Out now: Bound for Glory

48 pages. A complete adventure game.

This game is based on the fantastic Dungeon World rpg, but instead of complicating the rules, it gets rid of them… and arrives at something we call ‘free kriegsspiel’.

FKR games allow you to play almost instantly. No complex rules, no rulebooks. Yes, this type of roleplaying game requires trust. Trust between the players among themselves, and trust that the referee is there to have a good time with all the other players. But then again, this is the way we played as children, and the way our children are playing now.

Maybe that’s the reason why FKR gaming is so liberating: It’s a journey back to instinctive gaming, and it’s a journey forward into the realms of imagination. ‘Play worlds, not rules’, is our motto, so you won’t find pages upon pages of rules in Bound for Glory. You will find lots of things that inspire you, though.

You can buy it on Itch or on Drivethru.

Bound for Glory: an FKR fantasy adventure game

Andrew Theophilopoulos

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:

  1. Flowing
  2. Freezing
  3. Galvanic
  4. Void-Edged
  5. Mirage
  6. Tethering
  7. Elaborate
  8. Earthshaker
  9. Burning
  10. Soul-Siphoning
  11. Torrential
  12. Burst
  13. Quicksilver
  14. Warding
  15. Dust Devil.
  16. to 20. roll again

Now, pick two moves (2) or roll 1d12 twice:

  1. fight with bladed weapons
  2. use magic with your attack
  3. fierce duelist
  4. know one fact about opponent in combat
  5. ignore armor weight
  6. use blade attack as ranged attack
  7. taunt enemy
  8. combine arcane attacks
  9. show off
  10. increased armor efficiency
  11. impossible leap
  12. 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):

  1. Fight armed and unarmed
  2. 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)
  3. resist death
  4. messy and forceful attacks
  5. taunt enemies
  6. ignore armor weight
  7. one more appetite
  8. less armor = more protection
  9. impress with my strength
  10. I have seen the world
  11. respectful underlings
  12. make opponent lose an item when I attack really successfully, or smash it
  13. eye for weakness
  14. the weaker I get the more dangerous I become
  15. learn a move from the fighter, the bard or the thief
  16. blood-curdling war cry
  17. I wear the mark of might
  18. turn danger back on itself
  19. my blood gods answer my rituals
  20. 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):

  1. Healing/confusing/helping song;
  2. 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)
  3. so charming and open, people answer one question truthfully
  4. tell what has changed since I have left
  5. healing song
  6. battle song
  7. berserker song
  8. deafening song
  9. bamboozle
  10. 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:

  1. Healing and Restoration
  2. Bloody Conquest
  3. Civilization
  4. Knowledge and Hidden Things
  5. The Downtrodden and Forgotten
  6. What Lies Beneath

Then; choose one precept of your religion or roll 1d4 once:

  1. Your religion preaches the sanctity of suffering
  2. Your religion is cultish and insular
  3. Your religion has important sacrificial rites
  4. Your religion believes in trial by combat.

Now; pick two moves or roll 1d20 twice:

  1. fight with blunt weapons
  2. Divine guidance
  3. turn undead
  4. commune with my deity
  5. cast spells
  6. heal
  7. favorite spell
  8. lift the spirit of a dying person
  9. serenity under magic attack
  10. first aid
  11. divine intervention
  12. pain improves my spell casting
  13. gain permanent physical feature of my god
  14. dedicate this victory to my god; divine armor
  15. 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:

  1. Bless
  2. Cure Light Wounds
  3. Detect Alignment
  4. Cause Fear
  5. Magic Weapon
  6. Sanctuary
  7. Speak With Dead
  8. Animate Dead
  9. Cure Moderate Wounds
  10. Darkness
  11. Resurrection
  12. Hold Person
  13. Revelation
  14. Cure Critical Wounds
  15. Divination
  16. Contagion
  17. Words of the Unspeaking
  18. True Seeing
  19. Trap Soul
  20. Word of Recall
  21. Heal
  22. Harm
  23. Sever
  24. Mark of Death
  25. Control Weather
  26. Storm of Vengeance
  27. Repair
  28. Divine Presence
  29. Consume Unlife
  30. 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:

  1. The Great Forests
  2. The Whispering Plains
  3. The Vast Desert
  4. The Stinking Mire
  5. The River Delta
  6. The Depths of the Earth
  7. The Sapphire Islands
  8. The Open Sea
  9. The Towering Mountains
  10. The Frozen North
  11. The Blasted Wasteland.
  12. 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:

  1. Don’t need to eat or drink
  2. speak with animals
  3. shapeshifter
  4. choose a ranger move
  5. vision quest
  6. barkskin/earthskin
  7. see through an animal’s eyes
  8. negate damage by shifting back to human form
  9. shapeshift into inanimate natural objects
  10. elemental spirit helpers
  11. I deal damage so I can heal others
  12. shapeshift into humanoids
  13. attune to new land
  14. shapeshift into the elements
  15. chimera form
  16. weather weaver
  17. 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):

  1. Trained in armed and unarmed combat
  2. Bend bars, lift gates
  3. huge damage
  4. use armor to absorb full damage
  5. third signature weapon enhancement (see below)
  6. see clearly in battle
  7. intimidate
  8. iron hide
  9. graft magical powers of a weapon onto signature weapon
  10. name someone who will die in this battle and someone who will live
  11. plow through enemy rows
  12. assess enemy’s weaponry
  13. wield two weapons without disadvantage
  14. 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):

  1. Lay on hands and pray
  2. ignore armor weight
  3. voice of authority
  4. 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);
  5. Divine favor
  6. huge damage
  7. increased damage against a specific enemy
  8. staunch defender
  9. holy protection
  10. know pantheon
  11. charge into battle
  12. 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):

  1. Hunt and track
  2. called shot
  3. 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)
  4. speak with animals
  5. wield two weapons without disadvantage
  6. camouflage
  7. in ranged combat, increase number of targets
  8. commune with my deity
  9. monster knowledge
  10. exploit weak spot
  11. make safer camp
  12. 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):

  1. Find and Identify traps
  2. pick locks/pockets
  3. disable traps
  4. backstab
  5. poisoner
  6. cautious
  7. I’m never caught by surprise
  8. improved armor protection when outnumbered
  9. connections
  10. dirty fighter
  11. alchemist
  12. evasion
  13. throw melee weapons
  14. vanish
  15. disguise
  16. heist
  17. 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):

  1. Naturalist
  2. Streetwise
  3. Liquid Courage
  4. Looking so average everyone forgets about you
  5. Quick Learner
  6. Mob Mentality
  7. Rumor Mill
  8. Experienced Drunk
  9. Feral Minded
  10. Scavenger
  11. Luck is with the Dumb Ones
  12. Brewer
  13. Distiller
  14. Bearhugger’s Finest
  15. Mob Leader
  16. Smithy
  17. Village Healer
  18. Village Elder
  19. Wanderer
  20. 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):

  1. Cast spells
  2. defend against a spell by giving up one of my spells
  3. 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)
  4. I cast my favorite spell more easily
  5. improved spell effect
  6. fount of knowledge
  7. good advice
  8. analyze magic item
  9. arcane armor
  10. counterspell
  11. analyze spell
  12. enhance magic item’s effect
  13. emotional projection
  14. control a person’s actions
  15. create place of power
  16. find and harvest place of power
  17. 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):

  1. Contact Spirits
  2. Detect Magic
  3. Telepathy
  4. Charm Person
  5. Invisibility
  6. Magic Missile
  7. Alarm
  8. Dispel Magic
  9. Visions Through Time
  10. Fireball
  11. Mimic
  12. Mirror Image
  13. Sleep
  14. Cage
  15. Contact Other Plane
  16. Polymorph
  17. Summon Monster
  18. Dominate
  19. True Seeing
  20. Shadow Walk
  21. Contingency
  22. Cloudkill
  23. Antipathy
  24. Alert
  25. Soul Gem
  26. Shelter
  27. Perfect Summons
  28. 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):

  1. One with stone
  2. impress others by your drinking prowess

Elf (pick 1 move or roll 1d6 once):

  1. Descendant from an ancient martial tradition
  2. know things about places
  3. The Great Forest will always be your land
  4. one weapon type you use is always very precise
  5. you can travel safely through wilderness
  6. reroll

Halfling (pick 1 move or roll 1d3 once):

  1. Healing songs of spring and brook
  2. advantage because of small size
  3. increased damage with ranged attacks

Human (pick 1 move or roll 1d3 once):

  1. Showy and impressive fighting style
  2. always find someone taking you in as a guest
  3. 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:)

  1. You can never lose consciousness or be knocked out
  2. 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.

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.