DW Playbook Moves
DW Playbook Moves
DW Playbook Moves
SPECIAL MOVES
When you make a move while carrying
expected: the normal number of rations are For each “yes” answer everyone marks XP.
weight up to or equal to Load, you’re fine.
consumed, the journey takes about as long
When you make a move while carrying
as expected, no one gets the drop on you
weight equal to load+1 or load+2, you take
but you don’t get the drop on them either.
-1. When you make a move while carrying Level Up
weight greater than load+2, you have a When you have downtime (hours or days)
choice: drop at least 1 weight and roll at -1, and XP equal to (or greater than) your
or automatically fail. Recover
current level+7, subtract your current level
When you do nothing but rest in comfort
+7 from your XP, increase your level by 1,
and safety after a day of rest you recover
and choose a new advanced move from
Make Camp all your HP. After three days of rest you
your class. If you are the wizard, you also
remove one debility of your choice. If
When you settle in to rest consume a get to add a new spell to your spellbook.
you’re under the care of a healer (magical
ration; If you’re somewhere dangerous Choose one of your stats and increase it
or otherwise) you heal a debility for every
decide the watch order as well. If you have by 1 (this may change your modifier).
two days of rest instead.
enough XP you may Level Up. When you Note that changing your Constitution
wake from at least a few uninterrupted increases your maximum and current HP.
hours of sleep heal damage equal to half
your max HP.
Carouse Ability scores can’t go higher than 18.
When you return triumphant and throw a
big party, spend 100 coin and roll + extra
100s of coin spent. On a 10+ choose 3. On a Outstanding Warrants
Take Watch 7–9 choose 1. On a miss, you still choose When you return to a civilized place in
When you’re on watch and something one, but things get really out of hand. which you’ve caused trouble before,
approaches the camp, roll+Wis. On a 10+ roll+Cha. On a hit, word has spread of your
• You befriend a useful NPC
you’re able to wake the camp and prepare a deeds and everyone recognizes you. On a
• You hear rumors of an opportunity
response, the camp takes +1 forward. On a 7–9, that, and, the GM chooses a
• You gain useful information
7–9 you react just a moment too late; the complication:
• You are not entangled, ensorcelled,
camp is awake but hasn’t had time to
or tricked • The local constabulary has a warrant out
prepare. You have weapons and armor but
little else. On a miss whatever lurks outside for your arrest
the campfire’s light has the drop on you. • Someone has put a price on your head
Recruit • Someone important to you has been put
When you put out word that you’re in a bad spot as a result of your actions
looking to hire help, roll. If you make it
Bolster known...
When you spend your leisure time in
study, meditation, or hard practice, you • ...that your pay is generous, take +1
gain preparation. If you prepare for a week • ...what you’re setting out to do, take +1
or two, 1 preparation. If you prepare for a • ...that they’ll get a share of whatever
month or longer, 3 preparation. When your you find, take +1
preparation pays off spend 1 preparation If you have a useful reputation around
for +1 to any roll. You can only spend one these parts take an additional +1. On a 10+
preparation per roll. you’ve got your pick of a number of skilled
applicants, your choice who you hire, no
penalty for not taking them along. On a 7–9
Supply you’ll have to settle for someone close or
When you go to buy something with turn them away. On a miss someone
money on hand, if it’s something readily influential and ill-suited declares they’d
available in the settlement you’re in, you like to come along (a foolhardy youth, a
can buy it at market price. If it’s something loose-cannon, or a veiled enemy, for
special, beyond what’s usually available example), bring them and take the
here, or non-mundane, roll+Cha. On a 10+ consequences or turn them away. If you
you find what you’re looking for at a fair turn away applicants you take -1 forward
price. On a 7–9 you’ll have to pay more or to Recruit.
settle for something similar.
Hack & Slash Defy Danger Discern Realities
When you attack an enemy in melee, When you act despite an imminent threat When you closely study a situation or
roll+Str. On a 10+ you deal your damage to or suffer a calamity, say how you deal with person, roll+Wis. On a 10+ ask the GM
the enemy and avoid their attack. At your it and roll. If you do it... three questions from the list below. On a
option, you may choose to do +1d6 damage 7–9 ask only one. Take +1 forward when
• by powering through, +Str
BASIC MOVES
SPECIAL MOVES
When you make a move while carrying
expected: the normal number of rations are For each “yes” answer everyone marks XP.
weight up to or equal to Load, you’re fine.
consumed, the journey takes about as long
When you make a move while carrying
as expected, no one gets the drop on you
weight equal to load+1 or load+2, you take
but you don’t get the drop on them either.
-1. When you make a move while carrying Level Up
weight greater than load+2, you have a When you have downtime (hours or days)
choice: drop at least 1 weight and roll at -1, and XP equal to (or greater than) your
or automatically fail. Recover
current level+7, subtract your current level
When you do nothing but rest in comfort
+7 from your XP, increase your level by 1,
and safety after a day of rest you recover
and choose a new advanced move from
Make Camp all your HP. After three days of rest you
your class. If you are the wizard, you also
remove one debility of your choice. If
When you settle in to rest consume a get to add a new spell to your spellbook.
you’re under the care of a healer (magical
ration; If you’re somewhere dangerous Choose one of your stats and increase it
or otherwise) you heal a debility for every
decide the watch order as well. If you have by 1 (this may change your modifier).
two days of rest instead.
enough XP you may Level Up. When you Note that changing your Constitution
wake from at least a few uninterrupted increases your maximum and current HP.
hours of sleep heal damage equal to half
your max HP.
Carouse Ability scores can’t go higher than 18.
When you return triumphant and throw a
big party, spend 100 coin and roll + extra
100s of coin spent. On a 10+ choose 3. On a Outstanding Warrants
Take Watch 7–9 choose 1. On a miss, you still choose When you return to a civilized place in
When you’re on watch and something one, but things get really out of hand. which you’ve caused trouble before,
approaches the camp, roll+Wis. On a 10+ roll+Cha. On a hit, word has spread of your
• You befriend a useful NPC
you’re able to wake the camp and prepare a deeds and everyone recognizes you. On a
• You hear rumors of an opportunity
response, the camp takes +1 forward. On a 7–9, that, and, the GM chooses a
• You gain useful information
7–9 you react just a moment too late; the complication:
• You are not entangled, ensorcelled,
camp is awake but hasn’t had time to
or tricked • The local constabulary has a warrant out
prepare. You have weapons and armor but
little else. On a miss whatever lurks outside for your arrest
the campfire’s light has the drop on you. • Someone has put a price on your head
Recruit • Someone important to you has been put
When you put out word that you’re in a bad spot as a result of your actions
looking to hire help, roll. If you make it
Bolster known...
When you spend your leisure time in
study, meditation, or hard practice, you • ...that your pay is generous, take +1
gain preparation. If you prepare for a week • ...what you’re setting out to do, take +1
or two, 1 preparation. If you prepare for a • ...that they’ll get a share of whatever
month or longer, 3 preparation. When your you find, take +1
preparation pays off spend 1 preparation If you have a useful reputation around
for +1 to any roll. You can only spend one these parts take an additional +1. On a 10+
preparation per roll. you’ve got your pick of a number of skilled
applicants, your choice who you hire, no
penalty for not taking them along. On a 7–9
Supply you’ll have to settle for someone close or
When you go to buy something with turn them away. On a miss someone
money on hand, if it’s something readily influential and ill-suited declares they’d
available in the settlement you’re in, you like to come along (a foolhardy youth, a
can buy it at market price. If it’s something loose-cannon, or a veiled enemy, for
special, beyond what’s usually available example), bring them and take the
here, or non-mundane, roll+Cha. On a 10+ consequences or turn them away. If you
you find what you’re looking for at a fair turn away applicants you take -1 forward
price. On a 7–9 you’ll have to pay more or to Recruit.
settle for something similar.