Dungeon World Campaign


Recruitment


I am curios what people would think of a Dungeon World Campaign. Seeing as it focuses so heavily on narrative, I feel like combat would be a breeze in a play-by-post format. To those who don't know what dungeon world is, this beginner's guide gives a good description - Dungeon World Beginner Guide. Or if anyone knows of being done in the past here at Paizo.


Haven't played. Curious as to the pbp applicability. I would be down for trying.


I'm interested. Never read the system until just now, but it seems like a perfect match for my GM style. Count me in and keep me posted for more details. I've got some characters bouncing around in my head that really need to get some action.


This is very similar to monster hearts. I say that because I am in a monster hearts game at the moment. Same concept of two d6 for everything. A little different on the stats. I would be interested, since the flow of the game would be good in pbp.


I have the Core Dungeon World PDF, and the help guide you linked is fantastic. I'm quite curious to play the system.

What kind of theme are you thinking for the campaign?


A good response. I'll go ahead and post a link to the character sheets and move lists so people can see what it's like - LINK HERE (hosted by the makers of Dungeon World). Keep in mind that everything you need for character creation is right there on the character sheet. So even if you don't have the pdf's, you would still be able to create a character and play. I am currently GM'ing a game with a greataxe fighter, penitent cleric, and a backstabbing rogue using the classic Lost City module. If I get a bit more positive feedback, I may open up a recruitment thread. I am not sure on a theme yet. Maybe something pretty throwback like I did with my live campaign. If people have suggestions for something they'd like to see, I would be open to inspiration. This system is incredibly fun to GM, despite an absence of rolls. It cuts back on bookkeeping and really lets you as the GM get into the story and narrative of everything. This goes for players as well. By not having particular moves and abilities, it really allows you to go wild with imagination and do the things you've always wanted to do.

An example from my campaign comes from their first taste of combat with the system. They encountered 3 fire beetles. The fighter initially got doused with liquid flame trying to block one from burning the ladder the other characters were on. The rogue backflipped off the ladder and struggled to pierce their armor. The cleric finally stepped off and ripped the back carapace off the first beetle with his spiny mace, using it to deflect the resulting spray of fire. One of the beetles latched on to the cleric and crushed his leg, the other attempted to burrow. The fighter grabbed the burrowing one and threw it to the ground, cracking its back-piece. The rogue stepped up and stabbed the grappling beetle through a small gap in the beetles mouth, killing it in one hit and dousing his rapier in flames. The fighter finally picked up the discarded carapace from the first beetle and smashed it in the cracked back of the last one, splitting it open and singing his armor in a nice fiery goo. It was a great final scene.


You had me at fire beetles. I love innovative cinema-style combat options/narrative storytelling.

I'm up for everything from classic dungeon crawl/fantasy to steampunk, post-apocalyptic to space opera, grimdark, horror or historical.


wow this is very similar to monster hearts. Well aside from the setting and such. they have character sheets or skins as well. Very intrigued.

I would be down for anything really. But should get some ideas going.


  • Setting on a battlefield of a grand campaign. Small contingency force to infiltrate the lines.
  • Locked in a dreamlike world fighting to get out.
  • Vampire/Werewolf Hunters?


I put the character sheets in a plain text form that can be copy pasted into an alias for the stats. Basically rather than checking things with checkboxes, just delete the non-selected options. This is not for actual recruitment but to get feedback to see what you guys think.

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Bard Character Sheet:

BARD
Name_____ Look_____

STR___(+/-__) DEX___(+/-__) CON___(+/-__) INT___(+/-__) WIS___(+/-__) CHA___(+/-__)

Damage: d6 Armor:___ HP___/___ (6+constitution)

Alignment
⃞Good
Perform your art to aid someone else.
⃞Neutral
Avoid a conflict or defuse a tense situation.
⃞Chaotic
Spur others to significant and unplanned decisive action.

Race
⃞Elf
When you enter an important location (your call) you can ask the
GM for one fact from the history of that location.
⃞Human
When you first enter a civilized settlement someone who respects
the custom of hospitality to minstrels will take you in as their guest

Bonds
Fill in the name of one of your companions in at least one: (Leave blank for now)
This is not my first adventure with _______________.
I sang stories of _______________ long before I ever met them
in person.
_______________ is often the butt of my jokes.
I am writing a ballad about the adventures of _______________.
_______________ trusted me with a secret.
_______________ does not trust me, and for good reason.

Starting Moves
Arcane Art
When you weave a performance into a basic spell, choose an ally and an effect:
•  Heal 1d8 damage
•  +1d4 forward to damage
•  Their mind is shaken clear of one enchantment
•  The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha. ✴On a 10+, the ally gets the selected effect. ✴On a 7-9, your spell still works,
but you draw unwanted attention or your magic reverberates to other targets affecting them
as well, GM’s choice.
Bardic Lore
Choose an area of expertise:
•  Spells and Magicks
•  The Dead and Undead
•  Grand Histories of the Known World
•  A Bestiary of Creatures Unusual
•  The Planar Spheres
•  Legends of Heroes Past
•  Gods and Their Servants
When you first encounter an important creature, location, or item (your call) covered by
your bardic lore you can ask the GM any one question about it; the GM will answer truthfully.
The GM may then ask you what tale, song, or legend you heard that information in.
Charming and Open
When you speak frankly with someone, you can ask their player a question from the list
below. They must answer it truthfully, then they may ask you a question from the list (which
you must answer truthfully).
•  Whom do you serve?
•  What do you wish I would do?
•  How can I get you to ______?
•  What are you really feeling right now?
•  What do you most desire?
A Port in the Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were
last here. They’ll tell you how it’s changed since then.

Gear
Your Load is 9+Str. You have dungeon rations (5 uses, 1 weight). Choose one instrument,
all are 0 weight for you:
⃞ Your father’s mandolin, repaired
⃞ A fine lute, a gift from a noble
⃞ The pipes with which you courted your first love
⃞ A stolen horn
⃞ A fiddle, never before played
⃞ A songbook in a forgotten tongue
Choose your clothing:
⃞ Leather armor (1 armor, 1 weight)
⃞ Ostentatious clothes (0 weight)
Choose your armament:
⃞ Dueling rapier (close, precise, 2 weight)
⃞ Worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight),
and short sword (close, 1 weight)
Choose one:
⃞ Adventuring gear (1 weight)
⃞ Bandages (0 weight)
⃞ Halfling pipeleaf (0 weight)
⃞ 3 coins


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Cleric Character Sheet:

CLERIC
Name_____ Look_____

STR___(+/-__) DEX___(+/-__) CON___(+/-__) INT___(+/-__) WIS___(+/-__) CHA___(+/-__)

Damage: d6 Armor:___ HP___/___ (8+constitution)

Alignment
⃞Good
Endanger yourself to heal another.
⃞Lawful
Endanger yourself following the precepts of your church or god.
⃞Evil
Harm another to prove the superiority of your church or god.

Race
⃞Dwarf
You are one with stone. When you commune you are also granted
a special version of Words of the Unspeaking as a rote which only
works on stone.
⃞Human
Your faith is diverse. Choose one wizard spell. You can cast and be
granted that spell as if it was a cleric spell.

Bonds
Fill in the name of one of your companions in at least one: (Leave blank for now)
This is not my first adventure with _______________.
I sang stories of _______________ long before I ever met them
in person.
_______________ is often the butt of my jokes.
I am writing a ballad about the adventures of _______________.
_______________ trusted me with a secret.
_______________ does not trust me, and for good reason.

Starting Moves
Turn Undead
When you hold your holy symbol aloft and call on your deity for
protection, roll+Wis. ✴On a 7+, so long as you continue to pray
and brandish your holy symbol, no undead may come within
reach of you. ✴On a 10+, you also momentarily daze intelligent
undead and cause mindless undead to flee. Aggression breaks
the effects and they are able to act as normal. Intelligent undead
may still find ways to harry you from afar. They’re clever like that.
Deity
You serve and worship some deity or power which grants you spells. Give your god a name
(maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain:
⃞ Healing and Restoration
⃞ Bloody Conquest
⃞ Civilization
⃞ Knowledge and Hidden Things
⃞ The Downtrodden and Forgotten
⃞ What Lies Beneath
Choose one precept of your religion:
⃞ Your religion preaches the sanctity of suffering, add Petition: Suffering
⃞ Your religion is cultish and insular, add Petition: Gaining Secrets
⃞ Your religion has important sacrificial rites, add Petition: Offering
⃞ Your religion believes in trial by combat, add Petition: Personal Victory
Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some
useful knowledge or boon related to your deity’s domain. The GM will tell you what.
Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
•  Lose any spells already granted to you.
•  Are granted new spells of your choice whose total levels don’t exceed your own level+1,
and none of which is a higher level than your own level.
•  Prepare all of your rotes, which never count against your limit
Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis. ✴On a 10+, the spell is
successfully cast and your deity does not revoke the spell, so you may cast it again. ✴On a 7–9,
the spell is cast, but choose one:
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
•  Your casting distances you from your deity—take -1 ongoing to cast a spell until the next
time you commune.
•  After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you
commune and have it granted to you.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll
to cast a spell.

Gear
Your Load is 10+Str. You carry dungeon rations (5 uses, 1 weight) and
some symbol of the divine, describe it (0 weight). Choose your defenses:
⃞ Chainmail (1 armor, 1 weight)
⃞ Shield (+1 armor, 2 weight)
Choose your armament:
⃞ Warhammer (close, 1 weight)
⃞ Mace (close, 1 weight)
⃞ Staff (close, two-handed, 1 weight) and bandages (0 weight)
Choose one:
⃞ Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
⃞ Healing potion (0 weight)

Cleric Spells

Rotes:

Every time you commune, you gain access to all of your rotes without having to
select them or count them toward your allotment of spells.
⃞Light
An item you touch glows with divine light, about as bright as a torch. It gives
off no heat or sound and requires no fuel but is otherwise like a mundane torch.
You have complete control of the color of the flame. The spell lasts as long as it
is in your presence.
⃞Sanctify Rote
Food or water you hold in your hands while you cast this spell is consecrated
by your deity. In addition to now being holy or unholy, the affected substance is
purified of any mundane spoilage.
⃞Guidance Rote
The symbol of your deity appears before you and gestures towards the direction or
course of action your deity would have you take then disappears. The message is
through gesture only; your communication through this spell is severely limited.

Level 1 Spells:

⃞Bless - Ongoing
Your deity smiles upon a combatant of your choice. They take +1 ongoing so
long as battle continues and they stand and fight. While this spell is ongoing you
take -1 to cast a spell.
⃞Cure Light Wounds
At your touch wounds scab and bones cease to ache. Heal an ally you touch of
1d8 damage.
⃞Detect Alignment
When you cast this spell choose an alignment: Good, Evil, Lawful, or Chaotic.
One of your senses is briefly able to detect that alignment. The GM will tell you
what here is of that alignment.
⃞Cause Fear - Ongoing
Choose a target you can see and a nearby object. The target is afraid of the
object so long as you maintain the spell. Their reaction is up to them: flee, panic,
beg, fight. While this spell is ongoing you take -1 to cast a spell. You cannot
target entities with less than animal intelligence (magical constructs, undead,

________________________________________________________________________

Druid Character Sheet:

DRUID
Name_____ Look_____

STR___(+/-__) DEX___(+/-__) CON___(+/-__) INT___(+/-__) WIS___(+/-__) CHA___(+/-__)

Damage: d6 Armor:___ HP___/___ (6+constitution)

Alignment
⃞Chaotic
Destroy a symbol of civilization.
⃞Good
Help something or someone grow.
⃞Neutral
Eliminate an unnatural menace.

Race
⃞Elf
The sap of the elder trees flows within you. In addition to any other
attunements, the Great Forest is always considered your land.
⃞Human
As your people learned to bind animals to field and farm, so too
are you bound to them. You may always take the shape of any
domesticated animal, in addition to your normal options.
⃞Halfling
You sing the healing songs of spring and brook. When you make
camp, you and your allies heal +1d6

Bonds
Fill in the name of one of your companions in at least one: (Leave blank for now)
____________________ smells more like prey than a hunter.
The spirits spoke to me of a great danger that follows
______________.
I have showed ________________ a secret rite of the Land.
___________ has tasted my blood and I theirs. We are bound by it

Starting Moves
Studied Spirit
When you spend time in contemplation of an animal spirit, you
may add its species to those you can assume using shapeshifting.
Born of the Soil
You learned your magic in a place whose spirits are strong and ancient and they’ve marked you
as one of their own. No matter where you go, they live within you and allow you to take their
shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting
you may take the shape of any animal who might live in your Land.
⃞ The Great Forests
⃞ The Whispering Plains
⃞ The Vast Desert
⃞ The Stinking Mire
⃞ The River Delta
⃞ The Depths of the Earth
⃞ The Sapphire Islands
⃞ The Open Sea
⃞ The Towering Mountains
⃞ The Frozen North
⃞ The Blasted Wasteland
Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of
your land. It may be an animal feature like antlers or leopard’s spots or something more general:
hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.
By Nature Sustained
You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.
Spirit Tongue
The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can
understand any animal native to your land or akin to one whose essence you have studied.
Shapeshifter
When you call upon the spirits to change your shape, roll+Wis. ✴On a 10+ hold 3. ✴On a 7–9
hold 2. ✴On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives
in your land: you and your possessions meld into a perfect copy of the species’ form. You have
any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of
air. You still use your normal stats but some moves may be harder to trigger—a housecat will
find it hard to do battle with an ogre. The GM will also tell you one or more moves associated
with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to
your natural form. At any time, you may spend all your hold and revert to your natural form.

Gear
Your Load is 6+Str. You carry some token of your land, describe it.
Choose your defenses:
⃞ Hide armor (1 armor, 1 weight)
⃞ Wooden shield (+1 armor, 1 weight)
Choose your armament:
⃞ Shillelagh (close, 2 weight)
⃞ Staff (close, two-handed, 1 weight)
⃞ Spear (close, thrown, near, 1 weight)
Choose one:
⃞ Adventuring gear (1 weight)
⃞ Poultices and herbs (2 uses, 1 weight)
⃞ Halfling pipeleaf (0 weight)


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Fighter Character Sheet:

FIGHTER
Name_____ Look_____

STR___(+/-__) DEX___(+/-__) CON___(+/-__) INT___(+/-__) WIS___(+/-__) CHA___(+/-__)

Damage: d10 Armor:___ HP___/___ (10+constitution)

Alignment
⃞Good
Defend those weaker than you.
⃞Neutral
Defeat a worthy opponent.
⃞Evil
Kill a defenseless or surrendered enemy.

Race
⃞Dwarf
When you share a drink with someone, you may parley with them
using CON instead of CHA.
⃞Elf
Choose one weapon—you can always treat weapons of that type as
if they had the precise tag.
⃞Halfling
When you defy danger and use your small size to your advantage,
take +1.
⃞Human
Once per battle you may reroll a single damage roll (yours or
someone else’s).

Bonds
Fill in the name of one of your companions in at least one: (Leave blank for now)
_______________ owes me their life, whether they admit it or not.
I have sworn to protect _______________.
I worry about the ability of _______________ to survive in the
dungeon.
_______________ is soft, but I will make them hard like me.

Starting Moves
Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+Str. ✴On a 10+, choose
3. ✴On a 7-9 choose 2.
•  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 effort
Armored
You ignore the clumsy tag on armor you wear.
Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best
friend. It is your life. You master it as you master your life. Your weapon, without you, is useless.
Without your weapon, you are useless. You must wield your weapon true.
Choose a base description, all are 2 weight:
⃞ Sword
⃞ Axe
⃞ Hammer
⃞ Spear
⃞ Flail
⃞ Fists
Choose the range that best fits your weapon:
⃞ Hand
⃞ Close
⃞ Reach
Choose two enhancements:
⃞ Hooks and spikes. +1 damage, but +1 weight.
⃞ Sharp. +2 piercing.
⃞ Perfectly weighted. Add precise (attacks with weapons use your DEX modifier instead of strength).
⃞ Serrated edges. +1 damage.
⃞ Glows in the presence of one type of creature, your choice.
⃞ Huge. Add messy and forceful.
⃞ Versatile. Choose an additional range.
⃞ Well-crafted. -1 weight.
Choose a look:
⃞ Ancient
⃞ Unblemished
⃞ Ornate
⃞ Blood-stained
⃞ Sinister

Gear
Your Load is 12+Str. You carry your signature weapon and dungeon
rations (5 uses, 1 weight). Choose your defenses:
⃞ Chainmail (1 armor, 1 weight) and adventuring gear (1 weight)
⃞ Scale armor (2 armor, 3 weight)
Choose two:
⃞ 2 Healing potions (0 weight)
⃞ Shield (+1 armor, 2 weight)
⃞ Antitoxin (0 weight), dungeon rations (1 weight), and poultices and
herbs (1 weight)
⃞ 22 coins


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Paladin Character Sheet:

PALADIN
Name_____ Look_____

STR___(+/-__) DEX___(+/-__) CON___(+/-__) INT___(+/-__) WIS___(+/-__) CHA___(+/-__)

Damage: d10 Armor:___ HP___/___ (10+constitution)

Alignment
⃞Lawful
Deny mercy to a criminal or unbeliever.
⃞Good
Endanger yourself to protect someone weaker than you.

Race
You are human, so you get this move.
⃞Human
When you pray for guidance, even for a moment, and ask, “What
here is evil?” the GM will tell you, honestly.

Bonds
Fill in the name of one of your companions in at least one: (Leave blank for now)
_______________’s misguided behavior endangers their very soul!
_______________ has stood by me in battle and can be trusted
completely.
I respect the beliefs of _______________ but hope they will
someday see the true way.
_______________ is a brave soul, I have much to learn from them.

Starting Moves
Lay on Hands (Cha)
When you touch someone, skin to skin, and pray for their well-being , roll+CHA. ✴On a 10+
you heal 1d8 damage or remove one disease. ✴On a 7–9, they are healed, but the damage or
disease is transferred to you.
Armored
You ignore the clumsy tag on armor you wear.
I Am the Law
When you give an NPC an order based on your divine authority, roll+Cha. ✴On a 7+, they
choose one:
•  Do what you say
•  Back away cautiously, then flee
•  Attack you
✴On a 10+, you also take +1 forward against them. ✴On a miss, they do as they please and
you take -1 forward against them.
Quest
When you dedicate yourself to a mission through prayer and ritual cleansing, state what you
set out to do:
•  Slay _______, a great blight on the land
•  Defend _______ from the iniquities that beset them
•  Discover the truth of _______
Then choose up to two boons:
•  An unwavering sense of direction to _______.
•  Invulnerability to _______ (e.g., edged weapons, fire, enchantment, etc.)
•  A mark of divine authority
•  Senses that pierce lies
•  A voice that transcends language
•  A freedom from hunger, thirst, and sleep
The GM will then tell you what vow or vows is required of you to maintain your blessing:
•  Honor (forbidden: cowardly tactics and tricks)
•  Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
•  Piety (required: observance of daily holy services)
•  Valor (forbidden: suffering an evil creature to live)
•  Truth (forbidden: lies)
•  Hospitality (required: comfort to those in need, no matter who they are)

Gear
Your Load is 12+Str. You start with dungeon rations (5 uses, 1 weight),
scale armor (2 armor, 3 weight), and some mark of faith, describe it (0
weight). Choose your weapon:
⃞ Halberd (reach, +1 damage, two-handed, 2 weight)
⃞ Long sword (close, +1 damage, 1 weight) and shield (+1 armor, 2
weight)
Choose one:
⃞ Adventuring gear (1 weight)
⃞ Dungeon rations (1 weight) and healing potion (0 weight)


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Ranger Character Sheet:

RANGER
Name_____ Look_____

STR___(+/-__) DEX___(+/-__) CON___(+/-__) INT___(+/-__) WIS___(+/-__) CHA___(+/-__)

Damage: d8 Armor:___ HP___/___ (8+constitution)

Alignment
⃞Chaotic
Free someone from literal or figurative bonds.
⃞Good
Endanger yourself to combat an unnatural threat.
⃞Neutral
Help an animal or spirit of the wild.

Race
⃞Elf
When you undertake a perilous journey through wilderness
whatever job you take you succeed as if you rolled a 10+.
⃞Human
When you make camp in a dungeon or city, you don’t need to
consume a ration.

Bonds
Fill in the name of one of your companions in at least one: (Leave blank for now)
I have guided _______________ before and they owe me for it.
_______________ is a friend of nature, so I will be their friend
as well.
_______________ has no respect for nature, so I have no respect
for them.
_______________ does not understand life in the wild, so I will
teach them.

Starting Moves
Hunt and Track (Wis)[b]
When you follow a trail of clues left behind by passing creatures, roll+WIS. ✴On a 7+, you
follow the creature’s trail until there’s a significant change in its direction or mode of travel.
✴On a 10+, you also choose 1:
•  Gain a useful bit of information about your quarry, the GM will tell you what
•  Determine what caused the trail to end
[b]Called Shot

When you attack a defenseless or surprised enemy at range, you can choose to deal your
damage or name your target and roll+DEX.
•  Head ✴10+: As 7–9, plus your damage ✴7-9: They do nothing but stand and drool for a
few moments.
•  Arms ✴10+: As 7-9, plus your damage ✴7-9: They drop anything they’re holding.
•  Legs ✴10+: As 7-9, plus your damage ✴7-9: They’re hobbled and slow moving.
Animal Companion
You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always
acts as you wish it to. Name your animal companion and choose a species:
Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule
Choose a base:
•  Ferocity +2, Cunning +1, 1 Armor, Instinct +1
•  Ferocity +2, Cunning +2, 0 Armor, Instinct +1
•  Ferocity +1, Cunning +2, 1 Armor, Instinct +1
•  Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Choose as many strengths as its ferocity:
Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating,
keen senses, stealthy
Your animal companion is trained to fight humanoids. Choose as many additional trainings
as its cunning:
Hunt, search, scout, guard, fight monsters, perform, labor, travel
Choose as many weaknesses as its instinct:
Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame
Command
When you work with your animal companion on something it’s
trained in…
•  …and you attack the same target, add its ferocity to your damage
•  …and you track, add its cunning to your roll
•  …and you take damage, add its armor to your armor
•  …and you discern realities, add its cunning to your roll
•  …and you parley, add its cunning to your roll
•  …and someone interferes with you, add its instinct to their roll

Gear
Your Load is 11+Str. You start with dungeon rations (5 uses, 1 weight),
leather armor (1 armor, 1 weight), and a bundle of arrows (3 ammo, 1
weight). Choose your armament:
⃞ Hunter’s bow (near, far, 1 weight) and short sword (close, 1 weight)
⃞ Hunter’s bow (near, far, 1 weight) and spear (reach, 1 weight)
Choose one:
⃞ Adventuring gear (1 weight) and dungeon rations (1 weight)
⃞ Adventuring gear (1 weight) and bundle of arrows (3 ammo, 1 weight)


___________________________________________________________________________

Thief Character Sheet:

THIEF
Name_____ Look_____

STR___(+/-__) DEX___(+/-__) CON___(+/-__) INT___(+/-__) WIS___(+/-__) CHA___(+/-__)

Damage: d8 Armor:___ HP___/___ (6+constitution)

Alignment
⃞Chaotic
Leap into danger without a plan.
⃞Neutral
Avoid detection or infiltrate a location.
⃞Evil
Shift danger or blame from yourself to someone else.

Race
⃞Halfling
When you attack with a ranged weapon, deal +2 damage.
⃞Human
You are a professional. When you spout lore or discern realities
about criminal activities, take +1.

Bonds
Fill in the name of one of your companions in at least one: (Leave blank for now)
I stole something from _______________.
_______________ has my back when things go wrong.
_______________ knows incriminating details about me.
_______________ and I have a con running.

Starting Moves
Trap Expert
When you spend a moment to survey a dangerous area, roll+DEX. ✴On a 10+, hold 3. ✴On a
7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
•  Is there a trap here and if so, what activates it?
•  What does the trap do when activated?
•  What else is hidden here?
Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX. ✴On a 10+, you do it, no problem.
✴On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger,
or cost.
Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to
deal your damage or roll+DEX. ✴On a 10+ choose two. ✴On a 7–9 choose one.
•  You don’t get into melee with them
•  You deal your damage+1d6
•  You create an advantage, +1 forward to you or an ally acting on it
•  Reduce their armor by 1 until they repair it
Flexible Morals
When someone tries to detect your alignment you can tell them any alignment you like.
Poisoner
You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison
is no longer dangerous for you to use. You also start with three uses of the poison you choose.
Whenever you have time to gather materials and a safe place to brew you can make three uses
of the poison you choose for free. Note that some poisons are applied, meaning you have to
carefully apply it to the target or something they eat or drink. Touch poisons just need to touch
the target, they can even be used on the blade of a weapon.
•  Oil of Tagit (applied): The target falls into a light sleep
•  Bloodweed (touch): The target deals -1d4 damage ongoing until cured
•  Goldenroot (applied): The target treats the next creature they see as a trusted ally, until
proved otherwise
•  Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the
better result.

Gear
Your load is 9+Str. You start with dungeon rations (5 uses, 1 weight),
leather armor (1 armor, 1 weight), 3 uses of your chosen poison, and 10
coins. Choose your arms:
⃞ Dagger (hand, 1 weight) and short sword (close, 1 weight)
⃞ Rapier (close, precise, 1 weight)
Choose a ranged weapon:
⃞ 3 throwing daggers (thrown, near, 0 weight)
⃞ Ragged Bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
Choose one:
⃞ Adventuring gear (1 weight)
⃞ Healing potion (0 weight)


___________________________________________________________________________

Wizard Character Sheet:

WIZARD
Name_____ Look_____

STR___(+/-__) DEX___(+/-__) CON___(+/-__) INT___(+/-__) WIS___(+/-__) CHA___(+/-__)

Damage: d4 Armor:___ HP___/___ (4+constitution)

Alignment
⃞Good
Use magic to directly aid another.
⃞Neutral
Discover something about a magical mystery.
⃞Evil
Use magic to cause terror and fear

Race
⃞Elf
Magic is as natural as breath to you. Detect Magic is a cantrip for you.
⃞Human
Choose one cleric spell. You can cast it as if it was a wizard spell.

Bonds
Fill in the name of one of your companions in at least one: (Leave blank for now)
_______________ will play an important role in the events to
come. I have foreseen it!
_______________ is keeping an important secret from me.
_______________ is woefully misinformed about the world; I
will teach them all that I can

Starting Moves
Spellbook
You have mastered several spells and inscribed them in your spellbook. You start out with three
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.
Prepare Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook,
you:
•  Lose any spells you already have prepared
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your
own level+1.
•  Prepare your cantrips which never count against your limit.
Cast a Spell (Int)
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but
choose one:
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the
next time you Prepare Spells.
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll
to cast a spell.
Spell Defense
You may end any ongoing spell immediately and use the energy of its dissipation to deflect
an oncoming attack. The spell ends and you subtract its level from the damage done to you.
Ritual
When you draw on a place of power to create a magical effect, tell the GM what you’re trying
to achieve. Ritual effects are always possible, but the GM will give you one to four of the
following conditions:
•  It’s going to take days/weeks/months
•  First you must ____
•  You’ll need help from ____
•  It will require a lot of money
•  The best you can do is a lesser version, unreliable and limited
•  You and your allies will risk danger from ____
•  You’ll have to disenchant ____ to do it

Gear
Your Load is 7+Str. You start with your spellbook (1 weight) and dungeon
rations (5 uses, 1 weight). Choose your defenses:
⃞ Leather armor (1 armor, 1 weight)
⃞ Bag of books (5 uses, 2 weight) and 3 healing potions
Choose your weapon:
⃞ Dagger (Hand, 1 weight)
⃞ Staff (Close, two-handed, 1 weight)
Choose one:
⃞ Healing potion (0 weight)
⃞ 3 antitoxins (0 weight)

Wizard Spells

Cantrips:

You prepare all of your cantrips every time you prepare spells without having to
select them or count them toward your allotment of spells.
⃞Light
An item you touch glows with arcane light, about as bright as a torch. It gives off
no heat or sound and requires no fuel, but it is otherwise like a mundane torch.
You have complete control of the color of the flame. The spell lasts as long as it
is in your presence.
⃞Unseen Servant Cantrip
You conjure a simple invisible construct that can do nothing but carry items. It
has Load 3 and carries anything you hand to it. It cannot pick up items on its own
and can only carry those you give to it. Items carried by an unseen servant appear
to float in the air a few paces behind you. An unseen servant that takes damage
or leaves your presence is immediately dispelled, dropping any items it carried.
⃞Prestidigitation Cantrip
You perform minor tricks of true magic. If you touch an item as part of the casting
you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or
change its color. If you cast the spell without touching an item you can instead
create minor illusions no bigger than yourself. Prestidigitation illusions are crude
and clearly illusions—they won’t fool anyone, but they might entertain them.

Level 1 Spells:

⃞Contact Spirits - Summoning
Name the spirit you wish to contact (or leave it to the GM). You pull that creature
through the planes, just close enough to speak to you. It is bound to answer any
one question you ask to the best of its ability.
⃞Detect Magic - Divination
One of your senses is briefly attuned to magic. The GM will tell you what here
is magical.
⃞Telepathy - Divination Ongoing
You form a telepathic bond with a single person you touch, enabling you to
converse with that person through your thoughts. You can only have one telepathic
bond at a time.
⃞Charm Person - Enchantment Ongoing
The person (not beast or monster) you touch while casting this spell counts you
as a friend until they take damage or you prove otherwise.
⃞Invisibility - Illusion Ongoing
Touch an ally: nobody can see them. They’re invisible! The spell persists until
the target attacks or you dismiss the effect. While the spell is ongoing you can’t
cast a spell.
⃞Magic Missile - Evocation
Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.
⃞Alarm
Walk a wide circle as you cast this spell. Until you prepare spells again your magic
will alert you if a creature crosses that circle. Even if you are asleep, the spell will
shake you from your slumber

_________________________________________________________________


Thanks laughmask! That makes it even easier than the excellent character sheets (thanx btw!).
I know this isn't recruitment, but here's my character concept:

Neutral Human Fighter wearing scale mail using an Ornate Versatile Flail (close, reach) with serrated edges (+1 damage) carrying 2 healing potions and antitoxin group.

Flavor - dedicated, disciplined heavy armor warrior of martial sect with specialised chain weapon. Seeks perfection in weapon style and worthy combatants. Honorable and helpful personality. Straight edge (no drugs or alcohol) but otherwise gregarious and outgoing.


looking good. I was thinking of doing that or filling it out actually then re hosting it. Not sure which would be easier. Depends on how often you would need to edit it I guess.


I haven't read the rules enough yet to actually put together a character, but here's 2 concepts:

1. Completely single-minded chosen one. Never been terribly interested in his people or their god, as he is part of a marginalized and downtrodden migrant population that was once a noble empire. One day, after a terrible disaster, he wakes up, the lone survivor, covered in tattoos and pulsing with magic from his patron deity. He did not choose god, but god chose him. He is not even sure of his goal, but merely goes along with the pull of his calling. Cleric, focus on destruction and justice.

2. Unkillable powerhouse. Raised in nobility, but nearly died in several freak accidents. Left his family and childhood to wander, seeking his purpose. Fighter, big weapons, light armor, fearless.


Hmm. I wouldn't mind playing any class, really, now that I've better looked everything over. I'm flexible.


I believe any role can be pretty much made to suit most needs. Nothing a little RP can't fix


I would be interested in playing a Neutral Human Wizard. My concept would be that there is an upcoming magical event that I foresee one or all the party playing some significant role in.


I think I'm leaning toward the cleric, after all. Still flexible if need be, but the character concept is filling itself out in my head. As time passes (i.e., each level) more tattoos mysteriously appear on his body. After a few levels, they will grow to the point that he cannot easily hide them, meaning that he will be a target of most every institutionalized religious order. Of course, by that point, he will be able to stand up for himself, too. I'm still not sure what this chosen purpose is, but I'm sure it will calcify as we adventure. Don't worry, it won't interfere with party dynamics. After all, my character has the unique ability to do absolutely anything due to his frequent impulses from his god. Party wants to attend a service at an enemy chapel? No problem, turns out old god told me to do that after all.


So what's the story here? Is this thing still alive? Because I'm pretty psyched about it now.


I'm working on putting something together. I'll open up a recruitment thread some point this week.


Ok. Sounds good laughmask.


Excellent. I'll be waiting.


The publishers just updated the files at RPGNOW/DriveThru, including a new Barbarian class writeup.

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