TEXT: My name is... 
  Background | choose 1 
  THE HEAVY 
  a character playbook for Dungeon World: Stonetop 
  □ SHERIFF 
  You keep the peace in Stonetop and protect it from 
  outside threats. It’s not really anything official, but 
  everyone knows you’ve got a cool head and the 
  weight to back up your words. 
  When you give someone an order or a warning, 
  roll +CHA. *On a 10+, they choose 1: 
  -  They follow your order or heed your warning. 
  -  They freeze or back away slowly. 
  -  They attack you. 
  *On a 7-9+, they choose 1 of these (or 1 from 10+): 
  -  They scoff, but hesitate. 
  -  They demand proof, assurances, or explanations 
  □ A HISTORY OF VIOLENCE 
  You left behind a life of bloodshed and a name that 
  mothers used to scare their children. That was years 
  ago. For whatever reason, the people of Stonetop 
  took you (back?) in and treat you like one of their 
  own. And while you hoped to live in peace, it doesn’t  
  always work out that way. 
  When you Parley using the threat of violence as 
  leverage and they know your black reputation, 
  take +1.  
  When you fight to kill, without mercy or hesitation, 
  you deal +1d4 damage. 
  □ STORM-MARKED 
  You have been touched by the god Tor—rainmaker, 
  thunderer, slayer-of-beasts—and bear markings 
  similar to the faint runes etched into the Stone. When 
  did the marks manifest? Are they a symbol of your 
  strength, speed, and courage? Or the source?  
  When you fume with righteous anger and your 
  markings crackle with power, roll +CON. *On a 
  10+, hold 3 FURY. *On a 7-9, hold 2 FURY. While your 
  anger lasts, you can spend 1 FURY to: 
  -  Make a prodigious leap, buoyed by the wind 
  -  Move like lightning, repositioning yourself before 
  any can react 
  -  Imbue a blow with thunder, doing +1d6 damage 
  and gaining the forceful, messy, and loud tags 
  *On a miss, hold 1 FURY but your power crackles out 
  of control, drawing attention or endangering you allies 
  as the GM sees fit.  
  Starting Gear 
  Look & Origin 
  A fine steel weapon (pick 1): 
  □  Arming sword (close, +1 dam, 1 piercing, 1 weight) 
  □  Long sword (close, +1 dam, 1 piercing, messy, 2h, 
  2 weight) 
  □  Light flail (close, forceful, awkward, 1 piercing 1 
  weight) 
  □  Battleax (close, +1 dam, 1 piercing, messy, awk-
  ward, 2h, 1 weight) 
  Plus any 3 of the following: 
  □  Boiled leather cuirass (1 armor, worn, 1 weight)  
  □  Iron armor (2 armor, clumsy, warm, worn, 3 weight)  
  □  Bronze shield (+1 armor, 2 weight) 
  □  Crossbow (near, far, +1 dam, reload, 3 weight) & 
  quiver of iron-tipped arrows (3 ammo, 1 weight)  
  □  Decent adventuring gear (4 uses, 2 weight)  
  □  Any 3 choices from the POOR gear list 
  Choose one of each: 
  young & brash | in my prime | showing my years 
  flashing eyes | hard eyes | unflinching eyes  
  growling voice | hearty voice | soft-spoken 
  built body | giant frame | mass of scars | wiry body  
  distinctive scars | oft-broken nose | missing pieces 
  My family and I are am from... (choose 1 and a name) 
  □ Stonetop 
  ♀:  Aerona, Esyllt, Rhonwen, or Terrwyn 
  ♂:  Arthfael, Cadmor, Pedr, or Trystan  
  □ Hillfolk 
  ♀: Andrée, Frañseza, Katell, or Maela 
  ♂: Judoc, Mael, Per, or Raoul 
  □ Marshedge 
  ♀: Brenda, Morrigan, Norene, or Treasa 
  ♂: Berach, Fergus, Molan, or Tuireann 
  □ Lygos or some other southern town  
  ♀: Aella, Elysia, Ptolema, or Thana 
  ♂: Andreas, Chimola, Herod, or Nikandros 
  □ The Manmarch  
  ♀: Bathhilde, Hiltrude, Luise, or Maud 
  ♂: Chlothar, Günter, Ludwig, or Wieland 
  These are good people. Hard-working. Honest. They look out for each other, try to do the right thing. And in tough times, 
  times like these, well that’s saying something. But sometimes, looking out for each other doesn’t cut it. Sometimes, good 
  people need someone to stick up for them. Someone who ain’t afraid to get a little bloody. To get heavy.  
  Yeah, someone like you. 
  Bonds | write up to 5, with PCs or NPCs 
  □  
  □  
  □  
  □   
  □   
  Bonds should always have two parts: a relationship 
  to, experience with, opinion of, or observation about 
  them, and a course of action that follows. Examples:   
   My spouse/child _ worries about me so. I must 
  always return to them.  
   _ is my beloved and means the world to me. I put 
  myself on the line to keep them safe. 
   _ would be horrified if they new of my past deeds. 
  I must keep it from them. 
   The only one who knows my whole story is _. I 
  trust them completely.  
   _ is almost as tough as I am. They can take care 
  of themselves. 
   _ used to pick on me when we were young. I try 
  not to let that bother me.  
   _ stood by me when no else would. I’ll not forget. 
   I’ve saved _’s life more than once. It’s no big deal. 
   _ doesn’t know what they’re getting into. I’ve got to 
  keep them safe. 
   I promised _’s mother/wife/child that I’d keep them 
  safe. I keep my promises. 
   _ is a danger to themselves and everyone around 
  them. I’ve got my eye on them. 
   _ is too good for me. I’ll keep my distance.  
   _ grates on my nerves. I try to be patient. 
   _ is good to have around when there’s trouble. I 
  like working with them. 
   _ has a lot of potential but is still soft. I’ll toughen 
  ‘em up. 
   _ owes me their life. I’ll hold them to that debt. 
   _ wrong me greatly. I still hold a grudge. 
   I wronged _ greatly. I’m trying to make amends. 
   Sometimes _ is the only one who can talk sense 
  into me. I try to heed their words. 
  Drive | choose 1 
  At the end a session, if you’ve met your drive’s  
  requirement, mark XP.    
  □ DEFIANCE 
  Stand up to a bully or tyrant. 
  □ GLORY 
  Impress a group of onlookers with your derring-do.  
  □ PEACE 
  Prevent violence from breaking out or end a violent 
  conflict without hurting anyone. 
  □ VENGEANCE 
  Avenge a wrong done to you or your allies. 
  Just about everyone around here talks about the time 
  you… (pick 1): 
  □ drove off a thunder drake that got too close to town 
  □  killed that ogre up near the old wells 
  □  slew a dozen goblins in one battle 
  □  tossed those adventurers out of town on their ears 
  □  bested Ivan, the scariest bandit in Brennan's Claws 
  □  dragged yourself (and another?) into town, bleeding 
  from a dozen wounds 
  But folk are less keen to discuss… (pick 1 or 2): 
  □  the look in your eye when you spilled all that blood 
  □ those hard cases who showed up looking for you 
  □ the time you spent as one of Brennan's Claws 
  □  what happened to Urbgen, even if he did have it 
  coming 
  □ how you were struck by lightning and woke up 
  covered in these marks 
  □ your uncontrollable fits, where you claw those weird 
  runes in the dirt 
  What keeps you up at night, worrying about the future? 
  (pick 1): 
  □  your thrice-damned temper 
  □ someone coming after you, looking for vengeance 
  □ how bold the goblins have been getting of late 
  □ Brennan and what he's up to, now that he's in 
  power in Marshedge 
  □ dark visions of things moving in the earth, restless, 
  whispering and hungry 
  □  your family, and who will look after them if you get 
  yourself killed 
  □ that folk around here will learn the truth about you 
  If you haven’t already, mark your home on the 
  Stonetop playbook’s map.  
  Blood & Thunder 
  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  Strength ____ 
  Dexterity ____ 
  Constitution ____ 
  Intelligence  ____ 
  Wisdom ____ 
  Charisma ____ 
  □Weakened 
  □Shaky 
  □Sickened 
  □Dazed 
  □Confused 
  □Scarred 
  Hit Points | max HP = Constitution (not CON) + 10 
  Max HP: 
  When a debility is marked, -1 ongoing to that stat 
  Damage (+ Modifiers) 
  Armor 
  d10 
   
  Stats | assign these scores to your stats (and modifiers): 16 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) 
  Moves | choose either Armored or Uncanny Reflexes, plus 2 more; add 1 each time you level up 
  □ ARMORED 
  Ignore the clumsy tag on any armor you wear. 
  □ BERSERKER 
  When afflicted by fear, enchantments, or mind 
  control, you can ignore it as long as you attack the 
  closest enemy in sight. 
  □ BLOOD FURY 
  Requires: Berserker, level 6+ 
  When you your current HP are below your 
  Constitution and you keep fighting, gain +1 
  Armor and deal +1d6 damage. 
  □ CARVED OUT OF WOOD 
  You get +1 Armor. 
  □ CUT FROM GRANITE 
  Requires: Carved out of Wood, level 6+ 
  You get another +1 Armor (+2 Armor total) and 
  ignore stun damage. 
  □ FROSTY 
  When you Defy Danger because of fear, pain, 
  doubt, or chaos, treat a miss as a 7-9. 
  □ ICEWATER 
  Replaces: Frosty, level 6+ 
  You never need to Defy Danger because of 
  fear, pain, doubt, or chaos. 
  □ IMPOSING 
  When you Parley using threats of violence as 
  leverage, roll +STR instead of +CHA.
  □ KILLER INSTINCT 
  When a fight starts, ask the GM a question you 
  could ask with Discern Realities. Take +1 forward to 
  act on the answer. 
  □ MUCSLEBOUND 
  When you make a thrown or hand-to-hand attack, 
  it’s forceful and messy. If it would already be forceful 
  or messy, it’s more so. 
  □ MIGHTY THEWED 
  Requires: Musclebound 
  When you use brute strength to overcome 
  an inanimate obstacle, roll +STR. *On a 10+, 
  you do it but choose 1.  *On a 7-9, you do it but 
  choose 2.  
   - It takes a while. 
   - You cause unwanted damage or harm. 
   -  You make a lot of noise. 
   -  You suffer a debility of the GM’s choice.  
  □ SMASH! 
  Requires: Musclebound, level 6+ 
  When you Hack and Slash, on a 12+, you also 
  name something physical they have (their 
  sword, their position, a limb, etc.). They lose it. 
  □ OH NO YOU DON’T 
  When you have engaged a foe in melee and they 
  break off or make an attack that doesn’t include 
  you, you can deal your damage to them. 
  □ PAYBACK 
  When you see an enemy harm one of your allies, 
  your next attack against that foe deals +1d4 damage.
  Gear | your Load : STR (not Strength) +12  
  □ RELENTLESS 
  When you Hack and Slash, your next attack against 
  that same foe does +1d4 damage. 
  □ SITUATIONAL AWARENESS 
  When you Discern Realities during combat, take 
  +1 and add these to the list of questions you can ask: 
    - Who or what is the biggest threat? 
    - What is my enemy’s true position? 
  □ STAUNCH DEFENDER 
  When you Defend, gain 1 extra hold. Even on a miss, 
  you gain 1 hold. 
  □ GUARDIAN 
  Requires: Staunch Defender 
  When you have hold from Defend, you need 
  not spend hold to redirect an attack from the 
  thing you defend to yourself. You can just do it. 
  □ SUPERIOR WARRIOR 
  Requires: level 6+ 
  When you Hack and Slash, on a 12+ you deal your 
  damage, avoid your enemy’s attack, and impress, 
  dismay, or frighten your enemy.  
  □ UNCANNY REFLEXES 
  When you are unarmored and free to move about, 
  you take -1 damage from any source you can dodge, 
  roll with, or otherwise physically evade. 
  □ IMPOSSIBLE REFLEXES 
  Requires: Uncanny Reflexes, level 6+ 
  When you use Uncanny Reflexes, you take -2  
  damage (instead of -1). 
  □ WHAT ARE YOU WAITING FOR? 
  When you cry out a challenge to your enemies, roll 
  +CON. *On a 10+, they treat you as the most obvious 
  threat to be dealt with and ignore your companions. 
  Take +2 damage ongoing against them. *On a 7+, 
  only a few (the weakest or most foolhardy) fall prey to 
  your taunting. 
  □ YOU CAN NEVER HAVE TOO MANY KNIVES 
  Whenever you Outfit, you also leave town with up to 
  1d4 daggers, shivs, or knives (bronze or iron, your 
  choice). If you were already carrying that many, you 
  don’t get any more. 
  Also, whenever you’re unarmed, you can ask the GM 
  “what here can I use as a weapon?” and take +1 
  forward to act on the answer.  
  □ YOU’VE GOT TO BE REALISTIC 
  When you make a dire prediction or a grim obser-
  vation, write it down below. When the truth of your 
  statement becomes evident, check the box. You can 
  erase both statement and checkmark to add +1 to a 
  roll you just made.  
  _________________________________ □ 
  At the end of each session, erase both the statement 
  and the checkmark 
  Item  
  weight 
  Coin & Treasure 
  Item  
  weight 
  XP | mark XP on a miss or when a move says so 
  Current level: 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Playbooks/Stonetop - The Heavy.pdf