A randomly created character… for Dungeon World

What we need: Class Warfare (the book). And random.org.

Step 1: Roll Archetype.
In Class Warfare, there are adventurer, disciple, magician, rogue, and warrior. Random.org picks one for me:

I’m playing a Warrior archetype.

Step 2: Go to the Warrior archetpye section in the book, page 401. Right now, my Base Damage is d10, Load is 10+STR, maximum HP is 10+CON.

For Starting Moves:
1) Pick three warrior specialties (sub-classes) and all their starting moves, OR
2) choose only two warrior specialties, get their starting moves, and 1 level-2-to-5 move from either of them, but no other bonuses.

I let random.org decide:

So option 2 it is.

There are 21 Warrior specialties in Class Warfare.
This is what random.org picks for me:

A War Leader and a Captain.

My War Leader starting move is:

Recruiting for the cause
Wehn you recruit, also pick options equal to your CHA. On a 10+, all of them are true. On a 7–9, only one of them is true, GM’s choice. On a miss, none of them are true:

  • You gain the support of the locals, and my carouse in town before leaving.
  • You recruit a small squad of hirelings who do not have skills.
  • You recruit an additional, skilled hireling.
  • You requisition a piece of equipment from the locals.
My Captain starting moves are:
Loyal Crew
You run a gang. They could be soldiers, pirates, thieves or mercenaries, but they’re yours and you are their captain and commander. By default, your crew is a medium-sized group (12-15 people), cautious, intelligent, and organized. In the normal course of operations, they obey your orders. (random.org) Your crew are elite troops, a small-sized group (5-10 people). Roll +WIS to command them. They run a caravan. They’re poor, with shoddy equipment and no money.
The Weight of Command
When you issua commands to your crew during a charged situation, roll +WIS. On 1 10+, your crew obey you. On a 7–9, you have a problem to deal with first. Either they demand rewards, fight back, or try to back down until you make an example of one of them or convince them some other way. On a miss, eitehr one of them makes a concerted effort to supplant you as leader or they fall prey to their poverty.
I pick my Advanced Move from
the War Leader specialty:
Charge!
When you lead the charge into combat, those you lead take +1 forward.
Oh yeah, the stats:
I roll them with 3d6 and assign them the way I like:
STR (18) +2
DEX (12) 0
CON (9)0
INT (12) 0
WIS (9) 0
CHA (9) 0
So, my final character looks like this:
_____________________________________________________
GUNTHER, Warrior
STR (18) +2

DEX (12) 0
CON (9)0
INT (12) 0
WIS (9) 0
CHA (13) +1
hp: 10
Load: 12
Recruiting for the cause
When you recruit, also pick options equal to your CHA. On a 10+, all of them are true. On a 7–9, only one of them is true, GM’s choice. On a miss, none of them are true:

  • You gain the support of the locals, and my carouse in town before leaving.
  • You recruit a small squad of hirelings who do not have skills.
  • You recruit an additional, skilled hireling.
  • You requisition a piece of equipment from the locals.
Loyal Crew
You run a gang. They could be soldiers, pirates, thieves or mercenaries, but they’re yours and you are their captain and commander. By default, your crew is a medium-sized group (12-15 people), cautious, intelligent, and organized. In the normal course of operations, they obey your orders. Your crew are elite troops, a small-sized group (5-10 people). Roll +WIS to command them. They run a caravan. They’re poor, with shoddy equipment and no money.
The Weight of Command
When you issue a command to your crew during a charged situation, roll +WIS. On 1 10+, your crew obey you. On a 7–9, you have a problem to deal with first. Either they demand rewards, fight back, or try to back down until you make an example of one of them or convince them some other way. On a miss, eitehr one of them makes a concerted effort to supplant you as leader or they fall prey to their poverty.
Charge!
When you lead the charge into combat, those you lead take +1 forward.

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