
BREAKING
Currently, I’m formatting and expanding the rules into a full-blown pdf. It’ll be available on my itch channel. Please be patient 😉
Ladies and gentlemen, I proudly present “Bound for Glory”. This is the FKR version of Dungeon World. I hope you like it. It started as a hack for my minimald6 system. Feedback, as always, is welcome.
Your stats
Pick one or roll 1d6: 1 Strong as an ox; 2 Tough as nails; 3 Nimble hands and agile body; 4 Brilliant mind; 5 Wise like a Sage; 6 Charming
Then:
Pick one or roll 1d6: 1 Stronger than average; 2 Can take a blow; 3 Dexterous; 4 Intelligent; 5 Attentive; 6 Charismatic
Last:
Pick one or roll 1d6: 1 Weak; 2 Fragile; 3 Clumsy; 4 Dumb; 5 Dull; 6 Repulsive
If the results you rolled contradict themselves, roll again, or change them.
Your Class
Pick a class or roll 1d12 to determine. Please note that “moves” (also called “Specials” or “traits”) are kept deliberately vague – this enables and forces the players and referees to come up with their own personal interpretation and definition. This is the kind of old-school variety we’re looking for.
1 Arcane Duelist
Before you pick or roll your your Moves; choose three Arcane Fighting Techniques (3) or roll 1d20 three times:
- Flowing
- Freezing
- Galvanic
- Void-Edged
- Mirage
- Tethering
- Elaborate
- Earthshaker
- Burning
- Soul-Siphoning
- Torrential
- Burst
- Quicksilver
- Warding
- Dust Devil.
- to 20. roll again
Now, pick two moves (2) or roll 1d12 twice:
- fight with bladed weapons
- use magic with your attack
- fierce duelist
- know one fact about opponent in combat
- ignore armor weight
- use blade attack as ranged attack
- taunt enemy
- combine arcane attacks
- show off
- increased armor efficiency
- impossible leap
- you have a reputation
Follow these steps:
1. Roll 1d6: 1-3 Noble’s silks; 4-6 ten coins
2. You start with leather armor
3. Roll 1d6: 1-2 Bastard Sword; 3-4 precise Rapier; 5-6 Dagger and Parrying Dagger
4. Roll 1d6: 1-3 Adventuring Gear and Dungeon Rations; 4-6 Healing Potion
5. When you hit with a one-handed melee weapon, you do above average damage; ranged weapons are nothing you are proficient with.
2 Barbarian
(Pick 2 moves or roll 1d20 twice):
- Fight armed and unarmed
- Herculean appetite (pick two or roll 1d6 twice, and you get a bonus on your roll every time you try to satisfy your hunger: 1 pure destruction; 2 power over others; 3 mortal pleasures; 4 conquest; 5 riches and property; 6 fame and glory)
- resist death
- messy and forceful attacks
- taunt enemies
- ignore armor weight
- one more appetite
- less armor = more protection
- impress with my strength
- I have seen the world
- respectful underlings
- make opponent lose an item when I attack really successfully, or smash it
- eye for weakness
- the weaker I get the more dangerous I become
- learn a move from the fighter, the bard or the thief
- blood-curdling war cry
- I wear the mark of might
- turn danger back on itself
- my blood gods answer my rituals
- wield two weapons
Follow these steps:
1. You carry: dungeon rations; a dagger; some token of where you’ve traveled where you’re from.
2. Roll 1d6: 1-2 You start with Leather armor. 3-5 You start with Chainmail armor. 6 You start with Scale armor.
3. Roll 1d6: 1-3 Axe; 4-6 Two-handed sword
4. You have Adventuring gear and dungeon rations
5. You do huge damage in melee, but ranged weapons are not your forte
3 Bard
(pick 2 moves or roll 1d10 twice):
- Healing/confusing/helping song;
- bardic lore (choose one or roll 1d8 once: 1 spells and magicks; 2 the dead and undead; g3 rand histories of the known world; 4 a bestiary of unusual creatures; 5 the planar spheres; 6 legends of heroes past; 7 gods and their servants; 8 reroll)
- so charming and open, people answer one question truthfully
- tell what has changed since I have left
- healing song
- battle song
- berserker song
- deafening song
- bamboozle
- classify magic spells when I hear someone casting them
Follow these steps:
1. Roll 1d6: 1 Your father’s repaired mandolin; 2 Fine lute (a gift from a noble); 3 The
pipes with which you courted your first love; 4 Stolen horn; 5 Fiddle (never before played); 6 Songbook in a forgotten tongue.
2. Roll 1d6: 1-3 You start with Leather armor. 4-6 You start with ostentatious clothes.
3. Roll 1d6: 1-3 Dueling rapier; 4-6 Worn bow and and a bundle of arrows and a short
Sword
4. Roll 1d4: 1 Adventuring gear; 2 Bandages; 3 Halfling pipeleaf; 4 three coins
5. You’re a lover, not a fighter. You inflict sub-par damage in fights
4 Cleric
Before you pick or roll your Moves, first choose your Deity’s domain or roll 1d6 once:
- Healing and Restoration
- Bloody Conquest
- Civilization
- Knowledge and Hidden Things
- The Downtrodden and Forgotten
- What Lies Beneath
Then; choose one precept of your religion or roll 1d4 once:
- Your religion preaches the sanctity of suffering
- Your religion is cultish and insular
- Your religion has important sacrificial rites
- Your religion believes in trial by combat.
Now; pick two moves or roll 1d20 twice:
- fight with blunt weapons
- Divine guidance
- turn undead
- commune with my deity
- cast spells
- heal
- favorite spell
- lift the spirit of a dying person
- serenity under magic attack
- first aid
- divine intervention
- pain improves my spell casting
- gain permanent physical feature of my god
- dedicate this victory to my god; divine armor
- to 20: reroll
Follow these steps:
1. You can cast these clerical spells without rolling dice (they’re called “rotes”): Light;
Sanctify; Guidance
2. Pick two other clerical spells or roll 1d30 twice:
- Bless
- Cure Light Wounds
- Detect Alignment
- Cause Fear
- Magic Weapon
- Sanctuary
- Speak With Dead
- Animate Dead
- Cure Moderate Wounds
- Darkness
- Resurrection
- Hold Person
- Revelation
- Cure Critical Wounds
- Divination
- Contagion
- Words of the Unspeaking
- True Seeing
- Trap Soul
- Word of Recall
- Heal
- Harm
- Sever
- Mark of Death
- Control Weather
- Storm of Vengeance
- Repair
- Divine Presence
- Consume Unlife
- Plague
3. You carry dungeon rations and some symbol of the divine; describe it
4. You start with Chainmail.
5. Roll 1d: 1-2 Warhammer; 3-4 Mace; 5-6 Staff
6. Roll 1d6: 1-3 Adventuring gear and dungeon rations; 4-6 Healing potion
7. You inflict above average damage in melee, and your ranged weapons game is not bad, either
5 Druid
Before you pick or roll your Moves; choose the type of land you’re attuned to, or roll 1d12 once:
- 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.
- reroll
Then choose 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, leopard’s spots or something more general: hair like leaves of glittering crystal. Your tell remains no matter what shape you take.
Finally; pick two Moves or roll 1d20 twice:
- Don’t need to eat or drink
- speak with animals
- shapeshifter
- choose a ranger move
- vision quest
- barkskin/earthskin
- see through an animal’s eyes
- negate damage by shifting back to human form
- shapeshift into inanimate natural objects
- elemental spirit helpers
- I deal damage so I can heal others
- shapeshift into humanoids
- attune to new land
- shapeshift into the elements
- chimera form
- weather weaver
- to 20. reroll
Follow these steps:
1. You carry some token of your land; describe it.
2. You start with Hide armor.
3. Roll 1d6: 1-2 Shillelagh; 3-4 Staff; 5-6 Spear
4. Roll 1d4: 1 Adventuring gear; 2 Poultices and herbs; 3 Halfling pipeleaf ; 4 three
Antitoxins
5. The damage you inflict in any fight is below average.
6 Fighter
(pick 2 moves or roll 1d20 twice):
- Trained in armed and unarmed combat
- Bend bars, lift gates
- huge damage
- use armor to absorb full damage
- third signature weapon enhancement (see below)
- see clearly in battle
- intimidate
- iron hide
- graft magical powers of a weapon onto signature weapon
- name someone who will die in this battle and someone who will live
- plow through enemy rows
- assess enemy’s weaponry
- wield two weapons without disadvantage
- 14. to 20. reroll
Follow these steps:
1. You carry your signature weapon and dungeon rations.
2. Signature weapon: (pick one or roll 1d6 once)
1 sword
2 ax
3 hammer
4 spear
5 flail
6 fists
Now pick two enhancements or roll 1d8 twice:
1 hooks/spikes
2 sharp
3 perfectly weighted
4 serrated edges
5 glows in the presence of any type of a certain type of creature
6 huge
7 versatile
8 reroll.
Choose the look of the weapon or roll 1d6 once:
1 ancient
2 unblemished
3 ornate
4 blood-stained
5 sinister
6 reroll)
3. Roll 1d6: 1-3 You start with Chainmail and adventuring gear; 4-5 You start with Scale armor; 6 You start with Full plate armor.
4. Roll 1d4 twice: 1 two Healing potions; 2 Shield; 3 Antitoxin, dungeon rations,
poultices and herbs; 4 twenty-two coins
5. In a melee, you inflict major damage. Ranged weapons are also good.
7 Paladin
(pick 2 moves or roll 1d12 twice):
- Lay on hands and pray
- ignore armor weight
- voice of authority
- dedicate myself to a quest through ritual cleansing and prayer (your intention: Slay…/Defend…/Discover the truth of… Now, Choose two boons or roll 1d6 twice: 1 An unwavering sense of direction to…; 2 Invulnerability to…; 3 A mark of divine authority; 4 Senses that pierce lies; 5 A voice that transcends language; 6 A freedom from hunger, thirst, and sleep. Then: Referee will tell you what you have to do to maintain your blessing: Honor, no cowardly tactics and tricks/Temperance/Piety/Valor/Truth/Hospitality);
- Divine favor
- huge damage
- increased damage against a specific enemy
- staunch defender
- holy protection
- know pantheon
- charge into battle
- reroll
Follow these steps:
1. You start with dungeon rations, scale armor (armor 5).
2. You start with some mark of faith; describe it.
3. Roll 1d6: 1-3 Halberd; 4-6 Long sword
4. Roll 1d6: 1-3 Adventuring gear; 4-6 Dungeon rations and a healing potion
5. In a melee, you inflict major damage. Ranged weapons are also good.
8 Ranger
(pick 2 moves or roll 1d12 twice):
- Hunt and track
- called shot
- animal companion trained to fight humanoids (pick one or roll 1d10 once: 1 wolf, 2 cougar, 3 bear, 4 eagle, 5 dog, 6 hawk, 7 cat, 8 owl, 9 pigeon, 10 rat, mule; then, pick 1d4 strengths of your companion or roll 1d20 for 1d4 times: 1 fast, 2 burly, 3 huge, 4 calm, 5 adaptable, 6 quick reflexes, 7 tireless, 8 camouflage, 9 ferocious, 10 intimidating, 11 keen senses, 12 stealthy, 13 hunt, 14 search, 15 scout, 16 guard, 17 fight monsters, 18 perform, 19 labor, 20 travel; then pick 1d3 weaknesses or roll 1d8 for 1d3 times: 1 flighty, 2 savage, 3 slow, 4 broken, 5 frightening, 6 forgetful, 7 stubborn, 8 lame)
- speak with animals
- wield two weapons without disadvantage
- camouflage
- in ranged combat, increase number of targets
- commune with my deity
- monster knowledge
- exploit weak spot
- make safer camp
- unnatural ally
Follow these steps:
1. You start with dungeon rations, leather armor .
2. You start with a bundle of arrows
3. Roll 1d6: 1-3 Hunter’s bow and short sword; 4-6 Hunter’s bow and spear
4. Roll 1d6: 1-3 Adventuring gear and dungeon rations; 4-6 Adventuring gear and a
bundle of arrows
5. You tend to avoid melees because you can only inflict average damage there (if you’re lucky), but when you use ranged weapons, BAM!
9 Thief
(pick 2 moves or roll 1d20 twice):
- Find and Identify traps
- pick locks/pockets
- disable traps
- backstab
- poisoner
- cautious
- I’m never caught by surprise
- improved armor protection when outnumbered
- connections
- dirty fighter
- alchemist
- evasion
- throw melee weapons
- vanish
- disguise
- heist
- to 20. reroll
Follow these steps:
1. You start with dungeon rations, leather armor.
2. You start with three uses of your chosen poison and ten coins.
3. Roll 1d6: 1-3 Dagger and short sword; 4-6 precise Rapier
4. Roll 1d6: 1-3 three throwing daggers; 4-6 Ragged Bow and a bundle of arrows
5. Roll 1d6: 1-3 Adventuring gear; 4-6 Healing potion
6. You do average damage both in melee and ranged combat
10 Villager
(Pick 2 moves or roll 1d20 twice):
- Naturalist
- Streetwise
- Liquid Courage
- Looking so average everyone forgets about you
- Quick Learner
- Mob Mentality
- Rumor Mill
- Experienced Drunk
- Feral Minded
- Scavenger
- Luck is with the Dumb Ones
- Brewer
- Distiller
- Bearhugger’s Finest
- Mob Leader
- Smithy
- Village Healer
- Village Elder
- Wanderer
- reroll
Follow these steps:
1. Roll 1d6: 1-2: Dagger; 3-4: Rusty sword; 5-6: Well-used pitchfork
2. You start with linen clothes
3. Roll 1d6: 1-5: Torch; 6: Lantern
4. You start with a pack lunch (1 ration; half a potato and gravy) and an unopened bottle of Bearhugger’s Whiskey
5. When you hit with any melee or ranged weapon, you do average damage; when you are drunk, you either (1-3) have a better chance to hit, or (4-6) your to-hit chances are lower, but if you hit, damage is way above average.
11 Wizard
(pick 2 moves or roll 1d20 twice):
- Cast spells
- defend against a spell by giving up one of my spells
- draw on a place of power to create a magical effect (roll 1d4 conditions or roll 1d8 for 1d4 times: 1 It’s going to take days or weeks or months; 2 First you must…; 3 You’ll need help from…; 4 It will require a lot of money; 5 The best you can do is a lesser version, unreliable and limited; 6 You and your allies will risk danger from…; 7 You’ll have to disenchant… to do it; 8 reroll)
- I cast my favorite spell more easily
- improved spell effect
- fount of knowledge
- good advice
- analyze magic item
- arcane armor
- counterspell
- analyze spell
- enhance magic item’s effect
- emotional projection
- control a person’s actions
- create place of power
- find and harvest place of power
- to 20. reroll
You can cast these spells without rolling dice (they’re called “cantrips”): Light; Unseen Servant; Prestidigitation.
Pick two spells or roll 1d30 twice and write them into your spellbook (you have to roll dice to see if they work):
- Contact Spirits
- Detect Magic
- Telepathy
- Charm Person
- Invisibility
- Magic Missile
- Alarm
- Dispel Magic
- Visions Through Time
- Fireball
- Mimic
- Mirror Image
- Sleep
- Cage
- Contact Other Plane
- Polymorph
- Summon Monster
- Dominate
- True Seeing
- Shadow Walk
- Contingency
- Cloudkill
- Antipathy
- Alert
- Soul Gem
- Shelter
- Perfect Summons
- to 30. reroll
Follow these steps:
1. You start with your spellbook and dungeon rations
2. Roll 1d6: 1-3 Leather armor, 4-6 Bag of books (armor 1) and three healing
potions
3. Roll 1d6: 1-3 Dagger; 4-6 Staff
4. Roll 1d6: 1-3 Healing potion; 4-6 three antitoxins
5. In regular melee or ranged combat, you do little damage. Fighting ain’t your thing.
12 Write your own class
The format is:
Name:
(Pick 2 moves): followed by 10 or more entries (skills; abilities; background; dark secrets; etc)
Follow these steps:
(Include some short random tables for gear and weapons)
Name List
Dwarf: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, Siggrun, Freya, Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq
Elf: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian, Elf: Astrafel, Daelwyn, Feliana, Damarra, Sistranalle, Pendrell, Melliandre, Dagoliir, Hycorax, Ethanwe, Sinathel, Demanor, Menoliir, Mithralan, Taeros, Aegor, Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian, Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe, Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr
Halfling: Tanner, Dunstan, Rose, Ivy, Robard, Mab, Thistle, Puck, Anne, Serah, Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca, Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug
Human: Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte, Lily, Ramonde, Cassandra, Yang, Garm, Caleb, Maximillian, Alexander, La Croix, Rodriguez, Scyld, Gorm, Si-Yi, Priscilla, Sen, Xia, Anneira, Haepha, Lur, Shar, Korrin, Nkosi, Fafnir, Qua, Sacer, Vercin’geto, Barbozar, Clovis, Frael, Thra raxes, Sillius, Sha Sheena, Khamisi, Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore, Piotr, Dahlia, Carmine, Elana, Obelis, Herran, Syla, Andanna, Siobhan, Aziz, Pelin, Sibel, Nils, Wei, Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob, Solomon, Timothy, Kalil, Omen, Yohn, Hiko, Agasha, Elizabeth, Harald, Fatia, Khalwa, Adur, Ignis, Yajna, Umlilo, Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, Octavia, Regulus, Valeria, Sanguinus, Titanius, Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana, Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley, Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri
Salamander: Sulfurheart, Flamewalker, Emberlash, Cinderclaw, Charfiend, Bittertallow, Barrowblaze, Singescale, Candlewick, Coalfang
Titles: the Glorious, the Hungry, the Irascible, the Undefeated, the Gluttonous, Foesmasher, Bonebreaker, the Mirthful, the Melancholic, All Mighty, the Giant, the Triumphant
Looks
Eyes:
1. Animal
2. Black
3. Blind
4. Burning
5. Cold
6. Crazy
7. Criminal
8. Dead
9. Eager
10. Fiery
11. Glowing
12. Hard
13. Haunted
14. Haunting
15. Joyous
16. Kind
17. Knowing
18. Sad
19. Searing
20. Sharp
21. Shifty
22. Shrouded
23. Smoldering
24. Tormented
25. Two-colored
26. Unusually colored
27. Warm
28. Weary
29. Wild
30. Wise
Hair:
1. Bald
2. Braided
3. Dyed
4. Cropped
5. Flowing
6. Greasy
7. Messy
8. Shorn
9. Styled
10. Helmet, Hat or Cap
11. Tonsure
12. Wild
Clothes:
1. Aristocratic
2. Camouflage
3. Cape
4. Ceremonial Garb
5. Common
6. Dark
7. Fancy
8. Holy Symbol, Finery or Jewelry
9. Flowing Robes
10. Habit
11. Practical Leathers
12. Scavenger’s outfit
13. Scraps
14. Silks
15. Strange (1-3) or worn (4-6) Robes
16. Stylish Robes
17. Threadbare
18. Training
19. Traveling
20. Weathered Hides
Body:
1. Bulky
2. Calloused Skin
3. Creepy
4. Fit
5. Flabby
6. Knobby
7. Lithe
8. Mighty thews
9. Pudgy
10. Ravaged
11. Ritual scars
12. Scarred
13. Scrawny
14. Strange brands
15. Tattoos
16. Supple
17. Tanned Skin
18. Thin
19. Unmarred by decoration
20. Well-fed
Your species
Pick a species.
Dwarf (pick 1 move or roll 1d2 once):
- One with stone
- impress others by your drinking prowess
Elf (pick 1 move or roll 1d6 once):
- Descendant from an ancient martial tradition
- know things about places
- The Great Forest will always be your land
- one weapon type you use is always very precise
- you can travel safely through wilderness
- reroll
Halfling (pick 1 move or roll 1d3 once):
- Healing songs of spring and brook
- advantage because of small size
- increased damage with ranged attacks
Human (pick 1 move or roll 1d3 once):
- Showy and impressive fighting style
- always find someone taking you in as a guest
- reroll once per battle
Outsider
You and your people are not from around here – answer the referee’s questions freely and appropriately.
Salamander:
Non-magical heat and fire cannot harm you.
Crab-man: You can only fight with your claws. Your shell gives you the equivalent of chainmail armor. You can carry enormous weight, even if you are, in crab-man terms, weak.
(Now pick 1 move or roll 1d2 once:)
- You can never lose consciousness or be knocked out
- Re-roll once (except when you´re standing at the Black Gates) per battle.
Challenges and combat
Roll dice when the outcome is uncertain.
The referee rolls 2d6 vs. the player’s 2d6. Apply pluses or minuses if appropriate. Higher sum wins.
How many hits?
Usually, an average of three hits till a character drops unconscious or dead is a good rule of thumb. Tougher characters may be able to take more hits, fragile characters may be able to only take 2 or even 1. Most important: Determine that number before playing. Be sure everyone is on board.
Armor adds more hits.
Standing at the Black Gates
When you’re dying you catch a glimpse of what lies beyond the Black Gates of Death’s Kingdom (the referee will describe it). Then roll 2d6 (just roll, add nothing). On a 10+, you’ve cheated Death—you’re in a bad spot but you’re still alive. On a 7–9, Death himself will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you. On 6-, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when.
Using Monsters from any roleplaying game or other work of fiction
When you import any monster from a work of fiction into your game,
• use the monster description
• try to translate the feeling, not the numbers.
• Make the monster as strong; quick; tough and scary as you want; there are huge differences between us humans; why should it be different between monsters?
• Think about the monster’s ability to inflict damage. It might be worth one or more additional d6 in combat (see above).
• How much much damage is the monster able to take before going down?
Let’s take the Dungeon World description of the bulette as an example:
Bulette
Hates: when someone calls it “bullet”
Solitary; Huge; Construct
Special Qualities: Burrowing
A seasoned caravan guard learns to listen for the calls of a scout sentry with a keen ear. A few extra seconds after the alarm is raised can mean life or death. Different cries mean different responses; too—a call of “orcs!” means draw your sword and steady for blood but a call of “bandits!” says you might be able to bargain. One alarm from the scouts that always; always means it’s time to pack up; whip your horse and run for the hills? “LAND SHARK!” Instinct: To devour
• Drag prey into rough tunnels
• Burst from the earth
• Swallow whole
How would I use the bulette in my game?
The land shark is Huge and can take a lot of damage. It’s enormously powerful and it will try to drag its prey underground. These two qualities alone are a huge advantage for the bullette in combat. It also has pretty good armor protection, so one average sword hit won’t do much.
Treefolk Assassin
Bark skin; stealthy; acrobat; half-plant
Short bow
Instincts: To guard their sacred grove.
Moves:
• Scare away offenders
• Aim for a sure shot
• Blend into the forest
How would I use Treefolk Assassins in my game?
Treefolk have a pretty hard skin that I instantly associate with Japanese hardwood harnesses, so that’s the protection they have. It requires a very, very good hit with a very, very good weapon to cut deeper and actually hurt a Treefolk Assassin. Nonetheless, they can take 3 hits before they’re out. They’re not very good in melee, but when they get to use their bows, they inflict really serious damage.
And as a last example; a monster I pulled from the Dungeon World Codex:
Space Hippies
Group; Intelligent; Planar
Special Qualities: Annoying
Several scholars have discussed the “space hippies”. Like the acolytes of Leary; Charles Manson; and other negative counter-culture leaders; these bizarre and stereotypical alien flower children are “under the spell of an unknown “charismatic but dangerously unhinged leader”(chosen by the GM) and “stand for a sixties generation in the thrall of misled idealism.” The group shows a disrespect for authority and demands to be taken to a planet they call “Eden” (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them “Herberts” and begin to loudly mock them. Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. Instinct: Guide innocents to destruction
• Chant
• Seek
• Make an oval
• Announce
• Replay Woodstock
How would I use Space Hippies in my game?
Space Hippies. Peace-loving slackers with no clue how to fight, and wearing puffy clothes. So, huge disadvantage in combat. They’ll probably surrender, cry uncle or turn cold before they can chant their last OM.
Weapons & Equipment
Some weapons and items of equipment might have “tags” (labels) detailing the item.
Players; referees: determine if these tags are advantages or disadvantages. A “slow” handgunne might be disadvantageous in a fight against archers armed with shortbows because it takes so long to reload. You decide.
Examples:
• Clumsy: The armor is really tough to move around with.
• Forceful: It can knock someone back a pace, maybe even off their feet.
• Extra Damage: It is particularly harmful to your enemies.
• Ignores Armor: Damage goes right through.
• Messy: It does damage in a particularly destructive way, ripping people and things apart.
• Stun: When you attack with it, it does stun damage instead of normal damage. You can’t kill someone with a Stun weapon.
• Thrown: Throw it at someone to hurt them.
• Hand: It’s useful for attacking something within your reach, no further.
• Close: It’s useful for attacking something at arm’s reach plus a foot or two.
• Reach: It’s useful for attacking something that’s several feet away—maybe as far as ten.
• Near: It’s useful for attacking if you can see the whites of their eyes.
• Far: It’s useful for attacking something in shouting distance.
Weapon List
Ragged Bow; near, 15 coins
Fine Bow; near, far, 60 coins
Hunter’s Bow; near, far, 100 coins
Crossbow; near, +1 damage, reload, 35 coins
Bundle of Arrows; 3 ammo, 1 coin
Elven Arrows; 4 ammo, 20 coins
Club, Shillelagh; close, 1 coin
Staff; close, two-handed, 1 coin
Dagger, Shiv, Knife; hand, 2 coins
Throwing Dagger; thrown, near, 1 coin
Short Sword, Axe, Warhammer, Mace; close, 8 coins
Spear; reach, thrown, near, 5 coins
Long Sword, Battle Axe, Flail; close, +1 damage, 15 coins
Halberd; reach, +1 damage, two-handed, 9 coins
Rapier; close, precise, 25 coins
Dueling Rapier; close, 1 piercing, precise, 50 coins
Armor List
Clothes; 0 armor
Leather; 2 armor, 10 coins
Chainmail; 4 armor, 10 coins
Scale Mail; 5 armor, clumsy, 50 coins
(Full) Plate; 6 armor, clumsy, 350 coins
Shield; +3 armor, 15 coins
Dungeon Gear
As with all “descriptions”, these entries have been left blank on purpose. You; the group as a whole will define them according to their style and needs.
Adventuring Gear; 20 coins
Bandages 5 coins
Poultices and Herbs; 10 coins
Healing Potion; 50 coins
Keg of Dwarven Stout; 10 coins
Bag of Books; 10 coins
Antitoxin; 10 coins
Dungeon Rations; 3 coins
Personal Feast; 10 coins
Dwarven Hardtack; 3 coins
Elven Bread; 10 coins
Halfling Pipeleaf; 5 coins
Poisons
Oil of Tagit; Dangerous; applied; 15 coins
Bloodweed; Dangerous; touch; 12 coins
Goldenroot; Dangerous; applied; 20 coins
Serpent’s Tears; Dangerous; touch; 10 coins
Services
A week’s stay at a peasant inn; 14 coins
A week’s stay at a civilized inn; 30 coins
A week’s stay at the fanciest inn in town; 43 coins
A week’s unskilled mundane labor; 10 coins
A month’s pay for enlistment in an army; 30 coins
A custom item from a blacksmith; Base Item + 50 coins
A night’s “companionship”; 20 coins
An evening of song and dance; 18- coins
Escort for a day along a bandit-infested road; 20 coins
Escort for a day along a monster-infested road; 54 coins
A run-of-the-mill killing; 5 coins
An assassination; 120 coins
Healing from a chirurgeon; 5 coins
A month’s prayers for the departed; 1 coin
Repairs to a mundane item; 25% of the item’s cost
Meals
A hearty meal for one; 1 coin
A poor meal for a family; 1 coin
A feast; 15 coins per person
Transport
Cart and Donkey; sworn to carry your burdens; 50 coins
Horse; 75 coins
Warhorse; 400 coins
Wagon; 150 coins
Barge; 50 coins
River boat; 150 coins
Merchant ship; 5;000 coins
War ship; 20;000 coins
Passage on a safe route; 1 coin
Passage on a tough route; 10 coins
Passage on a dangerous route; 100 coins
Land and Buildings
A hovel; 20 coins
A cottage; 500 coins
A house; 2;500 coins
A mansion; 50;000 coins
A keep; 75;000 coins
A castle; 250;000 coins
A grand castle; 1;000;000 coins
A month’s upkeep; 1% of the cost
Bribes
A peasant dowry; 20 coins
“Protection” for a small business; 100 coins
A government bribe; 50 coins
A compelling bribe; 80 coins
An offer you can’t refuse; 500 coins
Gifts and Finery
A peasant gift; 1 coin
A fine gift; 55 coins
A noble gift; 200 coins
A ring cameo; 75 coins
Finery; 105 coins
A fine tapestry; 350+ coins
A crown fit for a king; 5;000 coins
Hoards
A goblin’s stash; 2 coins
A lizardman’s trinkets; 5 coins
A “priceless” sword; 80 coins
An orc warchief’s tribute; 250 coins
A dragon’s mound of coins and gems; 130;000 coins
Have fun. And play worlds, not rules.
Sweet! Now just need it in a printable pdf format….
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Well…. 😉
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Ooooh, where is it?!?
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Wow! A complete game!
It will take me some time to fully grasp it, but for now the main and side traits are a fine touch.
However, with regard to the Barbarian, there seems to be a perfect cue to state that “shootings are for weaklings!”
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