PLAYER MOVES REFERENCE EQUIPMENT, WEAPONS, & LOOTING
BASIC MOVES DISCERN REALITIES
When you closely study a situation or person, roll+Wis. On DUNGEON GEAR ADVENTURING GEAR: 5 uses, 20 coins, 1 weight TREASURE When taking the accumulated wealth of a monster a 10+ ask the GM 3 questions from the list below. On a 7–9 Adventuring gear is a collection of useful mundane (defeated or not), roll the monster’s damage die, modified HACK AND SLASH ask 1. Take +1 forward when acting on the answers. items such as chalk, poles, spikes, ropes, etc. When you if the monster is: When you attack an enemy in melee, roll+STR. On a 10+ rummage through your adventuring gear for some What happened here recently? Hoarder: roll damage die twice, take higher result you deal your damage to the enemy and avoid their attack. useful mundane item, you find what you need and mark What is about to happen? Far from home: add at least one ration (usable by At your option, you may choose to do +1d6 damage but off a use. What should I be on the lookout for? anyone with similar taste) expose yourself to the enemy’s attack. On a 7–9, you deal BANDAGES: 3 uses, slow, 5 coins, 0 weight What here is useful or valuable to me? Magical: some strange item, possibly magical your damage to the enemy and the enemy makes an When you have a few minutes to bandage someone Who’s really in control here? Divine: a sign of a deity (or deities) attack against you. else’s wounds, heal them of 4 damage and expend a What here is not what it appears to be? Planar: something not of this earth use. Lord over others: +1d4 to the roll POULTICES AND HERBS: 2 uses, slow, VOLLEY PARLEY 10 coins, 1 weight Ancient and noteworthy: +1d4 to the roll When you take aim and shoot at an enemy at range, Roll the monster’s damage die plus any added dice to find When you you have leverage on a GM character and When you carefully treat someone’s wounds with roll+Dex. On a 10+ you have a clear shot—deal your the monster’s treasure: manipulate them, roll+Cha. Leverage is something they poultices and herbs, heal them of 7 damage and expend damage. On a 7–9, choose one (whichever you choose you need or want. On a hit they ask you for something and do a use. 1: A few coins, 2d8 or so deal your damage): it if you make them a promise first. On a 7–9, they need HEALING POTION: 50 coins, 0 weight 2: An item useful to the current situation You have to move to get the shot placing you in danger some concrete assurance of your promise, right now. When you drink an entire healing potion, heal yourself 3: Several coins, about 4d10 of the GM’s choice of 10 damage or remove one debility, your choice. 4: A small item (gem, art) of considerable value, worth You have to take what you can get: -1d6 damage KEG OF DWARVEN STOUT: 10 coins, 4 weight You have to take several shots, reducing your ammo by AID OR INTERFERE When you open a keg of dwarven stout and let as much as 2d10×10 coins, 0 weight 5: Some minor magical trinket When you help or hinder someone, say how you do so and one. everyone drink freely, take +1 to your Carouse roll. If 6: Useful information (in the form of clues, notes, etc.) roll with that stat, just like Defy Danger. On a 10+ they take you drink a whole keg yourself, you are very, very drunk. 7: A bag of coins, 1d4×100 or thereabouts. 1 weight per +1 or -2, your choice. On a 7–9 you also expose yourself to BAG OF BOOKS: 5 uses, 10 coins, 2 weight DEFY DANGER danger, retribution, or cost. When your bag of books contains just the right book 100. When you act despite an imminent threat or suffer a 8: A very valuable small item (gem, art) worth 2d6×100, for the subject you’re spouting lore on, consult the 0 weight calamity, say how you deal with it and roll. If you do it... ...by powering through, +Str SPECIAL MOVES book, mark off a use, and take +1 to your roll. ANTITOXIN: 10 coins, 0 weight 9: A chest of coins and other small valuables. 1 weight but worth 3d6×100 coins. ...by getting out of the way or acting fast, +Dex When you drink antitoxin, you’re cured of one poison 10: A magical item or magical e ect ...by enduring, +Con ...with quick thinking, +Int LAST BREATH affecting you. 11: Many bags of coins for a total of 2d4×100 or so When you’re dying you catch a glimpse of what lies DUNGEON RATIONS: ration, 5 uses, 3 coins, 1 weight 12: A sign of o ce (crown, banner) worth at least ...through mental fortitude, +Wis PERSONAL FEAST: ration, 1 use, 10 coins, 1 weight beyond the Black gates of death’s kingdom (the 3d4×100 coins ...using charm and social grace, +Cha DWARVEN HARDTACK: requires dwarf, ration, 7 uses, GM will describe it). Then roll (just roll, +nothing— 13: A large art item worth 4d4×100 coins, 1 weight yeah, Death doesn’t care how tough or cool you are). 3 coins, 1 weight 14: A unique item worth at least 5d4×100 coins On a 10+, you do what you set out to, the threat doesn’t ELVEN BREAD: ration, 7 uses, 10 coins, 1 weight 15: All the information needed to learn a new spell and come to bear. On a 7–9, you stumble, hesitate, or flinch: On a 10+, you’ve cheated Death—you’re in a bad HALFLING PIPELEAF: 6 uses, 5 coins, 0 weight roll again the GM will offer you a worse outcome, hard bargain, or spot but you’re still alive. When you share halfling pipeleaf with someone, expend 16: A portal or secret path (or directions to one) and roll ugly choice. On a 7–9, Death himself will offer you a bargain. Take it two uses and take +1 forward to parley with them. again and stabilize or refuse and pass beyond the Black Gates 17: Something relating to one of the characters and roll DEFEND into whatever fate awaits you. WEAPONS again On 6-, your fate is sealed. you’re marked When you stand in defense of a person, item, or location These stats are for typical items of their type. Variations are 18: A hoard: 1d10×1000 coins and 1d10×10 gems as Death’s own and you’ll cross the threshold soon. under attack, roll+Con. On a 10+, hold 3. On a 7–9, hold 1. possible and likely. (i.e. a rusty dagger might be -1 worth 2d6×100 each The GM will tell you when. So long as you stand in defense, when you or the thing damage). Specific weapons can have different tags. you defend is attacked you may spend hold, 1 for 1, to Ragged Bow: near, 15 coins, 2 weight choose an option: ENCUMBRANCE Fine Bow: near, far, 60 coins, 2 weight P.S. The treasure table can be used for any “loot finding” When you make a move while carrying weight you scenario, even just stumbling into some treasure, cracking Redirect an attack from the thing you defend to yourself Hunter’s Bow: near, far, 100 coins, 1 weight may be encumbered. If your weight carried is: open a safe, etc. The GM can just choose an item from the Halve the attack’s effect or damage Crossbow: near, +1 damage, reload, 35 coins, 3 weight list instead of having you roll for it, if it makes sense in that Open up the attacker to an ally giving that ally +1 Equal to or less than your Load, you suffer no Bundle of Arrows: 3 ammo, 1 coin, 1 weight scenario. forward against the attacker penalty Elven Arrows: 4 ammo, 20 coins, 1 weight Deal damage to the attacker equal to your level Between your Load and Load+2, you take -1 Club, Shillelagh Staff: close, 1 coin, 2 weight ongoing until you lighten your burden Staff: close, two-handed, 1 coin, 1 weight Greater than your Load+2, you have a choice: drop SPOUT LORE at least 1 weight and roll at -1, or automatically fail Dagger, Shiv, Knife: hand, 2 coins, 1 weight When you consult your accumulated knowledge about Throwing Dagger: thrown, near, 1 coin, 0 weight something, roll+Int. On a 10+ the GM will tell you Short Sword, Axe, Warhammer, Mace: close, 8 coins, something interesting and useful about the subject MAKE CAMP 1 weight relevant to your situation. On a 7–9 the GM will only tell When you settle in to rest consume a ration. If you’re Spear: reach, thrown, near, 5 coins, 1 weight you something interesting—it’s on you to make it useful. somewhere dangerous decide the watch order as well. Long Sword, Battle Axe, Flail: close, +1 damage, The GM might ask you “How do you know this?” Tell them If you have enough XP you may level up. When you 15 coins, 2 weight the truth, now. wake from at least a few uninterrupted hours of sleep Halberd: reach, +1 damage, two-handed, 9 coins, 2 heal damage equal to half your max HP. weight Rapier: close, precise, 25 coins, 1 weight Dueling Rapier: close, 1 piercing, precise, 50 coins, 2 weight TAGS SPECIAL MOVES CONT. CAROUSE When you return triumphant and throw a big party, spend 100 coins and roll +1 for every extra 100 coins spent. ✴On Tags function primarily as descriptors to help establish what an item or weapon’s attributes are. Tags are not limited to TAKE WATCH a 10+, choose 3. ✴On a 7–9, choose 1. ✴On a miss, you this list, and the GM should be free to come up with additional tags if they desire. Some tags have a specific mechanical When you’re on watch and something approaches still choose one, but things get really out of hand (the GM effect (like +n Damage), but most have more general narrative effects. I.e. if a sword has the Rusty tag, it might not be the camp roll+WIS will say how). very good at chopping off an arm, the same way an Awkward shield might be difficult to get ready in time. You befriend a useful NPC. On a 10+, you’re able to wake the camp and prepare a response, everyone in the camp takes +1 forward. You hear rumors of an opportunity. GENERAL TAGS WEAPON TAGS On a 7–9, you react just a moment too late; your You gain useful information. These are general tags that can apply to just about any Weapons may have tags that are primarily there to help companions in camp are awake but haven’t had time to You are not entangled, ensorcelled, or tricked. piece of gear. You’ll see them on armor, weapons or you describe them (like Rusty or Glowing) but these tags prepare. They have weapons and armor but little else. general adventuring tools. have a specific, mechanical effect. On a miss, whatever lurks outside the campfire’s light SUPPLY has the drop on you. Applied: It’s only useful when carefully applied to a n Ammo: It counts as ammunition for appropriate When you go to buy something with gold on hand, if it’s person or to something they eat or drink. ranged weapons. The number indicated does not something readily available in the settlement you’re in, you Awkward: It’s unwieldy and tough to use. represent individual arrows or sling stones, but UNDERTAKE A PERILOUS JOURNEY can buy it at market price. If it’s something special, beyond +Bonus: It modifies your effectiveness in a specified represents what you have left on hand. When you travel through hostile territory, choose what’s usually available here, or non-mundane, roll+Cha. situation. It might be “+1 forward to spout lore” or “-1 Forceful: It can knock someone back a pace, maybe one member of the party to act as trailblazer, one ✴On a 10+, you find what you’re looking for at a fair price. ongoing to hack and slash.” even off their feet. to scout ahead, and one to be quartermaster. Each ✴On a 7–9, you’ll have to pay more or settle for something n coins: How much it costs to buy, normally. If the cost +n Damage: It is particularly harmful to your enemies. character with a job to do rolls+WIS. On a 10+: that’s not exactly what you wanted, but close. The GM will includes “-Charisma” a little negotiation subtracts the When you deal damage, you add n to it. tell you what your options are. the quartermaster reduces the number of rations haggler’s Charisma score (not modifier) from the price. Ignores Armor: Don’t subtract armor from the damage required by one Dangerous: It’s easy to get in trouble with it. If you taken. the trailblazer reduces the amount of time it takes RECOVER interact with it without proper precautions the GM may Messy: It does damage in a particularly destructive way, to reach your destination (the GM will say by how When you do nothing but rest in comfort and safety after a freely invoke the consequences of your foolish actions. ripping people and things apart. much) day of rest you recover all your HP. After three days of rest Ration: It’s edible, more or less. n Piercing: It goes right through armor. When you deal the scout will spot any trouble quick enough to let you remove one debility of your choice. If you’re under the Requires: It’s only useful to certain people. If you don’t damage with n piercing, you subtract n from the you get the drop on it care of a healer (magical or otherwise) you heal a debility meet the requirements it works poorly, if at all. enemy’s armor for that attack. On a 7–9, each role performs their job as expected: for every two days of rest instead. Slow: It takes minutes or more to use. Precise: It rewards careful strikes. You use DEX to hack the normal number of rations are consumed, the Touch: It’s used by touching it to the target’s skin. and slash with this weapon, not STR. Two-handed: It takes two hands to use it effectively. Reload: After you attack with it, it takes more than a journey takes about as long as expected, no one gets RECRUIT the drop on you but you don’t get the drop on them When you put out word that you’re looking to hire help, roll: n weight: Count the listed amount against your Load. moment to reset for another attack. either. Something with no listed weight isn’t designed to be Stun: When you attack with it, it does stun damage +1 if you make it known that your pay is generous carried. 100 coins in standard denominations is 1 instead of normal damage. +1 if you make it known what you’re setting out to do weight. The same value in gems or fine art may be Thrown: Throw it at someone to hurt them. If you volley END OF SESSION +1 if you make it known that they’ll get a share of lighter or heavier. with this weapon, you can’t choose to mark off ammo When you reach the end of a session, choose one whatever you find Worn: To use it, you have to be wearing it. n Uses: It on a 7–9; once you throw it, it’s gone until you can of your bonds that you feel is resolved (completely +1 if you have a useful reputation around these parts can only be used n times. recover it. explored, no longer relevant, or otherwise). Ask the On a 10+, you’ve got your pick of a number of skilled player of the character you have the bond with if they applicants, your choice who you hire, no penalty for not RANGE TAGS agree. If they do, mark XP and write a new bond with taking them along. ✴On a 7–9, you’ll have to settle for whomever you wish. Weapons have tags to indicate the range at which they are someone close to what you want or turn them away. ✴On Once bonds have been updated look at your useful. Dungeon World doesn’t inflict penalties or grant a miss someone influential and ill-suited declares they’d alignment. If you fulfilled that alignment at least bonuses for “optimal range” or the like, but if your weapon like to come along (a foolhardy youth, a loose-cannon, or a once this session, mark XP. Then answer these three says Hand and an enemy is ten yards away, a player would veiled enemy, for example), bring them and take the questions as a group: have a hard time justifying using that weapon against him. consequences or turn them away. If you turn away Did we learn something new and important about applicants you take -1 forward to recruit. Hand: It’s useful for attacking something within your the world? reach, no further. Did we overcome a notable monster or enemy? Close: It’s useful for attacking something at arm’s reach Did we loot a memorable treasure? OUTSTANDING WARRANTS plus a foot or two. When you return to a civilized place in which you’ve Reach: It’s useful for attacking something that’s several For each “yes” answer everyone marks XP. caused trouble before, roll+Cha. ✴On a 10+, word has feet away— maybe as far as ten. spread of your deeds and everyone recognizes you. ✴On a Near: It’s useful for attacking if you can see the whites of their eyes. LEVEL UP 7–9, as above, and the GM chooses a complication: When you you have leverage on a GM character and The local constabulary has a warrant out for your arrest. Far: It’s useful for attacking something in shouting manipulate them, roll+Cha. Leverage is something they Someone has put a price on your head. distance. need or want. On a hit they ask you for something and do Someone important to you has been put in a bad spot it if you make them a promise first. On a 7–9, they need as a result of your actions. some concrete assurance of your promise, right now. Subtract your current level+7 from your XP. BOLSTER Increase your level by 1. When you spend your leisure time in study, meditation, or Choose a new advanced move from your class. hard practice, you gain preparation. If you prepare for a If you are the wizard, you also get to add a new spell week or more, take 1 preparation. If you prepare for a to your spellbook. month or longer, take 3 instead. When your preparation Choose one of your stats and increase it by 1 pays off spend 1 preparation for +1 to any roll. You can P.S. Pay attention to your tags and get creative with how you use them! Don’t focus solely on purely mechanical benefit (this may change your modifier). Changing your only spend one preparation per roll. (or detriment). If you have a Hooked sword, use it to pull a hard to reach lever! If your shoes are Glowing, make sure you Constitution increases your maximum and current hide them before the prowling goblins spot you trying to hide in the dark! HP. Ability scores can’t go higher than 18.