TEXT:  
   
   
   
  Absurd World v0.3 
  A hardcore Dungeon World hack 
  Authored by Jarrod Ingram. 
  Edited by Mitchell Parry. 
  Brought to you by Inex Games. 
   
  January, 2018. 
  Sydney, Australia. 
   
   
  1 
  
   
  Quick-start guide
  4 
  Stress
  4 
  Vice & Virtue
  4 
  Attributes
  4 
  Angles
  4 
  Wounds
  4 
  Damage
  5 
  Light
  5 
  Mechanics
  6 
  Stress
  6 
  Vice & Virtue
  6 
  Attributes
  7 
  Angles
  7 
  Wounds
  7 
  [Table] Damage to wound conversion
  8 
  [Table] Healing to wound conversion
  8 
  [Table] Debilities caused from wounds
  9 
  Damage
  9 
  [Table] Dungeon World damage to Absurd World damage
  9 
  Light
  10 
  Attributes
  11 
  Strength (Aggressive)
  11 
  Dexterity (Graceful)
  11 
  Constitution (Enduring)
  11 
  Intelligence (Witty)
  12 
  Wisdom (Empathetic)
  12 
  Charisma (Glamourous)
  12 
  Vice & Virtue
  13 
  Pride & Humility
  13 
  Envy & Gratitude
  13 
  Wrath & Patience
  13 
  Sloth & Diligence
  14 
  Avarice & Charity
  14 
  Gluttony & Temperance
  14 
  Lust & Chastity
  14 
  Suggested supplements
  15 
  2 
  
  License
  15 
  Other texts
  15 
   
   
   
  3 
  
  Quick-start guide 
   
  Stress 
  ●
  A debility inducing status, the character becomes hungry and thirsty becoming weak, or 
  exhausted becoming shaky. 
  ●
  A condition check is made at certain points in a story or at the GM’s discretion. 
  ●
  Weak is relieved through eating while shaky is relieved through sleep. Other debilities require 
  more time to be relieved. 
  ●
  Failing to attend to a character’s needs escalates their stress until they have all debilities and 
  even the slightest knock will leave them near death. 
  Vice & Virtue 
  ●
  Vice & virtue replaces Dungeon World’s alignments and bonds. 
  ●
  The vices & virtues are: pride & humility, envy & gratitude, wrath & patience, sloth & diligence, 
  avarice & charity, gluttony & temperance, and lust & chastity.  
  ●
  An additional means of relieving debilities caused by stress or marking XP respectively. 
  Attributes 
  ●
  Assign attributes as follows: +2, +1, +1, 0, 0, -1. 
  ●
  Attribute scores are not increased on level up; if this is undesirable, add +1 to an attribute every 
  even level. 
  Angles 
  ●
  Instead of roll+CHA on a Parley, roll+​MOD​ where ​MOD​ is the attribute appropriate to the angle 
  the character is taking in a conversation. 
  ●
  One of: Strength (Aggressive), Dexterity (Graceful), Constitution (Enduring), Intelligence 
  (Witty), Wisdom (Empathetic), Charisma (Glamourous). 
  ●
  It’s at the GM’s discretion if a conversation angle is appropriate for a given situation. 
  Wounds 
  ●
  Blood loss plays a part in determining a character’s condition. 
  ●
  A wound starts at a designated stage depending on damage and progresses to the next stage as 
  debilities are accumulated. 
  ●
  Consult the ​Wounds​ section in ​Mechanics​ for a table detailing damage to wound ratios. 
  4 
  
  Damage 
  ●
  Damage has been modified to just use a single d6 to better cater to groups with just a pair of 
  six-sided dice on hand. 
  ●
  The formula for damage conversion is: ​dmg​ = 1d6 + (​x​-6)/2, where ​dmg​ > 0 and ​x​ is the size of the 
  original damage die. 
  Light 
  ●
  The standard period of time is a “round”. 
  ●
  The amount of time that’s passed to dictate a round is at the GM’s discretion. An example round 
  is the resolution of a conflict, be that combat, negotiation, etc. 
  ●
  Light sources last between 2-4 rounds. 
  ●
  Depending on the source, light is provided for a certain amount of characters, while dim or no 
  light is provided for the rest. 
  ●
  Dim light is ​-1 ongoing​. Darkness is either negotiate or flee. 
  ●
  An additional GM move is that of light sources being put out, either from the extent of their 
  duration or from some other means appropriate to the fiction. 
   
   
   
  5 
  
  Mechanics 
   
  Apart from Stress and Conversation Angles, each of the following mechanics is for a character’s 
  flavour as a replacement for Bonds and Alignment found in Dungeon World. The Absurd World is gritty, 
  filled with terrifying individuals which will inflict stress on a character. The player is given tools to 
  manage stress through vices and purpose, but at the end of the day the GM is encouraged to hard press 
  the characters from not developing symptoms of mental illness. 
  Stress 
  Stress is another major form of damage in Absurd World. That is, stress creates debilities which 
  makes it easier for a character to die if they sustain wounds. Starting off hungry & thirsty making the 
  character weak, adding on exhaustion later making the character shaky, and then progressing into sick, 
  stunned, confused, and scarred depending on what the fiction demands. 
   
  Condition checks at given points in the story or at the GM’s discretion are what generate 
  stressful situations like hunger and exhaustion. Failing to cater to a character’s needs, that of eating and 
  sleeping will result in a stress spiral that could lead to a character’s premature death. 
   
  Think of stress as mental exhaustion as well as the character fights with hunger and sleep 
  deprivation. Sure they can push through it but it still has its toll. Mental and physical exhaustion causing 
  stress debilities combined with wound debilities make for a character that isn’t at peak performance and 
  this should feel natural in the fiction. 
  Vice & Virtue 
  A vice can come in many forms but overall they’re separated into the following categories: pride, 
  envy, wrath, sloth, avarice, gluttony, and  lust. Each vice has a corresponding action to go along with it. 
  For example, Envy demands that you interfere with another player as you’re jealous of what they have. 
  Interestingly, performing a vice relieves stress resulting in the ability to relieve a debility of choice at the 
  next camp. 
   
  The polar opposite of vice is virtue. There’s humility, gratitude, patience, diligence, charity, 
  temperance, and chastity. Each virtue has a corresponding action to go along with it. For example, 
  Gratitude has the character requiring them to aid another character as you’re thankful for what you have 
  and want to provide it to others. Performing a virtuous act results in the ability to mark XP at the next 
  camp. 
   
  Think of the relief of a debility caused by stress or the marking of XP as a reward system for 
  being filled with vice or virtue. Naturally the players should act in their own interest when they have 
  debilities up to their ears, inconveniencing other players. While a character who is going well will 
  6 
  
  perform a virtuous act for those in need. It typically takes two to three days to normally recover from a 
  debility so this is a tempting compromise for most players. 
  Attributes 
  Attributes are now just modifiers instead of scores and modifiers. As a result player’s are unable 
  to change their modifiers when they level up but gain moves normally. The reasoning behind removing 
  scores is to remove common misinterpretations for new players of Dungeon World, that is whether to 
  roll with your score or modifier, or whether to add your constitution score or modifier to your HP. A 
  relatively minor change that makes character creation more meaningful and avoids power creep in 
  campaigns that go past level 10. 
   
  To assign your attributes at character creation simply assign the scores +2, +1, +1, 0, 0, -1 to 
  whatever the player deems are their strengths and weaknesses when it comes to combat and social 
  situations. Have the player’s take note of the angles they’re interested in when assigning these modifiers. 
   
  As a result of only using modifiers, debilities become more debilitating, directly minusing off 
  the modifier instead of just the score. A shaky character for example isn’t going to be performing 
  dextrous moves nearly as well. 
  Angles 
  Conversation angles relate to a character’s attributes like Strength and Dexterity. They let a 
  character sway a conversation in more ways than one. In the case of Strength a character would be 
  Aggressive in getting their own way with another PC or NPC and use their Strength modifier instead of 
  Charisma when rolling to check if they get what they want. This leads to characters not being hampered 
  in conversation because they have low charisma but a conversation angle won’t work all the time at the 
  GM’s discretion. For example, the character might act aggressive but instead of getting their own way 
  the character has actually instigated avoidable conflict. It’s best to judge the “mood” when gauging what 
  conversation angle would be most appropriate. 
  Wounds 
  An Absurd World is a harsh world where the abstraction of hit points doesn’t exist but rather bleeding 
  out and corresponding debilities affect a character’s condition. Wounds progress through stages as the 
  character takes on more debilities eventually taking on the near death status where if they’re left 
  unattended they’ll die. 
   
  Sustained wounds are more descriptive in nature. A character could take on a limp, find it hard 
  to hold a weapon, or straight up lose an arm, but like most things in Absurd World the fiction dictates 
  how this comes into effect. Healing spells are usually ineffective at treating sustained wounds with more 
  mundane methods and even just time being the deciding factor. 
   
  7 
  
  Damage and armor still play a part in causing and preventing wounds. Use the following table as 
  a guide to how damaging a wound is: 
  [Table] Damage to wound conversion 
   
  Roll 
  Stage 
  Result 
  1-3 
  Minor 
  Nothing happens. 
  4-6 
  Moderate 
  Everytime the character nexts takes the spotlight, roll+CON. ​On a miss,​ the 
  character takes on a physical debility resulting from the pain. If a character has 
  all physical debilities, roll+CON. ​On a miss, ​ their wounds become major. 
  7-9 
  Major 
  Everytime the character nexts takes the spotlight, roll+CON. ​On a miss,​ the 
  character takes on a physical debility from the pain, as per moderate wounds, 
  and a mental debility from the blood loss. If a character has all debilities, 
  roll+CON.​ On a miss,​ their wounds become critical. 
  10+ 
  Critical 
  Everytime the character nexts takes the spotlight, roll+CON.​ On a miss​, the 
  character takes on all debilities from the pain and blood loss and they are 
  incapacitated, ​take -1 forward​. If a character has all debilities while their wounds 
  are critical, roll+CON the next time they take the spotlight.​ On a miss,​ they take 
  their death move. 
   
  The first obvious interaction with the new system is that of debilities and wounds. That is, 
  debilities signify the state of a character. For example a character with all the debilities from being near 
  death will have a hard time taking another hit. If that hit is another major wound or worse, the next time 
  they take the spotlight they’ll be near death again which makes sense; if you’re near death, healed, but 
  then hit again you should probably be near death. 
   
  Another obvious interaction between debilities and wounds is the time it takes to Recover. The 
  standard Recover move from Dungeon World takes three days to heal a debility, two with a healer. This 
  feels right since sustained wounds are hard to heal and it’s up to the body’s natural healing abilities to 
  see the character in fighting shape again. 
  [Table] Healing to wound conversion 
   
  Roll 
  Description 
  1-4 
  Stabilise someone, ceasing pain or blood loss. 
  4-8 
  Stabilise someone, ceasing pain and blood loss. 
  9+ 
  Resuscitate someone, ceasing pain, blood loss, and incapacitation. 
  8 
  
  n/a 
  As above, but all wounds are nullified. 
   
   
  In Absurd World’s wound system, debilities should be assigned based on the following 
  guidelines: 
  [Table] Debilities caused from wounds 
  Debility 
  Reason 
  Weak 
  The pain is too much. You’ve had some muscles slashed, or something has been crushed. 
  Shaky 
  The pain is too much, your hands are shaky and you’re unsteady on your feet. 
  Sick 
  The pain is too much, you feel nauseous. 
  Stunned 
  The blood loss is too much. You’re having trouble reasoning. 
  Confused 
  The blood loss is too much. Your ears are ringing, your visions blurred. 
  Scarred 
  The blood loss is too much. You look pale. 
  Damage 
  For less variance behind PC and NPC attacks, damage is now rolled with 1d6+​MOD​ where 
  modifier is: 
  MOD = ​(​x​-6)/2, where ​dmg​ > 0 and ​x​ is the size of the original damage die. 
  A table is provided to suggest some common die sizes and their corresponding 1d6+​Modifier​. 
  [Table] Dungeon World damage to Absurd World damage 
   
  Dungeon World damage 
  Absurd World damage 
  1d4 
  1d6 
  1d6 
  1d6 
  1d8 
  1d6+1 
  1d10 
  1d6+2 
  1d12 
  1d6+3 
   
  Wizard damage, for example, has been buffed with this formula, but it was considered too weak 
  to begin with. 
  9 
  
  Light 
  This hack simulates light sources; namely their duration and effectiveness. There are three tiers of 
  lighting: that of a candle, a torch (a tier that includes the wizard and cleric spells of the same name, 
  “Light”), and a lantern. 
  A candle has a duration of 2 turns and provides light for 1 character and dim light for another, 
  the rest are in darkness, it lasts for 2 rounds. A torch has a duration of 3 rounds and provides light for 2 
  characters and dim light for another 2. A lantern has a duration of 4 rounds, requires a flask of oil to 
  operate, and provides light for 3 characters and dim light for an additional 3. If a character puts down a 
  light source to free up a hand, then it casts its dim light, the rest of the characters are in darkness. 
  It should be noted that dim light has a ​-1 ongoing​ effect on characters. Darkness has the effect 
  that the character’s only action is to negotiate, if applicable, or flee from dangers. 
  Depending on the fiction, light sources can be put out prematurely. For example, in a fight to 
  the death, an orc might swipe the torch out of a player’s hand putting it out and shrouding the characters 
  in darkness. 
  The primary thing to take away from the light mechanic is that it shouldn’t get in the way of the 
  fiction but enhance it. Don’t try and methodically keep track of rounds but let them naturally come about 
  from the fiction. 
   
   
  10 
  
  Attributes 
   
  Below you’ll find the attributes of AW that detail potential combat and social consequences of a 
  given attribute. The word in parentheses next to an attribute is how the attribute can be used in a social 
  situation, while the attribute itself governs how it’s typically used in combat. Typically a character will 
  emphasises one attribute to compliment their chosen form of combat, with the rest of their attribute 
  spread governing how they perform with certain conversation angles. Attributes are allocated at 
  character creation with the following scores: +2, +1, +1, 0, 0, -1. The modifiers are added to any dice roll 
  that follow from an action that tests the corresponding attribute be that in a combat or social sense. 
  Therefore a character with +2 strength would roll 2d6+2 if they were going to attack someone with a 
  melee weapon.  A character with +0 (average) dexterity on the other hand would just roll 2d6 if they were 
  trying to act graceful in a conversation. 
  Strength (Aggressive) 
  A strong character is good with melee weapons and in conversations is particularly apt at getting 
  their way if they’re aggressive or through blackmail. This doesn’t always lead to a pleasant result though 
  and some of the time this will lead to avoidable confrontations. An aggressive character would typically 
  tell a mentally ill person to “Harden the fuck up” or something to that extent with mixed results. 
  Dexterity (Graceful) 
  A dextrous character is good with ranged weapons like a bow or rifle. They typically approach 
  conversation by trying to smooth it over by being polite and respecting the other party, or outright lying 
  and putting on a facade. However, this doesn’t always go as planned and the other party could be 
  offended by the character trying to “butter them up”. A graceful character would typically tip-toe around 
  the major issues of presented symptoms, trying to distract a character from their debilitation; again to 
  mixed results. 
  Constitution (Enduring) 
  A character with high constitution is good at taking blows in battle and in the field of discourse. 
  Not particularly apt at leading a conversation, they’re good at deflecting arguments in a direction that 
  would benefit them. When it comes to mental illness they would say something along the lines of “It just 
  takes time,” letting the person in question know that it’s okay they’re not feeling the best now, that in 
  time they’ll come better. 
  Intelligence (Witty) 
  Intelligent characters typically use arcane knowledge to get their way in battle. Casting all 
  manner of spells to turn the tides not just in battle but in the field of discourse as well. When not casting 
  11 
  
  spells intelligent characters are witty, either trying to get their way using logic or crafting a joke to 
  smooth things over. Logic and jokes don’t work in every situation though and like any other conversation 
  angle they could backfire. A witty character might try to cheer a mentally ill person up with a joke or two 
  to lighten the mood, or try and be rational about the entire ordeal. 
  Wisdom (Empathetic) 
  Wise characters typically have a god or cause that they fight for, drawing on the power of 
  something greater than them to turn the tide of battle. They’re also particularly empathetic, having a 
  keen understanding of the human condition; they know the right thing to say given the situation. 
  Perhaps they’re consoling someone on the death of a loved one or trying to appeal to someone’s emotion 
  in some way to get what they want. Wisdom is not just the understanding of others though, it’s also an 
  understanding of oneself. A wise character would typically cater to one’s emotions when mental health is 
  concerned, perhaps something along the lines of “Emotions are fleeting” would be a good opener. 
  Charisma (Glamourous) 
  A charismatic character uses their charm, be that through playing instruments or enacting 
  justice for example, to do battle. In terms of conversation they don’t need many words but simply their 
  looks get them by; seduction is always an option. For mental health purposes, charismatic characters 
  “brighten someone’s day” with, for example’s sake, a smile nice enough to pierce through symptoms. 
   
   
   
  12 
  
  Vice & Virtue 
   
  Vice & virtue are actions that characters can undertake to relieve stress or mark XP. For the 
  purposes of relieving stress or marking XP the following guidelines should be followed: 
  ●
   camp can also correspond to any steading where the characters are given time to roam by the 
  GM. 
  ●
  A character cannot use two or more vices or virtues to relieve stress or mark XP multiple times. 
  Pride & Humility 
  “Mirror, mirror on the wall…” 
   
  Also known as vanity, Pride is excessive love of oneself that can become an obsession if left 
  unchecked. Pride usually results in a denial of the gods and any higher power, and isolation from others. 
  They’re a bit of a know it all, and if your character successfully spouts lore or discerns reality, relieve 
  stress at the next camp. However, if you don’t spout lore or discern realities, mark XP at the next camp. 
  Envy & Gratitude 
  “That’s a fine looking possession you have there, shame if something were to happen to it.”  - Monty the 
  Thief 
   
  Also known as jealousy, Envy is the resentment of others for their possessions. Typically a thief, 
  if we’re talking about jealousy of material possessions, Envy comes in many forms. From envy of a 
  relationship between two other people to envy of particular skills another possesses. Envious characters 
  can relieve stress by stripping another of their possessions through whatever sinister means are 
  necessary. If you interfere with another hunter’s actions, relieve stress at the next camp. An envious 
  character is nefarious and would rather have everyone with nothing then go through the trials and 
  labours of earning it themselves. However, if you aid another hunter, mark XP at the next camp. 
  Wrath & Patience 
  “You looking at me!?” 
   
  A wrathful character is here to pick a fight, they are quick to anger and quicker to bring their 
  sword to bear. Typically relieving stress by taking on avoidable conflict or by enacting their own 
  perverted sense of justice. They cannot find purpose normally and, similar to a prideful character, they 
  can only fulfil purpose in a specific manner, namely through self-righteous combat. If a character starts 
  a fight, relieve stress at the next camp. However, if you avoid a fight, mark XP at the next camp. 
  13 
  
  Sloth & Diligence 
  “I don’t wanna…” 
   
  A lazy character gets their kicks from watching others do the work while they reap the rewards; 
  even if they don’t admit it. Typically found in codependent relationships, a lazy character usually has 
  sound purpose but the actual act of having that purpose fulfilled has much to be desired. If you are 
  defended by one of your fellow hunters, relieve stress at the next camp. However, if you defended one of 
  your fellow hunters, mark XP at the next camp. 
  Avarice & Charity 
  “Greed is good!” 
   
  A hoarder of coin and wealth by nature, a greedy character will deny others opportunity so they 
  can get ahead. A greedy character is simple, if they get the better end of a deal such as when distributing 
  coin given to the party or successfully parley a better price, they’ll relieve stress at the next camp. 
  However, if you give to the poor or to one of your fellow hunters then mark XP at the next camp. 
  Gluttony & Temperance 
  “Just a little bit of the good stuff.” 
   
  Be it food, alcohol, or intoxicants, or simply an excessive love of pleasure, the gluttonous 
  character is another simple beast similar to the greedy character, they relieve stress by overindulgence. 
  Simple to relieve stress with but the consequences of overindulgence can be dire. From obesity, to 
  constant hangovers, to addiction and worse. The overindulgent character eventually pays for their vice 
  with preordained afflictions and debilities. At camp, if your character overindulges in food, alcohol, or 
  intoxicants, relieve stress. However, if you choose to consume a normal amount of food, alcohol, or 
  intoxicants, mark XP. 
  Lust & Chastity 
  Licks lips 
   
  Excessive sexual desire, naturally the lustful character relieves stress through having intimacy. 
  At camp, if you’re intimate with a fellow hunter or stranger, relieve stress. However, if you abstain from 
  intimacy or are only intimate with your “true love”, mark XP at the next camp. 
   
   
  14 
  
  Suggested supplements 
   
  The following Dungeon World supplements work particularly well with Absurd World: 
  ●
  Chaos Worlds​, by Magpie Games; particularly inventive Dungeon World settings. 
  ●
  Class Warfare​, by Johnstone Metzger; advanced character creation tool that compliments Absurd 
  World’s advanced bonds and alignment replacement. 
  ●
  Grim World​, by Boldly Games; classes, species, monsters, death moves, etc. that tie in with 
  Absurd World’s hardcore setting. 
  ●
  Perilous Wilds​, by Lampblack and Brimstone; Dungeon World expansion with rules for travel, 
  hirelings and much more! The best way to create perilous journeys for your players. 
  License 
   
  This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To 
  view a copy of this license, visit ​https://creativecommons.org/licenses/by-sa/4.0/​ or send a letter to 
  Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. 
  Other texts 
  This text contains portions of previously published works, including: 
  ●
  Dungeon World​, by Sage LaTorra and Adam Koebel, licensed under a Creative Commons 
  Attribution 3.0 Unported license. 
  ●
  Class Warfare,​ by Johnstone Metzger, licensed under a Creative Commons ShareAlike 4.0 
  International license. 
  ●
  Grim World,​ by Boldly Games, licensed under a Creative Commons Attribution 3.0 Unported 
  license. 
  15 
  
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