TEXT: 35
  Big Kid
  Steam
  Noodle
  Mush
  Health
  Harm
  XP
  to level up:
  spend (4+lvl) XP
  gain 1 health
  then choose a new move or gain +1 skill point
  Start with +2 Steam, 0 Noodle, -2 Mush, 7 Health
  choose 3 basic moves & 2 special moves
  Name:
  Costume:
  Items (+1):
  Basic Moves
  Friends
  Fears
       Soothing Song - Roll +NDL. 
  On 10+: Everyone who can hear your song has 
  -2 to moves that do harm for the next round.
  On 7-9: Everyone who can hear your song has 
  -1 to moves that do harm for the next round, 
  and they are aware that you tricked them.
       Bottle Up - Roll +STM. 
  On 10+: Add your current Harm value to your 
  next move. Then heal 1 Harm.
  On 7-9: Add your current Harm value to your 
  next move. 
       Console - Roll +NDL.
  On 10+: Remove 1 Harm from a friend.
  On 7-9: Remove 1 Harm from a friend, but this 
  process takes up to 15 minutes and leaves you 
  both vulnerable.
       Step Up - Roll +STM.
  On 10+: You deter or block the attack of a foe 
  that would’ve harmed one of your friends.
  On 7-9: You protect your friend but put 
  yourself in imminent danger.
  SpecialMoves
  Player A:
  Player B:
  Player C:
  NPC A:
  NPC B:
  NPC C:
  
  36
  Little Kid
  Name:
  Costume:
  Toys (+1):
  Basic Moves
  Friends
  Fears
       Animal Companion - Roll +MSH.
  On 10+: You make friends with a critter who 
  will follow you and act on your influence. They 
  can do the same basic moves as your character.
  On 7-9: You befriend an unruly animal, it 
  doesn’t always do what you say and is prone to 
  causing problems.
       Be A Friend - Roll +MSH.
  On 10+: You gain the trust of another 
  character.
  On 7-9: The opposing character trusts you but 
  is wary of your friends.
       Stumble Upon - Roll +NDL
  On 10+: You mindlessly find a clue.
  On 7-9: A clue comes to mind and you wander 
  off to find it unnoticed.
       Distraction -Roll +MSH.
  On 10+: When a friend uses a defensive move 
  against the distracted foe, they gain +2 to their 
  roll.
  On 7-9: Your friend’s defensive move gains +1 
  to their roll, but you put yourself in danger.
  SpecialMoves
  Steam
  Noodle
  Mush
  Start with -1 Steam, -1 Noodle, +2 Mush, 5 Health
  Health
  Harm
  XP
  to level up:
  spend (4+lvl) XP
  gain 1 health
  then choose a new move or gain +1 skill point
  choose 3 basic moves & 2 special moves
  Player A:
  Player B:
  Player C:
  NPC A:
  NPC B:
  NPC C:
  
  37
  Animal
  Name:
  Animal Form:
  Reason:
  Basic Moves
  Friends
  Fears
       Forest Expert -  Roll +NDL.
  On 10+: You know how to get where you’re 
  going and can expedite the journey.
  On 7-9: You know where you’re going, but it’s 
  going to take a detour to get there. 
       Connected -  Roll +NDL.
  On 10+: You know someone who might be 
  able to help out and you know where they 
  might be.
  On 7-9: You might know someone who could 
  help, but they may not be trustworthy. 
       Give Orders - Roll +NDL.
  On 10+: The character you order around gets 
  an additional +1 or -2 to their dice roll, your 
  choice.
  On 7-9: Same as above but your foe now 
  perceives you as a threat and acts.
       Play Possum - Roll +NDL.
  On 10+: Your foe perceives you as just a 
  simple animal and ignores you.
  On 7-9: Same as above but the foe grows 
  suspicious and may investigate further. 
  SpecialMoves
  Steam
  Noodle
  Mush
  Start with -1 Steam, +2 Noodle, -1 Mush, 6 Health
  Health
  Harm
  XP
  to level up:
  spend (4+lvl) XP
  gain 1 health
  then choose a new move or gain +1 skill point
  choose 3 basic moves & 2 special moves
  Player A:
  Player B:
  Player C:
  NPC A:
  NPC B:
  NPC C:
  
  38
  Recite Poetry  
  Roll +NDL.
  On 
  10+: 
  Your 
  prose 
  contains 
  something important to your world. 
  The GM tells you something useful 
  about your current situation.
  On 7-9: You are swept up in your own 
  verse. The GM tells you something 
  poetic about your situation, it is up to 
  you to make it useful. 
  Cause Mischief
  Describe your plan and Roll +NDL.
  On 10+: Your plan will work and 
  does 1 harm.
  On 7-9: Your scheme works and 
  does 1 harm but any items you used 
  are destroyed in the process. 
  Gander
  Describe what you are looking into 
  and Roll +NDL.
  On 10+: Ask your GM two of the 
  following questions which they will 
  answer truthfully.
  On 7-9: Ask your GM two of the 
  following questions. One answer 
  will be true, the other a lie.
  What is going on here? 
  Who can I trust? 
  What are they thinking? 
  What should I be wary of?
  What happened here recently? 
  What here isn’t as it appears to be?
  Brace Yourself 
  Describe how you intend to block 
  the approaching attack and Roll 
  +STM. 
  On 10+: Cancel 1 incoming harm 
  and immediately attempt to cause 
  harm to the attacker. 
  On 7-9: Cancel 1 incoming harm but 
  garner attention of the attacker(s). 
   Skiddoo
  Roll +STM.
  On 10+: You escape an imminent 
  danger.
  On 7-9: You escape but create a 
  complication: you leave something 
  behind, you take something with 
  you, you create tracks, etc. 
  Hurt
  Describe how you attack and Roll 
  +STM.
  On 10+: Do 1 harm and your foe 
  does not act for another turn.
  On 7-9: Do 1 harm but your target 
  immediately retorts.
  Grift
  Describe what you want them to do 
  and Roll +MSH.
  On 10+: They trust you and will do 
  what you say so long as it doesn’t 
  endanger them directly.
  On 7-9: They’ll consider it for a 
  price. 
  Basic Moves
  
  39
  GM Moves
   
  Danger
  Deploy a new creature or character, 
  change the environment, or present 
  the kids with potential harm. 
  Omen 
  Point to a threat, a clue, or an 
  approaching action. 
  Take Away
  Remove something from a player to 
  change the circumstance, an item, 
  armor, or cover. 
  Stir The Pot 
  Encourage conflict between two 
  characters. This could be a stranger 
  or critter instigating conflict with a 
  player or players coming to conflict 
  with one another. 
  Bait
  Implement an item, character, or 
  event that will entice the players. 
  Refresh Setting
  Abruptly change time, location, or 
  circumstance. 
  Call Back
  Bring back a past omen, a lost 
  character, 
  or 
  issues 
  thought 
  resolved. 
   
  Fiend - Deploy the Fiend. 
  Limit one use per session. Have 
  the Fiend of the Wood approach the 
  characters in isolation and attempt 
  to exploit someone by offering one 
  of the kids a difficult choice, a hard 
  bargain, an impossible task, or a 
  dangerous threat. 
   
  Improvised - Change the 
  game per your own best judgment. 
   
  When kids fail their moves, when the action is dying down, or when the 
  players are starting to feel a bit too comfortable, use the following moves.
  
SOURCE: textdata/thevault/Babes in the Wood (PbtA)/Babes in the Wood - Sheets.pdf