TEXT: Pick one:
  +1 DMG
  TALENT [
  ]
  Pick one at 6:
  +1 DMG
  TALENT [
  ]
  LOAD
  MAX
  STR
  STRENGTH
  WEAKENED (-1)
  DEX
  DEXTERITY
  WEAKENED (-1)
  CON
  CONSTITUTION
  MISERABLE (-1)
  INT
  INTELLIGENCE
  DAZED (-1)
  WIS
  WISDOM
  DAZED (-1)
  CHA
  CHARISMA
  MISERABLE (-1)
  MAX
  BASIC MOVES REFERENCE
  HACK AND SLASH
  When you attack an enemy in melee, roll+STR. On a 10+, you
  deal your damage to the enemy and avoid their attack. At your
  option, you may choose to do +1d6 damage but expose your-
  self to the enemy’s attack. On a 7-9, you deal your damage to
  the enemy and the enemy makes an attack against you.
  VOLLEY
  When you take aim and shoot an enemy at range, roll+DEX.
  On a 10+, you have a clear shot - deal your damage. On a 7-9,
  choose one in addition to dealing your damage.
  ■ You have to move to get the shot, placing you in danger of
  the GM’s choice.
  ■ You have to take what you can get: -1d6 damage.
  ■ You have to take several shots, reducing your ammo by one.
  DEFEND
  When you stand in defense of a person, item, or location under
  attack, roll+CON. On a 10+, hold 3. On a 7-9, hold 1. So long
  as you stand in defense, when you or the thing you defend is
  attack you may spend hold, 1 for 1, to choose an option. Redi-
  rect an attack from the thing you defend to yourself.
  ■ Halve the attack’s e�ect or damage.
  ■ Open up the attacker to an ally, giving that ally +1 Forward
  against them.
  ■ Deal damage to the attacker equal to your level.
  DISCERN REALITIES
  When you closely study a situation or person, roll+WIS. On a
  10+, ask the GM 3 questions from the list below. On a 7-9, ask
  1. Take +1 Forward when acting on the answers.
  ■ What happened here recently?
  ■ What is about to happen?
  ■ What should I be on the lookout for?
  ■ What here is useful to me?
  ■ Who’s really in control here?
  ■ What here is not what it appears to be?
  SPOUT LORE
  When you consult your accumulated knowledge about some-
  thing, roll+INT. On a 10+, the GM will tell you something inter-
  esting and useful about the subject relevant to your situation.
  On a 7-9, the GM will only tell you something interesting - it’s
  on you to make it useful. The GM might also ask you “How do
  you know this?” Tell them the truth, now.
  PARLEY
  When you have leverage on a GM character and manipulate
  them, roll+CHA. Leverage is something they need or want. On
  a hit, they ask you for something and do it if you make them a
  promise ﬁrst. On a 7-9, they need some concrete assurance of
  your promise, right now.
  UMF is by Tam H and licensed under Creative Commons 4.0. It’s
  based on Dungeon World by Sage LaTorra and Adam Koebel, which
  is licensed under Creative Commons 3.0. Template is based on the
  PlayKit Plus by Jason Shea and the minimal template by Yochai Gal
  (CC-BY). Print as Duplex, short-edge bound. Fold in the middle.
  DEFY DANGER
  When you act despite an imminent threat or su�er a calamity, say how
  you deal with it and roll. If you do it...
  ■
  ...by powering through, +STR.
  ■
  ...by getting out of the way or acting fast, +DEX.
  ■
  ...by enduring, +CON.
  ■
  ...with quick thinking, +INT.
  ■
  ...through mental fortitude, +WIS.
  ■
  ...using charm and social grace, +CHA.
  On a 10+, you do what you set out to do and the threat doesn’t come
  to bear. On a 7-9, you stumble, hesitate, or ﬂinch; the GM will o�er
  you a worse outcome, hard bargain, or ugly choice.
  AID OR INTERFERE
  When you help or hinder someone, say how you do so and roll with
  that stat, just like Defy Danger. On a 10+, they take +1 or -2, your
  choice. On a 7-9 you also expose yourself to danger, retribution, or
  cost.
  GEAR
  Your load is 12+STR. You start with a modest place to live, like a small
  apartment over a gym or a warehouse that you’re converting in your
  spare time, a car that’s seen better days, and a cellphone.
  Think about where you live and what you drive, and what it says about
  you. If one of these doesn’t “ﬁt”, cross it out and replace it with some-
  thing that does.
  Carried useful stu� (5 uses, 1 weight)
  Choose two:
  Leather jacket (1 armor, 1 weight)
  A sword (close, +1 damage, 1 weight)
  Pistol (near, point-blank, ammo 3, 1 piercing, 1 weight)
  Riﬂe (far, ammo 3, 2 piercing, 2 weight)
  INCOME: Menial Job, Pension, Bouncer,
  ITEM
  WEIGHT
  VALUE
  COINS & TREASURE
  NAME:
  Examples: Bill, Joe, Marcy, Roxie, a short name, a hard name, a tough
  name
  LOOK
  EYES: Haunted, Cold, Withdrawn,
  HAIR: Cropped, Ponytail, Regulation-length,
  CLOTHING: Practical, Durable, Uniform,
  BODY: Muscled, Hard, Strong,
  RACE: Human,
  BACKGROUND
  Choose one
  SOLDIER: Start with Reputation.
  COP: Choose a Dedicated Move you qualify for.
  BOUNCER: Choose a Tough Move you qualify for.
  DRIVE
  Choose one
  MORTAL: Prioritize the mortal or your mortal life.
  OTHER: Prioritize the supernatural or your other life.
  KEYS
  Choose two
  When you hit a key, take 1 XP. When you’re given a chance to change,
  you may choose to take 3 XP and replace the Key.
  PROWESS: Defeat a predator. CHANGE: let a predator live.
  BULLY: Use your strength on the unworthy. CHANGE: help the
  downtrodden.
  BONDS
  Choose at least one and ﬁll in the name of a PC.
  I’ve seen
  ﬁght; I should teach them a few tricks.
  I’d like to ﬁght
  sometime. Just to see what’d
  happen.
  Where
  points, I punch.
  and I have a friend in common.
  ENTANGLEMENTS
  Choose at least one to ﬁll in with an NPC (and their role).
  I try to keep
  (
  ) out of trou-
  ble, but it’s like they’re trying to get killed here.
  I want to keep
  (
  ) in the dark.
  (
  ) is my hostage to Fate.
  My own:
  The Strong
  CHARACTER SKETCH
  HIT POINTS
  ARMOR
  LEVEL
  2
  3
  4
  5
  6
  7
  8
  9
  10
  LEVEL WHEN XP = CURR LEVEL + 7
  Assign these starting scores to your stats:
  16 (+2), 15 (+1), 13 (+1), 12 (0), 9 (0), 8 (-1)
  Your maximum HP is 8+Constitution.
  
  1. Choose your name, look, and gear.
  2. Allocate the stat array; if you’re new to the game, put +1 or +2 in your signature stat.
  3. Choose or create a background; this gives you an extra starting Move.
  4. Pick your drive; if you’re not sure, prioritize your other life, then pick two Keys.
  5. You have a Signature Move and a starting Move from your background; choose two more Moves from this
  sheet or any other playbook. The only ones you can’t choose yet are those that require level 6-10.
  6. Fill out your bonds and entanglements, at least one of each.
  SIGNATURE MOVE
  You start with this move; as long as you have it, you’re a
  strong hero.
  STRONG AS AN OX
  When being strong’s an asset, roll an extra die of a di�erent
  color and keep the best two. On a 7-9, if you’ve kept your
  Strong die, the GM will tell you something you break or damage
  in the process, in addition to any other consequences.
  Choose two more Moves from any source that you meet the
  requirements for.
  THE STRONG PATH
  When you can choose a Move, you can choose one of these
  or one from another path.
  BOUND WEAPON
  You know how to use an exotic melee weapon most people
  don’t, and yours is special. Maybe it’s forged from part of your
  soul or maybe it’s just really, really old. You start out with it,
  and, should it ever be lost, you know how to replace it. Tell the
  GM what it is and how you acquired it, and the GM will tell you
  if there will be any complications to carrying it openly and what
  kind of e�ort it’ll take to replace it.
  Use the Fighter’s signature weapon to build yours.
  SLEDGEHAMMER
  When you do damage where strength matters, add +1d4.
  GOOD SPORT (STR)
  When you engage someone in a contest of strength, roll+STR.
  On a 10+, you win, and the win counts as leverage over them.
  On a 7-9, you gain leverage or you don’t get hurt in the process,
  your choice.
  HITS LIKE A MACK TRUCK
  If you can apply your strength to an attack, you can make it
  forceful, but if you do, you’re always exposed to the enemy’s
  attack.
  STRONG ARM. TRUE AIM*
  You can throw any melee weapon, using it to volley. A thrown
  melee weapon is gone until you retrieve it; you can never
  choose to reduce ammo on a 7–9.
  INTERROGATOR*
  When you parley using threats of impending violence as lever-
  age, you may use STR instead of CHA.
  THE WEAPON EXPERT PATH
  When you can choose a Move, you can choose one of these
  or one from another path.
  AROUND THE BLOCK
  Nobody gets this far without making friends and enemies.
  When you remember something useful to the situation at
  hand that someone once told you, choose one:
  ■ a mentor told you; name them and the circumstances
  and take +1
  ■ an enemy told you; name them and the circumstances
  and take +1
  ■ it’s ﬂawed, inaccurate, or ﬂat out wrong; name the
  source and the circumstances and mark XP if you act
  on it anyway
  REPUTATION
  You have a reputation in combat; choose honorable, merci-
  ful, ruthless, relentless, or similar. When this reputation would
  help, take +1. If you contravene this reputation and people ﬁnd
  out, swap this reputation for the opposite.
  When you gain a level from 6-10, choose from these too:
  HIT WHERE IT HURTS (STR)
  When you study an object or structure, you may ask the GM
  “where’s a weak spot I can apply strength and what’ll happen if
  I do?”. If you follow through, roll+STR. On a 10+, choose three.
  On a 7-9, choose two.
  ■ it doesn’t take a very long time
  ■ nothing of value is damaged
  ■ it doesn’t make an inordinate amount of noise
  ■ you can ﬁx the thing again without a lot of e�ort
  HONED (WIS)
  When you spend time caring for your bound weapon, roll+WIS.
  On a 10+, hold 3. On a 7-9, just 1. Spend this hold when you
  hack and slash to:
  ■ do an extra damage die of damage
  ■ ignore armor
  ■ not be exposed on a 7+ roll, even if you opt for extra
  damage
  SCENT OF BLOOD*
  When you hack and slash an enemy, your next attack against
  that same foe deals +1d4 damage.
  THE ATHLETE PATH
  When you can choose a Move, you can choose one of these
  or one from another path.
  SPORT
  Choose one of these sports or discuss a new one with your
  GM. When you defy danger and your sports experience would
  help, take +1.
  ■ parkour or free-running
  ■ climbing, free and on harness
  ■ swimming
  ■ a team sport like hockey, soccer, or football
  CLIMACTIC KICK
  When you’re engaged in a physical conﬂict or competition, you
  may declare a hit as a miss and hold 2. If you miss again during
  this conﬂict, you can spend 1 hold to convert it to a 7-9. When
  you use this move again, the new hold replaces the old.
  When you gain a level from 6-10, choose from these too:
  EYE OF THE TIGER
  When you use Climactic Kick, you may spend 2 hold to declare
  any roll, even a miss, a 12+.
  SEMI-PRO
  Choose a narrow aspect of your chosen sport, like “running
  across rooftops” or “catching ﬂying objects about the size of a
  baseball”. When you defy danger involving this aspect, treat a
  miss as a partial.
  TEAM PLAYER
  Choose any two Moves you know; you can share their beneﬁts
  with others, up to a half dozen people or so, as long as you can
  justify how. When you choose, the GM will either accept your
  choice or o�er you a modiﬁcation; if you can’t agree, choose a
  di�erent Move.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Urban Modern Fantasy/UMF Strong.pdf