance 
  When you heal with arcane art, you heal +1d8 damage. 
   
  □ It Goes To Eleven 
  When you break out a crazy dance routine, choose a target who can
  hear you and roll+CHA. On a 10+, the target attacks their nearest ally in
  range. On a 7–9, they attack their nearest ally, but you also draw their
  attention and ire. 
   
  □ Karma 
  When you successfully aid someone you take +1 forward as well. 
   
  □ Multiclass Dabbler 
  Get one move from another class. Treat your level as one lower for
  choosing the move. 
   
  □ Multiclass Initiate 
  Get one move from another class. Treat your level as one lower for
  choosing the move. 
   
  □ Reflection of Heaven 
  Your arcane art is strong, allowing you to choose two effects instead of
  one. 
   
  When you gain a level from 6-10, choose from these moves or the
  level 2-5 moves: 
   
  □ Con 
  Replaces: Bamboozle 
  When you parley with someone, on a 7+ you also take +1 forward with
  them and get to ask their player one question which they must answer
  truthfully. 
   
  □ Dance of Death 
  Replaces: Dance of Destruction 
  When you grant bonus damage with arcane art, you grant an extra
  +2d4 damage. 
   
  □ Dancer’s Block 
  Replaces: Dancer’s Parry 
  When you hack and slash, you take +2 armour forward. 
   
  □ Devious 
  When you use charming and open, you may also ask “How are you
  vulnerable to me?” Your subject may not ask this question of you. 
   
  □ An Ear For Magic 
  When you hear an enemy cast a spell, the GM will tell you the name of
  the spell and its effects. Take +1 forward when acting on the answers. 
   
  □ Healing Chorus 
  Replaces: Healing Dance 
  When you heal with arcane art, you heal +2d8 damage. 
   
  □ Heaven’s Gift 
  Replaces: Reflection of Heaven 
  When you use arcane art, you choose two effects. You also get to
  choose one of those effects to double. 
   
  □ Multiclass Master 
  Get one move from another class. Treat your level as one lower for
  choosing the move. 
   
  □ Reputation 
  When you first meet someone who’s heard about you, roll+CHA. On
  a 10+, tell the GM two things they’ve heard about you. On a 7-9, tell the
  GM one thing they’ve heard, and the GM tells you one thing. 
   
  □ Unforgettable Face 
  When you meet someone you’ve met before (your call) after some
  time apart, you take +1 forward against them. 
  Advanced Moves 
  Choose your clothing:
  □ Leather armour (1 armour, 1 weight). 
  □ Ostentatious clothes (0 weight). 
   
  Choose your armament: 
  □ Dancing sword (close, precise, 2 weight). 
  □ Worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), and
  short sword (close, 1 weight). 
   
  Dungeon World: Far East by Sage LaTorra and Adam Koebel. Creative Commons Attribution 3.0 Unported License. 
  
  STR 
  DEX 
  CON
  INT
  WIS 
  CHA
  CONSTITUTION 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  DEXTERITY 
  STRENGTH 
  Damage 
  d8 
  Armour
  YOUR MAX HP IS 
  HP 
  8+CONSTITUTION
  SCARRED
  -1 
  CONFUSED 
  -1 
  STUNNED
  -1 
  SICK
  -1 
  SHAKY 
  -1 
  WEAK 
  -1 
  Starting Moves
  Alignment 
  Look
  Name : 
  The ELEPHANT RIDER
  Level
  XP 
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Animal Eyes, Sharp Eyes, or Wild Eyes.
  Bald, Hooded Head, or Wild Hair. 
  Camouflage, Cape, or Travelling Clothes. 
  Lithe Body, Sharp Body, or Wild Body. 
  Khmer: Achariya, Chea, Kiri, Leng, Moeuk, Nimol, Oudom, Phireak, Rathanak,
  Samnang, Sinuon, Sok, Sotha, Sovanna, Sreynuon, Vanneth, Vitthara. 
  Sayam: Angkarn, Chalermchai, Chuan, Dussadee, Fua, Jamnin, Kukrit, Leu, Mitr,
  Mongkut, Pensri, Petcharat, Sangiam, Sarit, Srifa, Suthep, Thawan, Yaowapa.
  □ Animist 
  Help an animal or spirit of the wild. 
  □ Buddhist 
  Free someone from literal or figurative bonds. 
  □ Hindu 
  Endanger yourself to combat an unnatural threat. 
  □ Khmer 
  When you undertake a perilous journey through
  wilderness, whatever job you take you succeed as if you
  rolled a 10+. 
  □ Sayam 
  When you make camp in a dungeon or city, you don’t
  need to consume a ration. 
  Called Shot 
  When you attack a defenceless or surprised enemy at range, you can choose to
  deal your damage or name your target and roll+DEX. 
  
  Arms 10+: As 7-9, plus your damage. 7-9: They drop anything they’re 
  holding. 
  
  Head 10+: As 7–9, plus your damage. 7-9: They do nothing but stand and 
  drool for a few moments. 
  
  Legs 10+: As 7-9, plus your damage. 7-9: They’re hobbled and slow moving. 
   
  Command 
  When you work with your elephant on something it’s trained in… 
  …and you attack the same target, add its ferocity to your damage. 
  …and you discern realities, add its cunning to your roll. 
  …and you parley, add its cunning to your roll. 
  …and you take damage, add its armour to your armour. 
  …and you track, add its cunning to your roll. 
  …and someone interferes with you, add its instinct to their roll. 
   
  Elephant Companion 
  You have a supernatural connection with a loyal elephant. You can’t talk to it per
  se but it always acts as you wish it to. Name your elephant. 
  Choose a base: 
  □ Ferocity +1, Cunning +2, 1 Armour, Instinct +1 
  □ Ferocity +2, Cunning +1, 1 Armour, Instinct +1 
  □ Ferocity +2, Cunning +2, 0 Armour, Instinct +1 
  □ Ferocity +3, Cunning +1, 1 Armour, Instinct +2 
  Choose as many strengths as its ferocity: 
  Adaptable, burly, calm, camouflage, fast, ferocious, huge, intimidating, keen senses,
  quick reflexes, stealthy, tireless. 
  Your elephant is trained to fight humanoids. Choose as many additional
  trainings as its cunning: 
  Fight monsters, guard, hunt, labour, perform, search, scout, travel. 
  Choose as many weaknesses as its instinct: 
  Broken, flighty, forgetful, frightening, lame, savage, slow, stubborn. 
  Culture 
  Bonds 
  Fill in the name of one of your companions in at least one: 
  
  _______________ does not understand life in the wild, so I will 
  teach them. 
  
  _______________ has no respect for nature, so I have no respect 
  for them. 
  
  _______________ is a friend of nature, so I will be their friend as 
  well. 
  
  I have guided _______________ before and they owe me for it. 
  Hunt and Track 
  When you follow a trail of clues left behind by passing
  creatures, roll+WIS. On a 7+, you follow the creature’s trail
  until there’s a significant change in its direction or mode of
  travel. On a 10+, you also choose 1: 
  
  Determine what caused the trail to end. 
  
  Gain a useful bit of information about your quarry, the 
  GM will tell you what. 
   
  
  Your Load is 11+STR. 
  You have dungeon rations (5 uses, 1 weight), leather armour (1 armour,
  1 weight), and a bundle of arrows (3 ammo, 1 weight). 
   
  Choose your armament: 
  □ Crossbow (near, far, 1 weight) and spear (reach, 1 weight). 
  □ Hunter’s bow (near, far, 1 weight) and short sword (close, 1 weight). 
  Gear 
  You may take this move only if it is your first advancement:
   
  □ Chinese Diaspora 
  Somewhere in your lineage lies mixed blood and it begins to show its
  presence. You gain the Khmer starting move if you took the Sayam one
  at character creation or vice versa. 
   
  When you gain a level from 2-5, choose from these moves: 
   
  □ Blot Out the Sun 
  When you volley, you may spend extra ammo before rolling. For each
  point of ammo spent you may choose an extra target. Roll once and
  apply damage to all targets. 
   
  □ Camouflage 
  When you keep still in natural surroundings, enemies never spot you
  until you make a movement. 
   
  □ Familiar Prey 
  When you spout lore about a monster, you use WIS instead of INT. 
   
  □ Fearless Saddle 
  Choose another training for your elephant. 
   
  □ Keeping on the Low Road 
  When you undertake a perilous journey, you can take two roles. You
  make a separate roll for each. 
   
  □ My Best Friend 
  When you allow your elephant to take a blow that was meant for
  you, the damage is negated and your elephant’s ferocity becomes 0. If its
  ferocity is already 0 you can’t use this ability. When you have a few
  hours of rest with your elephant, its ferocity returns to normal. 
   
  □ The Sage of Elephant Mountain 
  Dedicate yourself to a deity (name a new one or choose one that’s
  already been established). You gain the meditate and cast a spell sage
  moves. When you select this move, treat yourself as a sage of level 1 for
  using spells. Every time you gain a level thereafter, increase your
  effective sage level by 1. 
   
  □ Till the Day is Done 
  When you set the watch for the night, everyone takes +1 to take
  watch. 
   
  □ Wild Empathy 
  You can speak with and understand animals. 
  When you gain a level from 6-10, choose from these moves or the
  level 2-5 moves: 
   
  □ Always Open 
  Replaces: Till the Day is Done 
  When you set the watch for the night, everyone takes +1 to take
  watch. After a night in camp when you set the watch everyone takes
  +1 forward. 
   
  □ Hunter’s Prey 
  Replaces: Familiar Prey 
  When you spout lore about a monster, you use WIS instead of INT.
  On a 12+, in addition to the normal effects, you get to ask the GM any
  one question about the subject. 
   
  □ Krishna’s Leg 
  When you know your target’s weakest point, your arrows have
  2 piercing. 
   
  □ Observant 
  When you hunt and track, on a hit you may also ask one question
  about the creature you are tracking from the discern realities list for free.
   
  □ Roll on, Roll On 
  Replaces: Keeping on the Low Road 
  When you undertake a perilous journey, you can take two roles. Roll
  twice and use the better result for both roles. 
   
  □ Special Trick 
  Choose a move from another class. So long as you are working with your
  elephant you have access to that move. 
   
  □ Unnatural Elephant 
  Your elephant has become monstrous! Describe it. Give it +2 ferocity
  and +1 instinct, plus a new training. 
   
  □ Wild Speech 
  Replaces: Wild Empathy 
  You can speak with and understand any non-magical, non-planar
  creature. 
  Advanced Moves 
  Choose one:
  □ Adventuring gear (1 weight) and bundle of arrows (3 ammo, 1 weight). 
  □ Adventuring gear (1 weight) and dungeon rations (1 weight). 
  Dungeon World: Far East by Sage LaTorra and Adam Koebel. Creative Commons Attribution 3.0 Unported License. 
  
  STR 
  DEX 
  CON
  INT
  WIS 
  CHA
  CONSTITUTION 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  DEXTERITY 
  STRENGTH 
  Damage 
  d10 
  Armour
  YOUR MAX HP IS 
  HP 
  10+CONSTITUTION
  SCARRED
  -1 
  CONFUSED 
  -1 
  STUNNED
  -1 
  SICK
  -1 
  SHAKY 
  -1 
  WEAK 
  -1 
  Starting Moves
  Alignment 
  Look
  Name : 
  The MONK
  Level
  XP 
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Built Body, Lithe Body, or Ravaged Body.
  Calloused Skin, Scarred Skin, or Tanned Skin. 
  Dead Eyes, Eager Eyes, or Hard Eyes. 
  Pigtail, Shorn Hair, or Wild Hair. 
  Bingyan, Bozhi, Feiqing, Fengdan, Gongzhu, Gucheng, Heizhenzhu, Heshang, Jiu,
  Kasili, Liuxiang, Manlou, Rongrong, Shiquan, Shuangying, Sikong, Temür,
  Tiehua, Wei, Wuhua, Wuji, Xiaofeng, Yinji, Yutong, Zhang. 
  □ Compassionate 
  Defend those weaker than you. 
   
  □ Heartless 
  Kill a defenceless or surrendered enemy. 
   
  □ Rebellious 
  Defeat a worthy opponent. 
  Break Boards, Lift Gates 
  When you use a combination of pure strength and mental focus to destroy an
  inanimate obstacle, roll+STR. On a 10+, choose 3. On a 7-9, choose 2: 
  
  It doesn’t make an inordinate amount of noise. 
  
  It doesn’t take a very long time. 
  
  Nothing of value is damaged. 
  
  You can fix the thing again without a lot of effort. 
   
  Defensive Techniques 
  You get +1 armour as long as you are able to move. 
   
  Signature Style 
  This is your fighting style. There are many like it, but this one is yours. Your
  fighting style is your best friend. It is your life. You master it as you master your
  life. Your style, without you, is nothing. Without your style, you are nothing. You
  must be true to your fighting style! 
  Choose the range that best fits your style: 
  □ Close 
  □ Hand 
  □ Reach 
  Choose three enhancements: 
  □ +1 damage. 
  □ +1 damage, but -1 load. 
  □ +1 load. 
  □ +2 piercing. 
  □ Add the forceful and messy tags to your melee attacks. 
  □ Add the precise tag to your melee attacks. 
  □ Choose an additional range. 
  □ You are always alert to the presence of one type of creature, your choice. 
  Schools Mastered 
  Bonds 
  Fill in the name of one of your companions in at least one: 
  
  _______________ is soft, but I will make them hard like me. 
  
  _______________ owes me their life, whether they admit it or not.
  
  I have sworn to protect _______________. 
  
  I worry about the ability of _______________ to survive in the 
  dungeon. 
   
  □ Drunken Monkey 
  When you share a drink with someone, you may parley
  with them using CON instead of CHA. 
   
   
   
  □ None 
  You are still a child. When you defy danger and use your
  small size to your advantage, take +1. 
   
  □ Shaolin 
  Once per battle you may reroll a single damage roll (yours or
  someone else’s). 
   
   
   
  □ Sōhei 
  Choose one weapon—you can always treat weapons of that
  type as if they had the precise tag. 
  
   
  Your Load is 10+STR. 
  You have dungeon rations (5 uses, 1 weight). 
   
  Choose your defences: 
  □ Lamellar (1 armor, 1 weight) and adventuring gear (1 weight). 
  □ The robes of your monastery (o weight). 
  Gear 
  When you gain a level from 2-5, choose from these moves:
   
  □ Ancient Masters 
  When you consult the ghosts of your masters, they will give you an
  insight relating to the current situation, and might ask you some
  questions in return, roll+CHA. On a 10+, the GM will give you good
  detail. On a 7-9, the GM will give you an impression. 
   
  □ Fearsome Master 
  Choose a second school to master. You may not choose “none.” 
   
  □ Hurt 
  Requires: Defensive Techniques 
  When you take damage, you may ignore it, but you lose your defensive
  techniques bonus until the end of the battle. Once you use your
  defensive technique, you may not use this move during the same battle
  again. 
   
  □ Improved Style 
  Choose one extra enhancement for your signature style. 
   
  □ Interrogator 
  When you parley using threats of impending violence as leverage, you
  may use STR instead of CHA. 
   
  □ Iron Hide 
  You gain +1 armour. 
   
  □ Merciless 
  When you deal damage, deal +1d4 damage. 
   
  □ Multiclass Dabbler 
  Get one move from another class. Treat your level as one lower for
  choosing the move. 
   
  □ Multiclass Initiate 
  Get one move from another class. Treat your level as one lower for
  choosing the move. 
   
  □ Seeing Red 
  When you discern realities during combat, you take +1. 
  When you gain a level from 6-10, choose from these moves or the
  level 2-5 moves: 
   
  □ Bloodthirsty 
  Replaces: Merciless 
  When you deal damage, deal +1d8 damage. 
   
  □ Evil Eye 
  Requires: Seeing Red 
  When you enter combat, roll+CHA. On a 10+, hold 2. On a 7-9, hold 1.
  Spend your hold to make eye contact with an NPC present, who freezes
  or flinches and can’t act until you break it off. On a miss, your enemies
  immediately identify you as their biggest threat. 
   
  □ Eye for Weaponry 
  When you look over an enemy’s weaponry, ask the GM how much
  damage they do. 
   
  □ Hurt and Angry 
  Replaces: Hurt 
  When you take damage, you may ignore it and take +1 forward against
  whatever caused it, but you lose your defensive techniques bonus until
  the end of the battle. Once you lose your defensive technique, you may
  not use this move during the same battle again. 
   
  □ Steel Hide 
  Replaces: Iron Hide 
  You gain +2 armour. 
   
  □ Superior Warrior 
  When you hack and slash, on a 12+ you deal your damage, avoid their
  attack, and impress, dismay, or frighten your enemy. 
   
  □ Through Death’s Eyes 
  When you go into battle, roll+WIS. On a 10+, name someone who will
  live and someone who will die. On a 7-9, name someone who will live or
  someone who will die. Name NPCs, not player characters. The GM will
  make your vision come true, if it’s even remotely possible. On a miss,
  you see your own death and consequently take -1 ongoing throughout
  the battle. 
   
  □ Triple Threat 
  Requires: Fearsome Master 
  Choose a third school to master. You may not choose “none.” 
  Advanced Moves 
  Choose two:
  □ 2 Healing potions (0 weight). 
  □ 22 coins. 
  □ Antitoxin (0 weight), dungeon rations (1 weight), and poultices and
  herbs (1 weight). 
  □ Shield (+1 armour, 2 weight). 
  HP 
  Dungeon World: Far East by Sage LaTorra and Adam Koebel. Creative Commons Attribution 3.0 Unported License. 
  
  STR 
  DEX 
  CON
  INT
  WIS 
  CHA
  CONSTITUTION 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  DEXTERITY 
  STRENGTH 
  Damage 
  d8 
  Armour
  YOUR MAX HP IS 
  HP 
  6+CONSTITUTION
  SCARRED
  -1 
  CONFUSED 
  -1 
  STUNNED
  -1 
  SICK
  -1 
  SHAKY 
  -1 
  WEAK 
  -1 
  Starting Moves
  Alignment 
  Look
  Name : 
  The NINJA
  Level
  XP 
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Criminal Eyes, Ninja Eyes, or Shifty Eyes.
  Cropped Hair, Hooded Head, or Messy Hair. 
  Common Clothes, Ninja Clothes, or Fancy Clothes. 
  Knobby Body, Large Body, or Lithe Body. 
  Anayama, Benisato, Chiyome, Fūma, Gara, Goemon, Hachisuka, Hanzō, Hatano,
  Isa, Jinpachi, Jūbei, Kagerō, Kamanosuke, Katsuki, Nagato, Nezu, Reizō, Rokuro,
  Sandayū, Sasuke, Shijima, Shimaemon, Sugitani, Tenzō, Unno, Zenjubō. 
  □ Infiltrator 
  Avoid detection or infiltrate a location. 
   
  □ Opportunist 
  Leap into danger without a plan. 
   
  □ Undercover 
  Shift danger or blame from yourself to someone else. 
  □ Iga 
  When you attack with a ranged weapon, deal +2 damage. 
   
   
   
  □ Kōga 
  When you spout lore or discern realities about criminal
  activities, take +1. 
  Backstab 
  When you attack a surprised or defenceless enemy with a melee weapon, you
  can choose to deal your damage or roll+DEX. On a 10+, choose two. On a 7–9,
  choose one: 
  
  Reduce their armour by 1 until they repair it. 
  
  You create an advantage, +1 forward to you or an ally acting on it. 
  
  You deal your damage+1d6. 
  
  You don’t get into melee with them. 
   
  Flexible Morals 
  When someone tries to detect your alignment, you can tell them any alignment
  you like. 
   
  Poisoner 
  You’ve mastered the care and use of a poison. Choose a poison from the list
  below; that poison is no longer dangerous for you to use. You also start with three
  uses of the poison you choose. Whenever you have time to gather materials and a
  safe place to brew you can make three uses of the poison you choose for free. Note
  that some poisons are applied, meaning you have to carefully apply it to the target
  or something they eat or drink. Touch poisons just need to touch the target, they
  can even be used on the blade of a weapon. 
  □ Dragon’s Tears (touch): Anyone dealing damage to the target rolls twice and
  takes the better result. 
  □ Foxroot (applied): The target treats the next creature they see as a trusted ally,
  until proved otherwise. 
  □ Heaven’s Breath (applied): The target falls into a light sleep. 
  □ Shōgun’s Bane (touch): The target deals -1d4 damage ongoing until cured. 
   
  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. 
  Clan 
  Bonds 
  Fill in the name of one of your companions in at least one: 
  
  _______________ and I have a con running. 
  
  _______________ has my back when things go wrong. 
  
  _______________ knows incriminating details about me. 
  
  I stole something from _______________. 
   
  When you spend a moment to survey a dangerous area,
  roll+DEX. On a 10+, hold 3. On a 7–9, hold 1. Spend your
  hold as you walk through the area to ask these questions: 
  
  Is there a trap here and if so, what activates it? 
  
  What does the trap do when activated? 
  
  What else is hidden here? 
  Trap Expert 
  
   
  Gear 
  When you gain a level from 2–5, choose from these moves:
   
  □ Brewer 
  When you have time to gather materials and a safe place to brew,
  you can create three doses of any one poison you’ve used before. 
   
  □ Cautious 
  When you use trap expert, you always get +1 hold, even on a miss. 
   
  □ Cheap Shot 
  When using a precise or hand weapon, your backstab deals an extra
  +1d6 damage. 
   
  □ Connections 
  When you put out word to your ninja clan that you want or need
  something, roll+CHA. On a 10+, someone has it, just for you. On a 7–9,
  you’ll have to settle for something close or it comes with strings
  attached, your call. 
   
  □ Envenom 
  You can apply even complex poisons with a pinprick. When you apply
  a poison that’s not dangerous for you to use to your weapon, it’s
  touch instead of applied. 
   
  □ Poison Master 
  After you’ve used a poison once, it’s no longer dangerous for you to
  use. 
   
  □ Shoot First 
  You’re never caught by surprise. When an enemy would get the drop
  on you, you get to act first instead. 
   
  □ Underdog 
  When you’re outnumbered, you have +1 armour. 
   
  □ Wealth and Taste 
  When you make a show of flashing around your most valuable
  possession, choose someone present. They will do anything they can to
  obtain your item or one like it. 
   
  When you gain a level from 6–10, choose from these moves or the
  level 2–5 moves: 
   
  □ Dirty Fighter 
  Replaces: Cheap Shot 
  When using a precise or hand weapon, your backstab deals an extra
  +1d8 damage. All your other attacks deal +1d4 damage. 
   
  □ Disguise 
  When you have time and materials, you can create a disguise that will
  fool anyone into thinking you’re another creature of about the same size
  and shape. Your actions can give you away but your appearance won’t. 
  □ Escape Route 
  When you’re in too deep and need a way out, name your escape route
  and roll+DEX. On a 10+, you’re gone.  On a 7–9, you can stay or go, but
  if you go it costs you: leave something behind or take something with
  you, the GM will tell you what. 
   
  □ Evasion 
  When you defy danger, on a 12+, you transcend the danger. You not
  only do what you set out to, but the GM will offer you a better outcome,
  true beauty, or a moment of grace. 
   
  □ Extremely Cautious 
  Replaces: Cautious 
  When you use trap expert, you always get +1 hold, even on a miss. On
  a 12+, you get 3 hold and the next time you come near a trap the GM will
  immediately tell you what it does, what triggers it, who set it, and how
  you can use it to your advantage. 
   
  □ Heist 
  When you take time to make a plan to steal something, name the
  thing you want to steal and ask the GM these questions. When acting on
  the answers you and your allies take +1 forward. 
  
  What’s its most powerful defence? 
  
  Who else wants it? 
  
  Who will come after it? 
  
  Who will notice it’s missing? 
   
  □ Master Brewer 
  Replaces: Brewer 
  When you have you have time to gather materials and a safe place to
  brew, you can create three doses of any poison you’ve used before.
  Alternately you can describe the effects of a poison you’d like to create.
  The GM will tell you that you can create it, but with one or more
  caveats: 
  
  It will only work under specific circumstances. 
  
  It’ll have obvious side effects. 
  
  It’ll take a while to take effect. 
  
  The best you can manage is a weaker version. 
   
  □ Serious Underdog 
  Replaces: Underdog 
  You have +1 armour. When you’re outnumbered, you have +2 armour
  instead. 
   
  □ Strong Arm, True Aim 
  You can throw any melee weapon, using it to volley. A thrown melee
  weapon is gone; you can never choose to reduce ammo on a 7–9. 
  Advanced Moves 
  Your load is 9+STR. 
  You start with dungeon rations (5 uses, 1 weight), leather armour
  (1 armour, 1 weight), 3 uses of your chosen poison, and 10 coins. 
   
  Choose your arms: 
  □ Katana (close, precise, 1 weight). 
  □ Knife (hand, 1 weight) and sickle (close, 1 weight). 
  Choose a ranged weapon:
  □ 3 shuriken (thrown, near, 0 weight). 
  □ Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight).
   
  Choose one: 
  □ Adventuring gear (1 weight). 
  □ Healing potion (0 weight). 
  Dungeon World: Far East by Sage LaTorra and Adam Koebel. Creative Commons Attribution 3.0 Unported License. 
  
  STR 
  DEX 
  CON
  INT
  WIS 
  CHA
  CONSTITUTION 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  DEXTERITY 
  STRENGTH 
  Damage 
  d4 
  Armour
  YOUR MAX HP IS 
  HP 
  4+CONSTITUTION
  SCARRED
  -1 
  CONFUSED 
  -1 
  STUNNED
  -1 
  SICK
  -1 
  SHAKY 
  -1 
  WEAK 
  -1 
  Starting Moves
  Alignment 
  Look
  Name : 
  The ONMYOJI
  Level
  XP 
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Crazy Eyes, Haunted Eyes, or Sharp Eyes.
  Creepy Body, Pudgy Body, or Thin Body. 
  Pointed Hat, Styled Hair, or Wild Hair. 
  Strange Robes, Stylish Robes, or Strange Robes. 
  Danjurō, Hirai, Imai, Inoue, Izumo, Keiya, Kyōko, Monzaemon, Nijo, Oniji,
  Sachiko, Sawamura, Seimei, Sumeragi, Tadayuki, Taizen, Tetsuji, Yasunori. 
  □ Jashi 
  Use magic to cause terror and fear. 
   
  □ Koshintō 
  Discover something about a magical mystery. 
   
  □ Shrine Shintō 
  Avoid a conflict or defuse a tense situation. 
  □ Kami 
  Magic is as natural as breath to you. Detect Magic is a cantrip
  for you. 
   
  □ Nihon-jin 
  Choose one sage spell. You can cast it as if it was an onmyōji
  spell. 
  Cast a Spell 
  When you release a spell you’ve prepared, roll+INT. On a 10+, the spell is
  successfully cast and you do not forget the spell—you may cast it again later. On a
  7-9, the spell is cast, but choose one: 
  
  After it is cast, the spell is forgotten. You cannot cast the spell again until you 
  prepare spells. 
  
  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a 
  spell until the next time you Prepare Spells. 
  
  You draw unwelcome attention or put yourself in a spot. The GM will tell 
  you how. 
  Note that maintaining spells with ongoing effects will sometimes cause a penalty
  to your roll to cast a spell. 
   
  Prepare Spells 
  When you spend uninterrupted time (an hour or so) in quiet contemplation
  of your spellbook, you: 
  
  Lose any spells you already have prepared 
  
  Prepare new spells of your choice from your spellbook whose total levels 
  don’t exceed your own level+1. 
  
  Prepare your cantrips which never count against your limit. 
   
  Ritual 
  When you draw on a place of power to create a magical effect, tell the GM
  what you’re trying to achieve. Ritual effects are always possible, but the GM will
  give you one to four of the following conditions: 
  
  The best you can do is a lesser version, unreliable and limited. 
  
  It will require a lot of money. 
  
  It’s going to take days/weeks/months. 
  
  First you must ____________. 
  
  You and your allies will risk danger from ____________. 
  
  You’ll have to ruin ____________ to do it. 
  
  You’ll need help from ____________. 
   
  Spell Defence 
  You may end any ongoing spell immediately and use the energy of its dissipation
  to deflect an oncoming attack. The spell ends and you subtract its level from the
  damage done to you. 
  Race 
  Bonds 
  Fill in the name of one of your companions in at least one: 
  
  _______________ is keeping an important secret from me. 
  
  _______________ is woefully misinformed about the world. I will 
  teach them all that I can. 
  
  _______________ will play an important role in the events to 
  come. I have foreseen it! 
  Spellbook 
  You have mastered several spells and inscribed them in your
  spellbook. You start out with three first level spells in your
  spellbook as well as the cantrips. Whenever you gain a level,
  you add a new spell of your level or lower to your spellbook.
  You spellbook is 1 weight. 
  
  Gear 
  When you gain a level from 2-5, choose from these moves. You also
  add a new spell to your spellbook at each level. 
   
  □ Arcane Ward 
  As long as you have at least one prepared spell of first level or
  higher, you have +2 armour. 
   
  □ Counterspell 
  When you attempt to counter an arcane spell that will otherwise
  affect you, stake one of your prepared spells on the defence and
  roll+INT. On a 10+, the spell is countered and has no effect on you. On
  a 7-9, the spell is countered and you forget the spell you staked. Your
  counterspell protects only you; if the countered spell has other targets
  they get its effects. 
   
  □ Enchanter 
  When you have time and safety with a magic item, you may ask the
  GM what it does, the GM will answer you truthfully. 
   
  □ Expanded Spellbook 
  Add a new spell from the spell list of any class to your spellbook. 
   
  □ Fount of Knowledge 
  When you spout lore about something no one else has any clue
  about, take +1. 
   
  □ Know-It-All 
  When another player’s character comes to you for advice and you
  tell them what you think is best, they get +1 forward when following
  your advice and you mark experience if they do. 
   
  □ Prodigy 
  Choose a spell. You prepare that spell as if it were one level lower. 
   
  □ Quick Study 
  When you see the effects of an arcane spell, ask the GM the name of
  the spell and its effects. You take +1 when acting on the answers. 
   
  □ Reasonable 
  When you use strict deduction to analyze your surroundings, you
  can discern realities with INT instead of WIS. 
   
  □ Spirited Magic 
  When you cast a spell, on a 10+ you have the option of choosing from
  the 7-9 list. If you do, you may choose one of these as well: 
  
  The spell’s effects are maximized. 
  
  The spell’s targets are doubled. 
   
  When you gain a level from 6-10, choose from these moves or the
  level 2-5 moves: 
   
  □ Arcane Armour 
  Replaces: Arcane Ward 
  As long as you have at least one prepared spell of first level or
  higher, you have +4 armour. 
  □ Enchanter’s Soul 
  Requires: Enchanter 
  When you have time and safety with a magic item in a place of
  power, you can empower that item so that the next time you use it its
  effects are amplified, the GM will tell you exactly how. 
   
  □ Greater Spirit Magic 
  Replaces: Spirited Magic 
  When you cast a spell, on a 10-11 you have the option of choosing from
  the 7-9 list. If you do, you may choose one of these effects as well. On a
  12+, you get to choose one of these effects for free: 
  
  The spell’s effects are doubled. 
  
  The spell’s targets are doubled. 
   
  □ Highly Reasonable 
  Requires: Reasonable 
  When you discern realities, on a 12+ you get to ask the GM any three
  questions, not limited by the list. 
   
  □ Master 
  Requires: Prodigy 
  Choose one spell in addition to the one you picked for prodigy. You
  prepare that spell as if it were one level lower. 
   
  □ Mystical Puppet Strings 
  When you use magic to control a person’s actions, they have no
  memory of what you had them do and bear you no ill will. 
   
  □ Possession 
  When you have time with a willing or helpless subject, you can
  possess them. You perceive what they perceive and can discern realities
  about someone tethered to you or their surroundings. Someone
  willingly tethered to you can communicate with you as if you were there.
   
  □ Protective Counter 
  Requires: Counterspell 
  When an ally within sight of you is affected by an arcane spell, you
  can counter it as if it affected you. If the spell affects multiple allies you
  must counter for each ally separately. 
   
  □ Self-Powered 
  When you have time, arcane materials, and a safe space, you can
  create your own place of power. Describe to the GM what kind of power
  it is and how you’re binding it to this place, the GM will tell you one
  kind of creature that will have an interest in your workings. 
   
  □ Spell Augmentation 
  When you deal damage to a creature, you can shunt a spell’s energy
  into them—end one of your ongoing spells and add the spell’s level to
  the damage dealt. 
  Advanced Moves 
  Choose two:
  □ Bag of books (5 uses, 2 weight) and 3 healing potions. 
  □ Leather armour (1 armour, 1 weight). 
  □ Dagger (Hand, 1 weight). 
  □ Staff (Close, two-handed, 1 weight). 
  Your Load is 7+STR. 
  You have a spellbook (1 weight) and dungeon rations (5 uses, 1 weight). 
   
  Choose one: 
  □ 3 antitoxins (0 weight). 
  □ Healing potion (0 weight). 
  Dungeon World: Far East by Sage LaTorra and Adam Koebel. Creative Commons Attribution 3.0 Unported License. 
  
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  You prepare all of your cantrips every time you prepare spells without
  having to select them or count them toward your allotment of spells. 
   
  □ Light 
  CANTRIP 
  An item you touch glows with arcane light, about as bright as a torch. It
  gives off no heat or sound and requires no fuel, but it is otherwise like a
  mundane torch. You have complete control of the colour of the flame.
  The spell lasts as long as it is in your presence. 
  Cantrips 
  □ Invisibility 
  LEVEL 1 
  ILLUSION, ONGOING
  Touch an ally: nobody can see them. They’re invisible! The spell persists
  until the target attacks or you dismiss the effect. While the spell is
  ongoing you can’t cast a spell. 
   
  □ Magic Missile 
  LEVEL 1 
  EVOCATION
  Projectiles of pure magic spring from your fingers. Deal 2d4 damage to
  one target. 
   
  □ Telepathy 
  LEVEL 1 
  DIVINATION, ONGOING
  You form a telepathic bond with a single person you touch, enabling you
  to converse with that person through your thoughts. You can only have
  one telepathic bond at a time. 
  First Level Spells 
  □ Prestidigitation 
  CANTRIP 
  If you touch an item as part of the casting you can make cosmetic
  changes to it: clean it, soil it, cool it, warm it, flavour it, or change its
  colour. If you cast the spell without touching an item you can instead
  create minor illusions no bigger than yourself. Prestidigitation illusions
  are crude and clearly illusions. 
   
  □ Unseen Servant 
  CANTRIP 
  You conjure a simple invisible construct that can do nothing but carry
  items. It has Load 3 and carries anything you hand to it. It cannot pick up
  items on its own and can only carry those you give to it. Items carried by
  an unseen servant appear to float in the air a few paces behind you. An
  unseen servant that takes damage or leaves your presence is immediately
  dispelled, dropping any items it carried. 
  □ Alarm 
  LEVEL 1 
  Walk a wide circle as you cast this spell. Until you prepare spells again
  your magic will alert you if a creature crosses that circle. Even if you are
  asleep, the spell will shake you from your slumber. 
   
  □ Charm Person 
  LEVEL 1 ENCHANTMENT, ONGOING
  The person (not beast or monster) you touch while casting this spell
  counts you as a friend until they take damage or you prove otherwise. 
   
  □ Contact Spirits 
  LEVEL 1 
  SUMMONING
  Name the spirit you wish to contact (or leave it to the GM). You pull that
  creature through the planes, just close enough to speak to you. It is
  bound to answer any one question you ask to the best of its ability. 
   
  □ Detect Magic 
  LEVEL 1 
  DIVINATION
  One of your senses is briefly attuned to magic. The GM will tell you
  what here is magical. 
  Third Level Spells 
  □ Dispel Magic 
  LEVEL 3 
  Choose a spell or magic effect in your presence: this spell rips it apart.
  Lesser spells are ended, powerful magic is just reduced or dampened so
  long as you are nearby. 
   
  □ Fireball 
  LEVEL 3 
  EVOCATION
  You evoke a mighty ball of flame that envelops your target and everyone
  nearby, inflicting 2d6 damage which ignores armour. 
   
  □ Mimic 
  LEVEL 3 
  ONGOING
  You take the form of someone you touch while casting this spell. Your
  physical characteristics match theirs exactly but your behaviour may
  not. This change persists until you take damage or choose to return to
  your own form. While this spell is ongoing you lose access to all your
  wizard moves. 
  □ Mirror Image 
  LEVEL 3 
  ILLUSION, ONGOING
  You create an illusory image of yourself. When you are attacked, roll a
  d6. On a 4, 5, or 6 the attack hits the illusion instead, the image then
  dissipates and the spell ends. 
   
  □ Sleep 
  LEVEL 3 
  ENCHANTMENT
  1d4 enemies you can see of the GM’s choice fall asleep. Only creatures
  capable of sleeping are affected. They awake as normal: loud noises,
  jolts, pain. 
   
  □ Visions Through Time 
  LEVEL 3 
  EVOCATION
  Cast this spell and gaze into a reflective surface to see into the depths of
  time. The GM will reveal the details of a grim portent to you—a bleak
  event that will come to pass without your intervention. They’ll tell you
  something useful about how you can interfere with the grim portent’s
  dark outcomes. Rare is the portent that claims “You’ll live happily ever
  after.” Sorry. 
  ONMYOJI SPEL LS
  
   
  Advanced Moves 
  HP 
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Fifth Level Spells 
  Seventh Level Spells 
  □ Imprison 
  LEVEL 5 
  EVOCATION, ONGOING
  The target is held in a cage of magical force. Nothing can get in or out of
  the cage. The cage remains until you cast another spell or dismiss it.
  While the spell is ongoing, the caged creature can hear your thoughts
  and you cannot leave sight of the cage. 
   
  □ Summon Bakemono 
  LEVEL 5 
  SUMMONING, ONGOING
  A bakemono appears and aids you as best it can. Treat it as your
  character, with only the basic moves. It has +1 modifier for all stats, 1 HP,
  and uses your damage die, plus your choice of 1d6 of these traits:  
  
  It does 1d8 damage. 
  
  It has +2 HP for each level you have. 
  
  It has +2 to one stat instead of +1. 
  
  It has some useful adaptation. 
  
  It’s not reckless. 
  The GM will tell you the type of monster you get based on the traits you
  select. The creature remains on this plane until it dies or you dismiss it.
  While the spell is ongoing you take -1 to cast a spell.
  Ninth Level Spells 
  □ Perfect Summons 
  LEVEL 9 
  SUMMONING
  You teleport a creature to your presence. Name a creature or give a short
  description of a type of creature, it appears before you. 
   
  □ Shelter 
  LEVEL 9 
  EVOCATION, ONGOING
  You create a structure out of pure magical power. It can be as large as a
  castle or as small as a hut, but is impervious to all non-magical damage.
  The structure endures until you leave it or you end the spell. 
   
  □ Soul Gem 
  LEVEL 9 
  You trap the soul of a dying creature within a gem. The trapped creature
  is aware of its imprisonment but can still be manipulated through spells,
  parley, and other effects. All moves against the trapped creature are at +1.
  You can free the soul at any time but it can never be recaptured once
  freed. 
  ONMYOJI SPEL LS
  □ Change the Shape of It 
  LEVEL 5 
  ENCHANTMENT
  Your touch reshapes a creature entirely, they stay in the form you craft
  until you cast a spell. Describe the new shape you craft, including any
  stat changes, significant adaptations, or major weaknesses. The GM will
  then tell you one or more of these: 
  
  The creature’s mind will be altered as well. 
  
  The form has an unintended benefit or weakness. 
  
  The form will be unstable and temporary. 
   
  □ Contact Heaven/Hell 
  LEVEL 5 
  DIVINATION
  You send a request to one of the many heavens or hell worlds. Specify
  who or what you’d like to contact by location, type of creature, name, or
  title. You open a two-way communication with that creature. Your
  communication can be cut off at any time by you or the creature you
  contacted. 
  □ Contingency 
  LEVEL 7 
  EVOCATION
  Choose a spell you know, of 5th level or lower. Describe a trigger
  condition with words equal to your level or less. This spell is held until
  you choose to unleash it or the trigger condition is met, whichever
  happens first. You don’t have to roll for the held spell, it just takes effect.
  If you cast Contingency again while you already have a held spell, the
  new held spell replaces the old one. 
   
  □ Dominate 
  LEVEL 7 ENCHANTMENT, ONGOING
  Your touch pushes your mind into someone else’s. You gain 1d4 hold.
  Spend one hold to make the target take one of these actions: 
  
  Give you something they hold. 
  
  Speak a few words of your choice. 
  
  Make a concerted attack on a target of your choice. 
  
  Truthfully answer one question. 
  If you run out of hold the spell ends. If the target takes damage you lose
  1 hold. While the spell is ongoing you cannot cast a spell. 
  □ Shadow Walk 
  LEVEL 7 
  ILLUSION
  The shadows you target with this spell become a portal for you and your
  allies. Name a location, describing it with a number of words up to your
  level. Stepping through the portal deposits you and any allies present
  when you cast the spell at the location you described. The portal may
  only be used once by each ally. 
   
  □ True Seeing 
  LEVEL 7 
  DIVINATION, ONGOING
  You see all things as they truly are. This effect persists until you tell a lie
  or dismiss the spell. While this spell is ongoing you take -1 to cast a spell.
   
  □ Yama World 
  LEVEL 7 
  SUMMONING, ONGOING
  A cloud of fog from the Yama World fills the immediate area. Whenever
  a creature in the area takes damage it takes an additional 1d6 damage
  from the fog, which ignores armour. This cloud of death persists so long
  as you can see the affected area, or until you dismiss it. 
  □ Alert 
  LEVEL 9 
  DIVINATION
  Describe an event. The GM will tell you when that event occurs, no
  matter where you are or how far away the event is. If you choose, you
  can view the location of the event as though you were there in person.
  You can only have one Alert active at a time. 
   
  □ Antipathy 
  LEVEL 9 ENCHANTMENT, ONGOING
  Choose a target and describe a type of creature or an alignment.
  Creatures of the specified type or alignment cannot come within sight of
  the target. If a creature of the specified type does find itself within sight
  of the target, it immediately flees. This effect continues until you leave
  the target’s presence or you dismiss the spell. While the spell is ongoing
  you take -1 to cast a spell. 
  
  STR 
  DEX 
  CON
  INT
  WIS 
  CHA
  CONSTITUTION 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  DEXTERITY 
  STRENGTH 
  Damage 
  d6 
  Armour
  YOUR MAX HP IS 
  HP 
  8+CONSTITUTION
  SCARRED
  -1 
  CONFUSED 
  -1 
  STUNNED
  -1 
  SICK
  -1 
  SHAKY 
  -1 
  WEAK 
  -1 
  Starting Moves
  Alignment 
  Look
  Name : 
  The SAGE
  Level
  XP 
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Bald, Beard, or Strange Hair. 
  Common Garb, finery, or Flowing Robes. 
  Flabby Body, Knobby Body, or Thin Body. 
  Kind Eyes, Sad Eyes, or Sharp Eyes. 
  Dongbin, Fachang, Fushen, Guandi, Guijiu, Guo, Hong, Laoren, Lihong, Mazu,
  Nüwa, Pangu, Quan, Shoushen, Songzi, Tianxian, Tieguai, Tsaihe, Tsengtu,
  Wangmu, Xiangu, Zhangguo, Zhongli, Zhuangzi, Zouyan. 
  □ Daoist 
  Endanger yourself to heal another or achieve immortality. 
   
  □ Christian 
  Suffer harm to prove the superiority of your deity. 
   
  □ Confucian 
  Endanger yourself following the precepts of the sages. 
  □ Alchemy 
  When you meditate you are also granted a special version of
  Words of the Unspeaking as a rote which only works on
  stone. 
   
  □ Buddhism 
  Your faith is diverse. Choose one onmyōji spell. You can
  cast and be granted that spell as if it was a sage spell. 
  Cast a Spell 
  When you unleash a spell granted to you by heaven, roll+WIS. On a 10+, the
  spell is successfully cast and heaven does not revoke the spell, so you may cast it
  again. On a 7–9, the spell is cast, but choose one: 
  
  After you cast it, the spell is revoked by your heaven. You cannot cast the 
  spell again until you meditate and have it granted to you. 
  
  You draw unwelcome attention or put yourself in a spot. 
  
  Your casting distances you from your deity—take -1 ongoing to cast a spell 
  until the next time you commune. 
  Note that maintaining spells with ongoing effects will sometimes cause a penalty
  to your roll to cast a spell. 
   
  Deity 
  Heaven has assigned a deity to grant you spells. Give them a name. 
  Choose your deity’s domain: 
  □ Civilization. 
  □ Knowledge and Hidden Things. 
  □ The Downtrodden and Forgotten. 
  □ Righteous Conquest. 
  □ Healing and Restoration. 
  □ What Lies Beneath. 
  Choose one precept of your religion: 
  □ It adheres to trial by combat, add Petition: Personal Victory. 
  □ It has important sacrificial rites, add Petition: Offering. 
  □ It is cultish and insular, add Petition: Gaining Secrets. 
  □ It preaches the sanctity of suffering, add Petition: Suffering. 
   
  Divine Guidance 
  When you petition your deity according to the precept of your religion, you
  are granted some useful knowledge or boon related to your deity’s domain. The
  GM will tell you what. 
   
  Meditate 
  When you spend uninterrupted time (an hour or so) in quiet communion with
  the universe, your deity: 
  
  Revokes any spells previously granted to you. 
  
  Grants you new spells of your choice whose total levels don’t exceed your 
  own level+1, and none of which is a higher level than your own level. 
  
  Grants you all of your rotes, which never count against your limit. 
  Obsession 
  Bonds 
  Fill in the name of one of your companions in at least one: 
  
  _______________ has insulted my deity; I do not trust them. 
  
  _______________ is a good and faithful person; I trust them. 
  
  _______________ is in constant danger, I will keep them safe. 
  
  I am working on converting _______________ to my faith. 
  Pure Blessing 
  When you hold a holy symbol aloft and call on your deity for
  protection, roll+WIS. On a 7+, so long as you continue to
  pray and brandish your holy symbol, no undead may come
  within reach of you. On a 10+, you also momentarily daze
  intelligent undead and cause mindless undead to flee.
  Aggression breaks the effects and they are able to act as
  normal. Intelligent undead may still find ways to harry you
  from afar. They’re clever like that. 
  
  Gear 
  When you gain a level from 2–5, choose from these moves:
   
  □ Chosen One 
  Choose one spell. You are granted that spell as if it was one level lower. 
   
  □ Devoted Healer 
  When you heal someone else of damage, add your level to the amount
  of damage healed. 
   
  □ Divine Intervention 
  When you meditate, you get 1 hold and lose any hold you already had.
  Spend that hold when you or an ally takes damage to call on your deity,
  they intervene and negate the damage. 
   
  □ Divine Protection 
  When you wear no armour or shield, you get 2 armour. 
   
  □ Empower 
  When you cast a spell, on a 10+ you have the option of choosing from
  the 7–9 list. If you do, you may choose one of these effects as well: 
  
  The spell’s effects are doubled. 
  
  The spell’s targets are doubled. 
   
  □ First Aid 
  Cure Light Wounds is a rote for you, and therefore doesn’t count
  against your limit of granted spells. 
   
  □ Hell Money 
  When you sacrifice something of value to your deity and pray for
  guidance, your deity tells you what it would have you do. If you do it,
  mark experience. 
   
  □ Invigorate 
  When you heal someone, they take +2 forward to their damage. 
   
  □ Penitent 
  When you take damage and embrace the pain, you may take
  +1d4 damage (ignoring armour). If you do, take +1 forward to cast a spell.
   
  □ The Scales of Life and Death 
  When someone takes their last breath in your presence, they take
  +1 to the roll. 
   
  □ Serenity 
  You ignore the first -1 penalty from ongoing spells. 
   
  When you gain a level from 6–10, choose from these moves or the
  level 2–5 moves: 
   
  □ Anointed 
  Requires: Chosen One 
  Choose one spell in addition to the one you picked for chosen one. You
  are granted that spell as if it was one level lower. 
  □ Apotheosis 
  The first time you spend time meditating after taking this move,
  choose a feature associated with your deity (six arms, an all-seeing third
  eye, etc.). After meditating, you permanently gain that physical feature. 
   
  □ Divine Armour 
  Replaces: Divine Protection 
  When you wear no armour or shield, you get 3 armour. 
   
  □ Divine Invincibility 
  Replaces: Divine Intervention 
  When you meditate, you gain 2 hold and lose any hold you already had.
  Spend that hold when you or an ally takes damage to call on your deity,
  who intervenes and negates the damage. 
   
  □ Enlightened 
  Replaces: Serenity 
  You ignore the -1 penalty from two spells you maintain. 
   
  □ Greater Empower 
  Replaces: Empower 
  When you cast a spell, on a 10–11 you have the option of choosing from
  the 7–9 list. If you do, you may choose one of these effects as well. On a
  12+, you get to choose one of these effects for free: 
  
  The spell’s effects are doubled. 
  
  The spell’s targets are doubled. 
   
  □ Greater First Aid 
  Requires: First Aid 
  Cure Moderate Wounds is a rote for you, and therefore doesn’t count
  against your limit of granted spells. 
   
  □ Martyr 
  Replaces: Penitent 
  When you take damage and embrace the pain, you may take
  +1d4 damage (ignoring armour). If you do, take +1 forward to cast a spell
  and add your level to any damage done or healed by the spell. 
   
  □ Multiclass Dabbler 
  Get one move from another class. Treat your level as one lower for
  choosing the move. 
   
  □ Yama Lord 
  When you take time after a conflict to dedicate your victory to your
  deity and deal with the dead, take +1 forward. 
  Advanced Moves 
  Choose your armament:
  □ Hammer (close, 1 weight). 
  □ Staff (close, two-handed, 1 weight) and bandages (0 weight). 
   
  Choose one: 
  □ Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight). 
  □ Healing potion (0 weight). 
  Your Load is 10+STR. 
  You carry dungeon rations (5 uses, 1 weight) and some symbol of the
  divine, describe it (0 weight). 
   
  Choose your defences: 
  □ Chainmail (1 armour, 1 weight). 
  □ Shield (+1 armour, 2 weight). 
  Dungeon World: Far East by Sage LaTorra and Adam Koebel. Creative Commons Attribution 3.0 Unported License. 
  
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Every time you meditate, you gain access to all of your rotes without
  having to select them or count them toward your allotment of spells. 
   
  □ Guidance 
  ROTE 
  The symbol of your deity appears before you and gestures towards the
  direction or course of action your deity would have you take then
  disappears. The message is through gesture only; your communication
  through this spell is severely limited. 
  Rotes 
  □ Magic Weapon 
  LEVEL 1 
  ONGOING
  The weapon you hold while casting does +1d4 damage until you dismiss
  this spell. While this spell is ongoing you take -1 to cast a spell. 
   
  □ Sanctuary 
  LEVEL 1 
  As you cast this spell, you walk the perimeter of an area, consecrating it
  to your deity. As long as you stay within that area you are alerted
  whenever someone acts with malice within the sanctuary (including
  entering with harmful intent). Anyone who receives healing within a
  sanctuary heals +1d4 HP. 
   
  □ Speak with the Dead 
  LEVEL 1 
  A corpse converses with you briefly. It will answer any three questions
  you pose to it to the best of the knowledge it had in life and the
  knowledge it gained in death. 
  First Level Spells 
  □ Light 
  ROTE 
  An item you touch glows with divine light, about as bright as a torch. It
  gives off no heat or sound and requires no fuel but is otherwise like a
  mundane torch. You have complete control of the colour of the flame.
  The spell lasts as long as it is in your presence. 
   
  □ Sanctify 
  ROTE 
  Food or water you hold in your hands while you cast this spell is
  consecrated by your deity. In addition to now being holy or unholy, the
  affected substance is purified of any mundane spoilage. 
  □ Bless 
  LEVEL 1 
  Your deity smiles upon a combatant of your choice. They take
  +1 ongoing so long as battle continues and they stand and fight. While
  this spell is ongoing you take -1 to cast a spell. 
   
  □ Cause Fear 
  LEVEL 1 
  ONGOING
  Choose a target you can see and a nearby object. The target is afraid of
  the object so long as you maintain the spell. Their reaction is up to them:
  flee, panic, beg, fight. While this spell is ongoing you take -1 to cast a
  spell. You cannot target entities with less than animal intelligence
  (magical constructs, undead, automatons, and the like). 
   
  □ Cure Light Wounds 
  LEVEL 1 
  At your touch wounds scab and bones cease to ache. Heal an ally you
  touch of 1d8 damage. 
   
  □ Detect Alignment 
  LEVEL 1 
  When you cast this spell choose an alignment: Good, Evil, Lawful, or
  Chaotic. One of your senses is briefly able to detect that alignment. The
  GM will tell you what here is of that alignment. 
  Third Level Spells 
  SAGE SPEL LS 
  □ Animate the Dead 
  LEVEL 3 
  ONGOING
  You summon a hungry spirit to possess a recently-dead body and serve
  you. This creates a zombie that follows your orders to the best of its
  limited abilities. Treat the zombie as a character with only the basic
  moves. It has a +1 modifier for all stats and 1 HP, and your choice of 1d4
  of these traits: 
  
  It does not appear obviously dead, at least for a day or two. 
  
  It has a functioning brain and can complete complex tasks. 
  
  It’s durable. It has +2 HP for each level you have. 
  
  It’s talented. Give one stat a +2 modifier. 
  The zombie lasts until it is destroyed or until you end the spell. While
  this spell is ongoing you take -1 to cast a spell. 
   
  □ Cure Moderate Wounds 
  LEVEL 3 
  You staunch bleeding and set bones through magic. Heal an ally you
  touch of 2d8 damage. 
  □ Darkness 
  LEVEL 3 
  ONGOING
  Choose an area you can see: it’s filled with supernatural darkness and
  shadow. While this spell is ongoing you take -1 to cast a spell. 
   
  □ Hold Person 
  LEVEL 3 
  Choose a person you can see. Until you cast a spell or leave their
  presence they cannot act except to speak. This effect ends immediately if
  the target takes damage from any source. 
   
  □ Resurrection 
  LEVEL 3 
  You can bring someone back to life, but the GM will give you one or
  more (possibly all) of these conditions to fulfill: 
  
  It will require a lot of money. 
  
  It’s going to take days/weeks/months. 
  
  You must get help from ____________. 
  
  You must sacrifice ____________ to do it. 
  The GM may, depending on the circumstances, allow you to resurrect
  the corpse now, with the understanding that the conditions must be met
  before it’s permanent, or require you to meet the conditions before the
  corpse is resurrected. 
  
   
  Advanced Moves 
  HP 
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Fifth Level Spells 
  Seventh Level Spells 
  □ Trap Soul 
  LEVEL 5 
  You trap the soul of a dying creature within a gem, where it is aware of
  its imprisonment but can still be manipulated through spells, parley, and
  other effects. All moves against the trapped creature are at +1. You can
  free the soul at any time but it can never be recaptured once freed. 
   
  □ True Seeing 
  LEVEL 5 
  ONGOING
  Your vision is opened to the true nature of everything you lay your eyes
  on. You pierce illusions and see things that have been hidden. The GM
  will describe the area before you ignoring any illusions and falsehoods,
  magical or otherwise. While this spell is ongoing you take -1 to cast a
  spell. 
   
  □ Words of the Unspeaking LEVEL 5 
  With a touch you speak to the spirits within things. The non-living
  object you touch answers three questions you pose, as best it can. 
  Ninth Level Spells 
  □ Contagion 
  LEVEL 5 
  ONGOING
  Choose a creature you can see. Until you end this spell, the target suffers
  from a disease of your choice. While this spell is ongoing you take -1 to
  cast a spell. 
   
  □ Cure Critical Wounds 
  LEVEL 5 
  Heal an ally you touch of 3d8 damage. 
   
  □ Divination 
  LEVEL 5 
  Name a person, place, or thing you want to learn about. Your deity
  grants you visions of the target, as clear as if you were there. 
   
  □ Revelation 
  LEVEL 5 
  Your deity answers your prayers with a moment of perfect
  understanding. The GM will shed light on the current situation. When
  acting on the information, you take +1 forward. 
  □ Control Weather 
  LEVEL 7 
  Pray for rain—or sun, wind, or snow. Within a day or so, your god will
  answer. The weather will change according to your will and last a
  handful of days. 
   
  □ Five Fingers of Death 
  LEVEL 7 
  Choose a creature whose true name you know. This spell creates
  permanent runes on a target surface that will kill that creature, should
  they read them. 
   
  □ Harm 
  LEVEL 7 
  Touch an enemy and strike them with divine wrath—deal 2d8 damage to
  them and 1d6 damage to yourself. This damage ignores armour. 
   
  □ Heal 
  LEVEL 7 
  Touch an ally and you may heal their damage a number of points up to
  your maximum HP. 
  □ Sever 
  LEVEL 7 
  ONGOING
  Choose an appendage on the target such as an arm, tentacle, or wing.
  The appendage is magically severed from their body, causing no damage
  but considerable pain. Missing an appendage may, for example, keep a
  winged creature from flying, or a bull from goring you on its horns.
  While this spell is ongoing you take -1 to cast a spell. 
   
  □ Word of Recall 
  LEVEL 7 
  Choose a word. The first time after casting this spell that you speak the
  chosen word, you and any allies touching you when you cast the spell
  are immediately returned to the exact spot where you cast the spell. You
  can only maintain a single location; casting Word of Recall again before
  speaking the word replaces the earlier spell. 
  Sage SPEL LS 
  □ Consult Other Sage 
  LEVEL 9 
  When you cast this spell, ask Sage LaTorra a question. Whatever advice
  he gives you, take +1 ongoing to any rolls you make while following it. 
   
  □ Consume Unlife 
  LEVEL 9 
  The mindless undead creature you touch is destroyed and you steal its
  death energy to heal yourself or the next ally you touch. The amount of
  damage healed is equal to the HP that the creature had remaining before
  you destroyed it. 
   
  □ Divine Presence 
  LEVEL 9 
  ONGOING
  Every creature must ask your leave to enter your presence, and you must
  give permission aloud for them to enter. Any creature without your
  leave takes an extra 1d10 damage whenever they take damage in your
  presence. While this spell is ongoing you take -1 to cast a spell. 
  □ Plague 
  LEVEL 9 
  ONGOING
  Name a city, town, encampment, or other place where people live. As
  long as this spell is active that place is beset by a plague appropriate to
  your deity’s domains (drought, earthquakes, financial ruin, etc.) While
  this spell is ongoing you take -1 to cast a spell. 
   
  □ Repair 
  LEVEL 9 
  Choose one event in the target’s past. All effects of that event, including
  damage, poison, disease, and magical effects, are ended and repaired. HP
  and diseases are healed, poisons are neutralized, magical effects are
  ended. 
   
  □ Storm of Vengeance 
  LEVEL 9 
  Your deity brings the unnatural weather of your choice to pass. Rain of
  blood or acid, clouds of souls, wind that can carry away buildings, or any
  other weather you can imagine: ask and it shall come. 
  
  STR 
  DEX 
  CON
  INT
  WIS 
  CHA
  CONSTITUTION 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  DEXTERITY 
  STRENGTH 
  Damage 
  d10 
  Armour
  YOUR MAX HP IS 
  HP 
  10+CONSTITUTION
  SCARRED
  -1 
  CONFUSED 
  -1 
  STUNNED
  -1 
  SICK
  -1 
  SHAKY 
  -1 
  WEAK 
  -1 
  Starting Moves
  Alignment 
  Look
  Name : 
  The SAMURAI
  Level
  XP 
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Bald, Helmet, or Topknot. 
  Banner or Clan Symbols. 
  Bulky Body, Fit Body, or Thin Body. 
  Fiery Eyes, Glowing Eye, or Kind Eyes. 
  Azai, Dōsan, Fujitaka, Hideyoshi, Higuchi, Ieyasu, Ishida, Izumo, Katsuie, Keiji,
  Kojirō, Magoichi, Masanori, Musashi, Nemoji, Nobushige, Oda, Oichi, Osen,
  Ranmaru, Saigō, Satokane, Shigeoki, Sōemon, Sōun, Toshiie. 
  □ Buddhist 
  Refrain from violence and theft. 
   
  □ Shinsengumi 
  Deny mercy to a criminal or unbeliever. 
   
  □ Shintō 
  Endanger yourself to protect someone weaker than you. 
  □ Nihon-jin 
  When you pray for guidance, even for a moment, and
  ask, “What here is evil?” the GM will tell you, honestly. 
  Armoured 
  You ignore the clumsy tag on armour you wear. 
   
  Medicine 
  When you see to someone’s wounds, roll+CHA. On a 10+, you heal 1d8 damage
  or remove one disease. On a 7–9, they are healed, but the damage or disease is
  transferred to you. 
   
  Mission 
  When you dedicate yourself to a mission after accepting or interpreting your
  lord’s orders, state what you set out to do: 
  □ Defend ____________ from the iniquities that beset them. 
  □ Discover the truth of ____________. 
  □ Slay ____________, a great blight on the land. 
  Then choose up to two boons: 
  □ A freedom from hunger, thirst, and sleep. 
  □ Invulnerability to ____________ (e.g., edged weapons, fire, enchantment, etc.). 
  □ A mark of your lord’s authority. 
  □ Senses that pierce lies. 
  □ An unwavering sense of direction to ____________. 
  □ A voice that transcends language. 
  The GM will then tell you what vow or vows is required of you to maintain
  your blessing: 
  □ Honour (forbidden: cowardly tactics and tricks). 
  □ Hospitality (required: comfort to those in need, no matter who they are). 
  □ Piety (required: observance of daily holy services). 
  □ Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh). 
  □ Truth (forbidden: lies). 
  □ Valour (forbidden: suffering an evil creature to live). 
  Race 
  Bonds 
  Ruling Caste 
  When you give an NPC an order based on your
  authority, roll+CHA. On a 7+, they choose one: 
  
  Attack you 
  
  Back away cautiously, then flee 
  
  Do what you say 
  On a 10+, you also take +1 forward against them. On a miss,
  they do as they please and you take -1 forward against them. 
  Fill in the name of one of your companions in at least one: 
  
  _______________ has stood by me in battle and can be trusted 
  completely. 
  
  _______________’s misguided behaviour endangers their very 
  soul! 
  
  _______________ is a brave soul, I have much to learn from them. 
  
  I respect the beliefs of _______________ but hope they will 
  someday see the true way. 
  
   
   
  Gear 
  HP 
  Gear 
  When you gain a level from 2–5, choose from these moves:
   
  □ Charge! 
  When you lead the charge into combat, those you lead take
  +1 forward. 
   
  □ Chinese Medicine 
  When you heal an ally, you heal +1d8 damage. 
   
  □ Daimyō’s Protection 
  While on a mission, you get +1 armour. 
   
  □ Death Wish 
  When you take damage, you can grit your teeth and accept the blow. If
  you do you take no damage but instead suffer a debility of your choice. If
  you already have all six debilities you can’t use this move. 
   
  □ Kami-no-Michi 
  Dedicate yourself to a deity (name a new one or choose one that’s
  already been established). You gain the meditate and cast a spell sage
  moves. When you select this move, treat yourself as a sage of level 1 for
  using spells. Every time you gain a level thereafter, increase your
  effective sage level by 1. 
   
  □ Kiai 
  While on a mission, you deal +1d4 damage. 
   
  □ Oath of Vengeance 
  When you speak aloud your promise to defeat an enemy, you deal
  +2d4 damage against that enemy and -4 damage against anyone else. This
  effect lasts until the enemy is defeated. If you fail to defeat the enemy or
  give up the fight, you can admit your failure, but the effect continues
  until you find a way to redeem yourself. 
   
  □ Setup Strike 
  When you hack and slash, choose an ally. Their next attack against
  your target does +1d4 damage. 
   
  □ Staunch Defender 
  When you defend, you always get +1 hold, even on a 6-. 
   
  □ Voice of the Samurai 
  Take +1 to order hirelings. 
  When you gain a level from 6–10, choose from these moves or the
  level 2–5 moves: 
   
  □ The Beast 
  Replaces: Kiai 
  While on a mission, you deal +1d8 damage. 
   
  □ Divine Authority 
  Replaces: Voice of the Samurai 
  Take +1 to order hirelings. When you roll a 12+, the hireling transcends
  their moment of fear and doubt and carries out your order with
  particular effectiveness or efficiency. 
   
  □ Ever Onward 
  Replaces: Charge! 
  When you lead the charge into combat, those you lead take +1 forward
  and +2 armour forward. 
   
  □ Impervious Defender 
  Replaces: Staunch Defender 
  When you defend, you always get +1 hold, even on a miss. When you
  get a 12+ to defend, instead of getting hold the nearest attacking
  creature is stymied giving you a clear advantage, the GM will describe it.
   
  □ Indomitable 
  When you suffer a debility (even through Death Wish) take +1 forward
  against whatever caused it. 
   
  □ Perfect Samurai 
  When you undertake a mission, choose three boons instead of two. 
   
  □ Shōgun’s Protection 
  Replaces: Daimyō’s Protection 
  While on a mission, you get +2 armour. 
   
  □ Spirit Sight 
  Requires: Kami-no-Michi 
  When you see divine magic as it happens, you can ask the GM which
  deity granted the spell and its effects. Take +1 when acting on the
  answers. 
   
  □ Tandem Strike 
  Replaces: Setup Strike 
  When you hack and slash, choose an ally. Their next attack against
  your target does +1d4 damage and they take +1 forward against them. 
   
  □ Western Medicine 
  Replaces: Chinese Medicine 
  When you heal an ally, you heal +2d8 damage. 
  Advanced Moves 
  HP 
  Your Load is 12+STR. 
  You start with dungeon rations (5 uses, 1 weight), samurai armour
  (clumsy, 3 armour, 3 weight), and a symbol of your lord, describe it
  (0 weight). 
  Choose your weapon:
  □ Katana (close, +1 damage, 1 weight) and wakizashi (hand, 1 weight). 
  □ Naginata (reach, +1 damage, two-handed, 2 weight). 
   
  Choose one: 
  □ Adventuring gear (1 weight). 
  □ Dungeon rations (1 weight) and healing potion (0 weight). 
  Dungeon World: Far East by Sage LaTorra and Adam Koebel. Creative Commons Attribution 3.0 Unported License. 
  
  STR 
  DEX 
  CON
  INT
  WIS 
  CHA
  CONSTITUTION 
  INTELLIGENCE 
  WISDOM 
  CHARISMA 
  DEXTERITY 
  STRENGTH 
  Damage 
  d6 
  Armour
  YOUR MAX HP IS 
  HP 
  6+CONSTITUTION
  SCARRED
  -1 
  CONFUSED 
  -1 
  STUNNED
  -1 
  SICK
  -1 
  SHAKY 
  -1 
  WEAK 
  -1 
  Starting Moves
  Alignment 
  Look
  Name : 
     The YOKAI
  Level
  XP 
  Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1).
  Haunting Eyes, Wild Eyes, or Wise Eyes.
  Braided Hair, Furry Hood, or Messy Hair. 
  Ceremonial Garb, Practical Leathers, or Weathered Hides. 
  Bakeneko: Arai, Ise, Kasha, Kiraru, Kisabu, Maneki, Maru, Ryuzoji, Shigeru, Tama.
  Kitsune: Daji, Hakuzo, Huayang, Jingoro, Koi, Kumiho, Kurama, Nasuno, Ninko,
  Paussu, Ran, Rao, Tamamo, Yako, Zenko, Zorua. 
  Tanuki: Bunbuku, Danzaburo, Li, Mamorizuru, Murasaki, Terajima.
  □ Guardian Spirit 
  Eliminate an unnatural menace. 
   
  □ Nurturing Spirit 
  Help something or someone grow. 
   
  □ Trickster Spirit 
  Destroy a symbol of civilization. 
  □ Bakeneko 
  As your people learned to bind animals to field and farm…
  you hunted mice. But you may always take the shape of any
  domesticated animal, in addition to your normal options. 
   
  □ Kitsune 
  You sing the healing songs of spring and brook. When you
  make camp, you and your allies heal +1d6. 
   
  □ Tanuki 
  In addition to any other attunements, the Great Forest is
  always considered your land. 
  Born of the Soil 
  You learned your magic in a place whose spirits are strong and ancient and
  they’ve marked you as one of their own. No matter where you go, they live within
  you and allow you to take their shape. Choose one of the following. It is the land
  to which you are attuned—when shapeshifting you may take the shape of any
  animal who might live in your Land (including people). 
  □ The Depths of the Earth. 
  □ The Open Sea. 
  □ The Frozen North. 
  □ The Stinking Mire. 
  □ The Great Forests. 
  □ The Towering Mountains. 
  □ The Islands of the East. 
  □ The Vast Desert. 
  □ The Mighty River. 
  □ The Whispering Plains. 
  Chose a tell—a physical attribute that marks you as born of the soil—that reflects
  the spirit of your land. It may be an animal feature like antlers or leopard’s spots or
  something more general: hair like leaves or eyes of glittering crystal. Your tell
  remains no matter what shape you take. 
   
  By Nature Sustained 
  You don’t need to eat or drink. If a move tells you to mark off a ration, ignore it. 
   
  Shapeshifter 
  When you call upon the spirits to change your shape, roll+WIS. On a 10+,
  hold 3. On a 7–9, hold 2. On a miss, hold 1 in addition to whatever the GM says.
  You may take on the physical form of any species whose essence you have studied
  or who lives in your land: you and your possessions meld into a perfect copy of
  the species’ form. You have any innate abilities and weaknesses of the form:
  claws, wings, gills, breathing water instead of air. You still use your normal stats
  but some moves may be harder to trigger—a housecat will find it hard to do battle
  with an ogre. The GM will also tell you one or more moves associated with your
  new form. Spend 1 hold to make that move. Once you’re out of hold, you return
  to your natural form. At any time, you may spend all your hold and revert to your
  natural form. 
   
  Studied Essence 
  When you spend time in contemplation of an animal spirit, you may add its
  species to those you can assume using shapeshifting. 
  Race 
  Bonds 
  Fill in the name of one of your companions in at least one: 
  
  ___________ has tasted my blood and I theirs, we are bound. 
  
  ____________________ smells more like prey than a hunter. 
  
  I have showed ________________ a secret rite of the Land. 
  
  The spirits say a great danger follows ______________. 
  Spirit Tongue 
  The grunts, barks, chirps, and calls of the creatures of the
  wild are as language to you. You can understand any animal
  native to your land or akin to one whose essence you have
  studied, as well as all people, wherever they live. 
  
   
  Gear 
  When you gain a level from 2–5, choose from these moves:
   
  □ Awakened from Dreams 
  When you spend time in a place, making note of its resident spirits
  and calling on the spirits of the land, roll+WIS. You will be granted a
  vision of significance to you, your allies, and the spirits around you. On
  a 10+, the vision will be clear and helpful to you. On a 7–9, the vision is
  unclear, its meaning murky. On a miss, the vision is upsetting,
  frightening, or traumatizing. The GM will describe it. Take -1 forward. 
   
  □ Balance 
  When you deal damage, take 1 balance. When you touch someone and
  channel the spirits of life you may spend balance. For each balance
  spent, heal 1d4 HP. 
   
  □ Barkskin 
  So long as your feet touch the ground you have +1 armour. 
   
  □ Elemental Mastery 
  When you call on the primal spirits of fire, water, earth or air to perform
  a task for you roll+WIS. On a 10+, choose two. On a 7–9, choose one.
  On a miss, some catastrophe occurs as a result of your calling. 
  
  The effect you desire comes to pass. 
  
  You avoid paying nature’s price . 
  
  You retain control. 
   
  □ Eyes of the Cat 
  When you mark an animal (with mud, dirt, or blood) you can see
  through that animal’s eyes as if they were your own, no matter what
  distance separates you. One animal can be marked like this at a time. 
   
  □ Formcrafter 
  When you shapeshift, choose a stat: you take +1 ongoing to rolls using
  that stat while shifted. The GM will choose a stat, too: you take
  -1 ongoing to rolls using that stat while shifted. 
   
  □ Hunter’s Brother 
  Choose one move from the elephant rider class list. 
   
  □ Red of Tooth and Claw 
  When you are in an appropriate animal form (something dangerous)
  increase your damage to d8. 
   
  □ Thing-Talker 
  You see the spirits in the sand, the sea and the stone. You may now
  apply your spirit tongue, shapeshifting and studied essence to inanimate
  natural objects (plants and rocks) or creatures made thereof, as well as
  animals. Thing-talker forms can be exact copies or vaguely humanoid. 
   
  □ True Form Revealed 
  When you take damage while shapeshifted, you may choose to revert
  to your natural form to negate the damage. 
  When you gain a level from 6–10, choose from these moves or the
  level 2–5 moves: 
   
  □ Blood and Thunder 
  Replaces: Red of Tooth and Claw 
  When you are in an appropriate animal form (something dangerous)
  increase your damage to d10. 
   
  □ Dragon 
  When you shapeshift, you may create a merged form of up to three
  different shapes. You may be a bear with the wings of a falcon and the
  head of a bear, for example. Each feature will grant you a different move
  to make. Otherwise, your dragon form follows the shapeshifter rules. 
   
  □ Embracing No Form 
  When you shapeshift, roll 1d4 and add that total to your hold. 
   
  □ Formshaper 
  Requires: Formcrafter 
  You may increase your armour by 1 or deal an additional +1d4 damage
  while in an animal form. Choose which when you shapeshift. 
   
  □ Stalker’s Sister 
  Choose one move from the elephant rider class list. 
   
  □ Strange Twin 
  You are able to study the essence of specific individuals to take their
  exact form, including men, elves, or the like. Suppressing your tell is
  possible: if you do, take -1 ongoing until you return to your own form. 
   
  □ Uniting the Lands 
  When you take this move, the next opportunity that you have safety
  and time to spend in an appropriate location, you may attune yourself to
  a new land. This effect occurs only once and the GM will tell you how
  long it will take and what cost you must pay. From then on, you are
  considered to be born of the soil in both lands. 
   
  □ Weather Weaver 
  If you are under open skies when the sun rises, the GM will ask you
  what the weather will be that day. Tell them whatever you like, it comes
  to pass. 
   
  □ World-Talker 
  Requires: Thing-Talker 
  You see the patterns that make up the fabric of the world. You may now
  apply your spirit tongue, shapeshifter and studied essence moves to pure
  elements—fire, water, air and earth. 
  Advanced Moves 
  Choose your defences:
  □ Hide armour (1 armour, 1 weight). 
  □ Wooden shield (+1 armour, 1 weight). 
   
  Choose one: 
  □ Adventuring gear (1 weight). 
  □ Poultices and herbs (2 uses, 1 weight). 
  Your Load is 6+STR. 
  You carry some token of your land, describe it. 
   
  Choose your armament: 
  □ Club (close, 2 weight). 
  □ Spear (close, thrown, near, 1 weight). 
  □ Staff (close, two-handed, 1 weight). 
  Dungeon World: Far East by Sage LaTorra and Adam Koebel. Creative Commons Attribution 3.0 Unported License. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Packs/Eastern Style Base Classes.pdf