NAME
STR
DEX
CON
INT
WIS
CHA
NAME
STR
DEX
CON
INT
WIS
CHA
NAME
STR
DEX
CON
INT
WIS
CHA
NAME
STR
DEX
CON
INT
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CHA
NAME
STR
DEX
CON
INT
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CHA
________________OCCUPATION___________________ XP |__|__|__|__|__|
___ DAMAGE D6 HP ________________ BOND________________________
___ LOAD ___ GEAR ______________
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___ ARMOR ___
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___ MAX HP ____
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Hungry Afraid Angry
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Injured Tired Sick
________________OCCUPATION___________________ XP |__|__|__|__|__|
___ DAMAGE D6 HP ________________ BOND________________________
___ LOAD ___ GEAR ______________
________________________
___ ARMOR ___
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___ MAX HP ____
___________________
Hungry Afraid Angry
___
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Injured Tired Sick
________________OCCUPATION___________________ XP |__|__|__|__|__|
___ DAMAGE D6 HP ________________ BOND________________________
___ LOAD ___ GEAR ______________
________________________
___ ARMOR ___
_______________
|__|
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___ MAX HP ____
___________________
Hungry Afraid Angry
___
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Injured Tired Sick
________________OCCUPATION___________________ XP |__|__|__|__|__|
___ DAMAGE D6 HP ________________ BOND________________________
___ LOAD ___ GEAR ______________
________________________
___ ARMOR ___
_______________
|__|
|__|
|__|
___ MAX HP ____
___________________
Hungry Afraid Angry
___
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Injured Tired Sick
________________OCCUPATION___________________ XP |__|__|__|__|__|
___ DAMAGE D6 HP ________________ BOND________________________
___ LOAD ___ GEAR ______________
________________________
___ ARMOR ___
_______________
|__|
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___ MAX HP ____
___________________
Hungry Afraid Angry
___
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Injured Tired Sick
Flow of Play: Dungeon World assuumes a very specific order in which actions are performed.
During most of the game, the PCs will simply narrarate what their characters do. If their actions
corrospond to one of the moves, the DM will ask them for a roll. Based on the results of that
roll, either the DM will say what happens next and the player will gain XP (-6) both player and
DM will have a say in what happens next, or (10+) only the player will be able to say what
happens next.
The following attributes give you a bonus to Moves that they are related to
Strength (Melee Attack)
10+ Player Deals Damage
7-9 Both Sides Deal Damage
-6 DM Move and XP
Dexterity (Missile Attack)
10+ Player Deals Damage
7-9 Lose Reasources, Position or 1d6 Damage
-6 DM Move and XP
Constitution (Defend Another)
10+ Redirect Attack to Yourself, Halve Damage, Aid Ally to hit Opponent
7-9 Choose one
-6 DM Move and XP
Intellegence (Spout Lore)
10+ Learn something Intersting and Useful
7-9 Learn something Interesting
-6 DM Move and XP
Wisdom (Investigate, Watch, Travel)
10+ Answer 3 Questions, Travel Quickly,
WIS- Study Situation, Take Watch, Travel. Success determines Surprise.
CHA- Manipulate, Trade
Bond- Aid (+1) and Interfere (-2)
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Hungry Afraid Angry
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Injured Tired Sick
Afraid
The Villager
Name: Roll d100 or pick your own
Occupation: Roll d100. Get +1 to WIS or INT roll related to profession
XP: To level up, you need to get 5 XP, complete a class deed, acquire class gear, and resolve
your bond.
Stat Breakdown
3
-3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18
+3
10+ = critical hit
7-9 = regular roll
-6= Gain XP, DM move
STR: Melee Attacks.
Surprised enemy or 10+= deal damage
7-9= both deal damage
DEX: Missile Attacks
10+= deal damage
7-9= deal damage and lose position, ammo, or -1d6 damage
CON: Defend Rolls, Hitpoints per level
10+ Gain 3 Hold
7-9 Gain 1 Hold. Spend hold to
attack deals damage
give ally +1 to hit enemy
deal 1 damage
INT: Spout Lore, Languages Known
10+ learn something interesting and useful
7-9 learn something interesting, but not useful
WIS: Discern Reality. 10+ ask three questions. 7-9 ask one.
CHA: Parley. 7-9 means immediate concrete assurance is needed
AID: Roll + Bond to give
+10 +1 or -2 to next roll
7-9 cost, retribution, or danger
Save: Use any appropriate stat. 7-9 worse outcome, hard bargain, ugly choice
Load: STR+4
Max HP: 4+ CON
Gear: Determined by Occupation
Bond: Roll d20 and consult chart
When you write a Bond, choose one from this list (max of 2)
Heroic: Gain 2 XP
Trained to Fight: d6 Damage die
Tough: 10 Max HP (+1 or better CON)
Defender: Spend XP for +1 to Defend roll.
Faithful: Receive guidance from prayer. (+1 or better WIS)
Trapper: Roll WIS to find traps
Student: +8 to next Spout Lore (+1 or better INT)
Accomplished: +1 to Attribute
Hand: Within arm's reach
Close: Arm's reach + 2ft
Reach: 10 ft away
Near: See the whites of their eyes
Far: Shouting distance
The Rotting Guardsman
Weapons wgt 2
Rusted Plate wgt 4 Clumsy (-1 to rolls), Armor 1, 1 coin
Rotting Swordsman: Rusty longsword d6 (Close), 3HP 1 Armor
Steal Something
Demand Tribute
Rotting Spearman: Spear d8 (Close, Reach) 6 HP, 1 Armor
Uphold the law whatever the cost
Make a profit
Rotting Crossbowman: Light Crossbow d8 (Near) 6 HP, 1 Armor
Knight: Sword 2d10 B (Close). 12 HP. 4 Armor
Make a moral stand
Lead peasants into battle
Skeleton: d6 7 HP. 1 Armor
Take the semblance of life
Act out as it did in life
Reveal a fact from its life
Lady Marguerite: daemonic fire d10 Armor Pierce. 12 HP. 0 Armor
Close, Reach, Near, Far.
Show the superiority of Chaos
Unleash a poorly understood spell