TEXT: Impostor
  Spies. Assassins. Facestealers. Many rumors exist of those who change their shapes to 
  imitate others and even copy their abilities. Some even say they can steal your soul, though 
  more informed scholars call this nonsense. Some say they’re a species of monster, others 
  think they’re strange sorcerers that’ve learned to steal others’ shapes. It’s hard to get reliable 
  information on them because of their tendency to disappear into the crowd.
  But what people truly fear about them is how they call the idea of identity into question. Is Kaea, 
  your bodyguard, really Kaea? Is Majeu, your lifelong friend, really Majeu? Are you sure you’re 
  really you? Take off that mask and look in the mirror. You’ve forgotten yourself, but it’s time to 
  be your true self again.
  Names:
  Take a name from any other class’s list. Or two. Or three. Just take as many as you like, really. 
  After all, what matter names to one who can take any name and any face?
  Look:
  Choose one for each:
  Featureless face, remarkable eyes, average eyes
  Completely hairless, extravagant hair, average hair
  Inhuman body, sensuous body, average body
  Stats:
  Your maximum HP is 6+Constitution
  Your damage is D6
  Drive:
  Choose a drive:
  Chaos
  Sow confusion and/or mistrust in a group.
  Subtlety
  Take someone’s place without detection.
  Selves
  Risk consequences to assimilate an identity.
  Background:
  Choose a background:
  
  Known
  You’ve developed a reputation as a shapeshifter. When you reveal that identity in civilization, 
  you may claim a benefit such as a job offer or favor owed, but trouble’s incoming.
  Assimilated
  You’ve secretly lived among a group and taken on their ways. You may take a background or 
  racial move from the people you’ve adopted as your own.
  Wanderer
  You’ve spent your life moving from place to place hiding your identity. When you arrive 
  somewhere, ask the GM what you should do to avoid standing out.
  Starting Moves:
  You start with these moves:
  I Am You
  When you either spend hours studying someone in-person or kill them to absorb their 
  identity, they become an assimilated identity. With a similar time investment, you can make up 
  new faces to wear. You start with three identities.
  Many Faces (WIS)
  When you attempt to assume the identity of someone you’ve observed, if it’s an assimilated 
  identity take the 10+ result, otherwise roll +WIS. On a 10+, you impersonate them perfectly, 
  right down to the form and/or clothes if they’re humanoid. On a 7-9, as 10+ but it has an 
  imperfection that close examination will find.
  I Know You (WIS)
  When you try to figure out someone you've observed, roll +WIS. On a 10+, hold 3. On a 7-9, 
  hold 1. On a 6-, you develop some misconception that will hinder you. Spend hold 1-for-1 to:
  ●
  Know what they would generally do in a given situation.
  ●
  React to what they’re about to do before they do it.
  ●
  Take +1 forward against them.
  ●
  Recover a specific memory if you've assimilated their identity.
  Soul’s Reflection
  When you spend several minutes getting into the character of an assimilated identity, you 
  gain the use of one of their imitable moves until the next time you use Soul’s Reflection. Roll 
  +Wis if the move calls for a roll. If a monster move, on a 10+ you just do it. On a 7-9, pick one:
  ●
  You expose yourself to danger or suspicion.
  
  ●
  The move slips from your mind; you can’t use it again until you take the time to get back 
  into character.
  ●
  You forget you aren’t the person whose move you’re using, until something reminds you.
   
  Gear:
  Your load is 7+STR. You start with one dungeon ration (5 uses, 1 weight), one knife (hand, 
  thrown, 0 weight), and 10 gold
  Choose your main weapon:
  ●
  hand crossbow (near, reload, 1 weight) and quarrel of bolts (3 ammo, 1 weight)
  ●
  sap (hand, stun, 1 weight)
  ●
  short sword (close, 1 weight)
  ●
  rapier (close, precise, 1 weight)
  Choose one:
  ●
  healing potion
  ●
  adventuring gear (5 uses,1 weight)
  ●
  halfling pipeleaf (6 uses, 0 weight)
  Bonds:
  Fill in the name of at least one of your companions in at least one:
  I feel like  _____ doesn’t trust me..
  _____  has seen more of the true me than most ever see.
  I wonder what it would be like to live in _____ ‘s shoes.
  I have passed myself off as _____ and they don’t know it.
   
  Advanced Moves:
   
  When you gain a level from 2-5, choose one of these moves:
  Always Known You
  When you use I Know You, you always get +1 hold, even on a 6- (but you still suffer the 
  consequences).
  Know Your Mind
  When the subject of I Know You is nearby and within sight, add this option: 
  ●
  Know what their current thoughts are.
  Protean Faces
  You may use Many Faces to take the forms of intelligent non-humanoids. You gain use of any 
  physical qualities they might have such as gills, wings, etc.
  
  Many Reflections
  When you use Soul’s Reflection, you may instead gain two of that identity's Moves.
  Warped Reflections
  Requires Many Reflections or Infinite Reflections
  Moves acquired with Soul’s Reflection no longer have to be all from the same identity.
  You Are Me (CHA)
  When you attempt to create doubt about someone's identity, roll +CHA. On a 10+, choose 
  two. On a 7-9, choose one.
  ●
  You instill doubts in others about the identity you're questioning.
  ●
  The confusion gives you an opening. Take +1 forward to act on this opening.
  ●
  You don't fall under suspicion.
  Brazen Imitation (DEX)
  When you make use of a distraction to impersonate someone in broad sight, roll +DEX. On 
  a 10+, only your allies and the target know which is you and which is the real one. On a 7-9, no 
  one but you and the target knows.
  Walked Every Walk
  When you spout lore about the proper social etiquette for a situation, take +1.
  Misguided Trust
  When you attack someone that trusts you or who they thought you were, deal +1d6 
  damage.
  Body Reformation
  When you reshape your flesh around your wounds, roll +CON. On a hit, you recover 1d8 HP. 
  On a 7-9, you also take -1 forward. On a miss, you suffer a debility.
   
  When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
  Assimilation Bond
  Requires Know Your Mind
  You may now use Know Your Mind upon anyone whose identity you're assimilated, regardless 
  of where they are.
  Infinite Reflections
  Replaces Many Reflections
  When you use Soul’s Reflection, you may instead gain three of that identity's Moves.
  
  Faceless
  When you wish it, Moves that would reveal details of your character's true identity (such as 
  alignment or secrets) reveal only a complete blank.
  I Was Them All Along
  When you've been out of the scene for a while, you may choose to reveal yourself. The GM 
  tells you which of the NPCs present were actually you, or if none seem appropriate introduces 
  one.
  Eu tu, Brute?
  Replaces Misguided Trust
  When you attack someone that trusts you or who they thought you were, deal +2d6 
  damage.
  The Best Plans Are Subtle
  When you take time to plan out an infiltration, name the group you wish to infiltrate and ask 
  those questions. When acting on those answers, you and your allies take +1 forward.
  ●
  Who within the group is most likely to be useful to me?
  ●
  What prevents me from getting close to them?
  ●
  Who is most likely to notice something amiss?
  ●
  What will hinder my escape?
  Body Resurgence (CON)
  Replaces Body Reformation
  When you reshape your flesh around your wounds, roll +CON. On a hit, you recover 2d8 HP. 
  On a 7-9, you also take -1 forward. On a miss, you suffer a debility.
  Universal Tongue
  You may speak and understand any language you hear spoken.
  Chameleon Imitation
  When you change your colors to fit your surroundings, you become invisible as long as you 
  remain still.
  Identity Crisis
  Requires You Are Me
  On a 10+ with You Are Me, the target suffers profound confusion about their very own identity.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Playbooks/Impostor.pdf