Guild World Beta 1.1

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The document discusses converting the Guild Wars 2 MMORPG into a tabletop roleplaying system called Guild Worlds based on Dungeon World.

It is about converting the Guild Wars 2 MMORPG into a tabletop roleplaying system called Guild Worlds based on Dungeon World. It includes playbooks for the 8 professions in GW2.

Warriors in this system have a relationship with many weapons rather than being tied to a single weapon. They are more flexible and players are encouraged to try new fighting methods. Weapons can be lost or destroyed unlike a Fighter's signature weapon.

Guild

Worlds
A conversion of the popular MMO into the world of Dungeon World

Beta 1.1 By Devin White


This page unintentionally
left blank.
Introduction
Centaurs plague a country road connecting a village and the city that supports it. Corrupted Sylvari seek to
draw out and capture innocent villagers into their fold. Inquest technicians develop a vile and dangerous new
mech. Norn are drunkenly celebrating and bragging about their latest hunts. Charr are rallying behind their
gears and guns to defend against a ghostly invasion. And somewhere, deep in corrupted territory, a group of
adventurers prepare to take on a dragon.

Tyria is filled with adventures like this and more. While players can experience many of these adventures in
the popular MMORPG, Guild Wars 2, there are many stories that require a more nuanced and developed take
on roleplaying. Between every grand adventure where a huge foe is defeated, there are quieter moments of
contemplation where adventurers work through their differences. There are adventures that take place far
away from the battlefield, in tense meetings between scientific rivals or during parties where wit is wielded
like swords. You may choose to be an Asura fleeing political duty to reach some scientific breakthrough or a
Charr elementalist combatting prejudice from within their own ranks.

The following playbooks are an expansion to Dungeon World, the tabletop roleplaying game, that allow
players to experience these adventures. This is not a hack in the sense that no changes are made to the core
Dungeon World rules (Alignments are replaced with Drives but they function the same). As such, the
following resources assume familiarity with the rules of Dungeon World.

The 8 playbooks are meant to capture the archetypes represented by the 8 professions in Guild Wars 2. Two
of these playbooks, the Thief and the Ranger, are taken from the core Dungeon World classes of the same
name with very little changes. The Warrior and the Guardian are based on the Fighter and the Paladin, but
these have been reworked to more closely fit with Guild Wars 2. The Engineer, the Elementalist, the Mesmer,
and the Necromancer are more or less completely new playbooks with only a few things taken from the core
rulebook. Every playbook, including the Thief and the Ranger, has 5 racial moves for each of the 5 playable
races from Guild Wars 2.

Because this is a conversion of a video game into a tabletop RPG, it should be noted that it does not follow the
mechanics or lore precisely. How an Elementalist switches attunements or a Necromancer summons minions
are very different than the video game. This is a necessary result of converting a video game into a tabletop
game, though every attempt has been made to capture the flavor and the spirit of the classes.

Changes to Dungeon World


Guild Worlds does not make any changes to the basic rules of Dungeon World. The major changes are in
flavor and setting. This means that players who are familiar with Dungeon World should have no problem
adjusting to this game. This also means that players who wish to do so may incorporate the playbooks here
into existing or standard games of Dungeon World. This is absolutely possible and should present no
problem.

However, this book does not include the rules for Dungeon World. Players wishing to play with this book
should first familiarize themselves with that system as it is not explained here.

The only change to Dungeon World rules is the presence of Bond Triggers. These triggers are prompts to
resolve bonds and are created when you write bonds. Essentially, these are players' way of saying, "This bond
will change when this happens," which signals to the GM and to the other players that they want this event to
happen. This change not included because of the setting but simply because this author thought bonds need a
little extra something to really work.

Also, inspired by the popular supplement, Grim World, these playbooks include the option for Death Moves.
These are optional moves to do when a character faces a Last Breath roll and rolls a miss or forgoes it. These
moves make death exciting and impactful.
About Feedback
What cannot be emphasized enough right now is that this is a beta. Each of these playbooks still need a lot of
testing and feedback in order to fine tune. Lots of changes are still going to be made. That is why each
playbook has the following on it:

Beta 1.1
If you playtest this, please take a moment to leave some feedback. You can leave your feedback at the
following places.

Twitter: @GuildWorlds
Email: [email protected]

When you leave feedback, please answer some or all of the following questions:

Which moves or concepts did you really like?

Which moves or concepts were you confused by?

Which moves or concepts do you think need work?

What areas of balance do you think need to be addressed?

What do you think is missing?

What further comments do you have?

Thanks ahead of time for any feedback you have. I am doing this as a one-man job and do not have the time or
resources to test as often as I would like, so any and all feedback is appreciated.
The Races

Tyria is filled with diverse and interesting races. The way these races and nations get along or don’t is one of
the most reliable sources of conflict and adventure in Tyria. Here is a brief primer on the playable races.

Humans
We used to rule the world, or at least Tyria. Now, though, not so much. After losing battle after battle to charr
and centaurs, we have retreated to our cities. Others say we are a dying race, but we know better. We collect,
we gain strength. In our communities, we support each other, build each other up, and in time, we will
conquer again.

Charr
Fire, brimstone, and metal. Every charr knows these smells, the feel of blades in our hands, the sounds of
cannons booming. Others describe us as warmongers, but we are more than that. Every charr is part of a
warband, a group of fellow charr we work with and respect, and in those warbands, we find strength. Our
warband gives us purpose, gives us drive, and when we act with our warband, we are invincible.

Asura
I will have to settle for a subpar explanation to reach your subpar brain. We are smart. We have no need for
overt gestures of might or apocryphal histories (or unnecessarily large anatomies). Our intellect has allowed
us to overcome dragons, escape hazards, and create wonders others would not even be able to dream about.
Our society, based on krewes who cooperate and compete to find the latest scientific breakthrough, is
organized for peak efficiency and drive. We are beacons of progress in a tough and dangerous world.

Norn
Do you wish to know what it is like to be a norn? Come, share a drink with us, and join us on a hunt of nature’s
most powerful creatures. Our lives are full of adventures, sometimes due to the harsh environments we find
ourselves in and sometimes due to our own recklessness, but what would life be without a little conflict? Each
norn follows a Spirit Animal, a natural spirit that guides us and protects us, but we are also aided by our
kinsmen, who always have our back when things get rough.

Sylvari
Born of the Great Pale Tree, we are beings of nature. We are new to this world, but we have much to offer.
Our connection to the earth offers us great wisdom despite our limited experience, and our connection with
the Great Pale Tree guides our days. Other races may call us plant people, but we can be powerful soldiers
and impressive wielders of magic. Those who follow the Great Pale Tree contribute to the well-being of all
creatures of Tyria, though if we fall to darkness, we can become corrupted and a danger to those we swore to
protect. Because of this, we are always vigilant.
The Classes
There are many different types of adventurers who travel, battle, and hunt throughout Tyria. These are the
classes you will find in this book.

The Elementalist
Command the four elements and switch between them to overcome challenges and defeat enemies.

The Engineer
Tinker with crazy gadgets and inventions to solve problems in unexpected ways.

The Guardian
Command magic and martial force with your intense dedication to an ideal.

The Mesmer
Creating illusions and manipulate people while avoiding danger and gaining access to powerful secrets.

The Necromancer
Become a master of death to terrify your enemies and create abominations.

The Ranger
You and your animal companion are a formidable force of nature when you work together.

The Thief
Steal from enemies and use powerful venoms to gain the upper hand and find treasures.

The Warrior
Use every weapon imaginable to overpower your foes and dominate the battlefield.
Name: _____________________ Level: XP:

LOOK: Armor Drive:


Choose one for each, or write your own:
Knowledge: Discover something
BODY: stocky, skinny, fit about a magical mystery
Hit Points
EYES: Fiery, darting, deep
Max: 6+Constitution Peace: Use your magic to aid another

HAIR: Messy, neat, bald Ambition : Solve a problem with an


Damage d6 overly impressive display of magic
CLOTHES: Clean, burnt, old

Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12(-), 9(-), 8(-1) Bonds
_____________ has no respect for the magic I
wield. Trigger: you attempt to change their

STR DEX CON mind.

I will prove to ___________ that I am a


reliable ally that they can count on.
The Elementalist

Trigger: you help them in a time of need.

INT WIS CHA _____________ is trying to hold me back.


Trigger: you attempt to figure out why.

Starting Moves _____________ is keeping something from


Elementally Attuned Hurl Element me. Trigger: you attempt to find it out.
You are magically attuned to an element of When you conjure a magical attack based on your
nature. You switch elemental attunements when current attunement using your magical
the following triggers are meant. These implement, describe the form it takes and
attunements last until you meet the trigger of roll+INT. On a hit, deal your damage. On a 7-9,
another attunement. choose 1:
Fire: You sacrifice or risk your own well- You expose yourself to danger
being for a passion or cause Your magic hits an additional
Earth : You remain steady despite incoming unwanted target
danger, discomfort, or pressure Your magic is weaker than you wanted.
Water: Your deep compassion and empathy Deal -1d4 damage
inspire you to change course
Air: You exhibit fickle nature or attempt to Elemental Ritual Race:
attack something from an unexpected angle When you draw on a place of power to manipulate
the four elements in harmony, tell the GM what
Elemental Tell you’re trying to achieve. Elemental effects are
You have a magical tell that reveals your magical always possible, but the GM will give you 1-4 of Move:
attunement. You may have eyes that glow the following conditions:
different colors, magical essences that orbit your It’s going to take days/weeks/months
head, a magical glow around your hands, or First you must ____
something else entirely. Describe how it changes You’ll need help from ____
when you switch attunements. You need to certain items
The best you can do is a lesser version,
unreliable and limited
It is dangerous for one reason or another

Beta 1.1
Equipment Advanced Moves
When you gain a level from 2-10, you may choose from these moves.
Load: / Moves that specify an element are only active if that element is.
Max Load is equal to 7+STR Stone Flesh (Earth)
You have +1 armor and you are not affected by forceful.
Dungeon Rations (5 uses, ration, 1 weight)
Traveling clothes (1 weight, worn) Written in Stone (Earth)
When you touch the earth with a question posed, the earth will answer to
Choose your implement (the ranges apply whenever you Hurl Element): the best of its knowledge.
Elementalist Staff (1 weight, near, far)
Focus and Scepter (1 weight, close, near) Cleansing Water (Water)
Pair of ceremonial daggers (1 weight, hand, close) Anyone who is healed under your care and supervision is also healed an
Your implement is a powerful weapon when you channel magic through additional +1d6 health points.
it, but it is nearly harmless when separated from you (and so are you).
Cone of Cold (Water)
Choose two: When you attempt to freeze a location using your magic, roll+WIS. On a
2 healing potions (0 weight) 10+, exactly what you wanted is frozen. On a 7-9, you hit the important
Bag of Books (5 uses, 2 weight) parts, but you also choose one:
3 Antitoxin (0 weight) and 2 Poultices & Herbs (0 weight) Not enough is frozen
Too much is frozen

Ride the Lightning (Air)


When you Defy Danger (DEX), on a 10+, your mastery of air magic lifts
you up, pushes you out of danger, turns you into lightning itself, or
otherwise grants you an escape. The GM will tell you one advantage this
gains you, and you gain +1 forward when acting upon it.

Gust (Air)
When you Hurl Element, you may add forceful to your attack. If you gain
a positional advantage because of this, gain +1 forward when acting upon
it.

Empowering Flame (Fire)


Add +1d6 to any damage you give if you also choose to give yourself the
tag, dangerous.

Burning Precision (Fire)


You can Hurl Element with STR instead of INT. If you choose to do so, you
affect an additional target that you choose.

Environmental Protection
When you attempt to manipulate an element, roll+INT. On a hit, the
element is strengthened or weakened. On a 7-9, your effect is too short,
too long, or puts you in danger.

Summon Weapon
When you have uninterrupted time to concentrate, about half an hour,
you can attempt to form your magic into a weapon. Describe the weapon
and roll+INT. On 10+, choose 3. On 7-9, choose 2. On 6-, something went
wrong. Choose 1 and add the tag, dangerous, in addition to any other
complications. This weapon is summoned with 3 uses and close.
near +2 piercing
precise forceful
+1 damage stun
Advanced Moves
When you gain a level from 6-10, you may choose from these moves.
Moves that specify an element are only active if that element is. Group Work
Requires: Summon Weapon
Armor of Earth (Earth)
When you summon a weapon, you also summon a copy of that weapon
Requires: Stone Flesh
for an ally.
When you defend, you can negate all the damage instead of just half.

Geomancer’s Training (Earth)


You can mold and shape the earth to your will. When you declare your
intent to do so, the GM will tell you how long it will take, how taxing it
will be on you, and what complications you can expect.

Aquamancer’s Training (Water)


Replaces: Cleansing Water
Anyone who is healed under your care and supervision is also healed an
additional +1d10 health points.

Frost Aura (Water)


Requires: Cone of Cold
When you attempt to freeze an area, you can also choose to deal your
damage to anyone caught in the cold without proper protection.

Bolt to the Heart (Air)


Whenever you deal damage to a foe who could have sworn you were
somewhere completely different, you deal your max damage ignoring
armor.

Aeromancer’s Training (Air) Brewing Storm


Requires: Ride the Lightning Death Move
When you Defy Danger (DEX), on a 10+, your mastery of air magic lifts
you up, pushes you out of danger, turns you into lightning itself, or When Death approaches and you feel your grasp of your magic
otherwise grants you an escape. The GM will tell you one advantage this slipping, you can put everything left into a storm. Use some or all of
gains you, and you and all allies gain +1 forward when acting your elements to describe an incredibly powerful elemental
upon it. tempest. Roaring flames, shifting earth, biting wind, torrential
downpours, and more are at your disposal.
Burning Rage (Fire)
Requires: Empowering Flame Then, point the storm in the general direction you want it to go.
When you deal damage to someone who damaged you first, your Everything in that direction better move, find shelter, or be okay
damage dice is d10. with joining you in the afterlife, and they better pick which of those
they want really quickly.
Pyromancer’s Training (Fire)
When you calm yourself and quell the passion within your soul, you also
quell all fires that are around you. This removes your attunement until
you trigger another one.

Summon Elemental
When you have time to concentrate and prepare, about half an hour,
you can create an elemental being based on your attunement. Treat this
elemental as a hireling with loyalty of 2 and 8 stats to be distributed as
you see fit. You may only have one elemental at a time.

Send feedback to
[email protected]
Race Moves GM Notes
Asura Elementally Attuned
After resolving a Spout Lore, you can put yourself in danger to gain It is natural that players might end up appearing to metagame with this
additional information. move, acting rash when it would benefit them to have the Fire
attunement, compassionate when Water is best, etc. This is fine as long
Charr as the player's desires match the character's desires. Part of the flavor
Out of fear of persecution, you have learned to suppress your tell and behind the Elementalist is that Elementalists know how to manipulate
evidence of magic. themselves to access the magic within them.

Human Implements
When you offer a prayer to one of your gods, you may also change your Implements are tools that Elementalists use to channel their magic.
attunement to one associated with that god. They are unsuited for combat beyond that (the daggers are dull, and the
staff, focus, and scepters are weak), but they are powerful tools in the
Norn Elementalists' hands. If they are loss or stolen, Elementalists can imbue
When you boast of your impressive magical powers, take +1 forward to other tools with magic, but it will take time and resources.
proving it but double the negative effects.
Cleansing Water &
Sylvari Aquamancer's Training
You can petition the Pale Tree for guidance at any place of power. It is important to note that the Elementalist does not have any natural
healing abilities. Instead, the Elementalist increases healing from other
sources. This includes using healing items like potions and bandages,
recovering naturally from resting, and aiding others with healing
abilities.

Playing an Elementalist Environmental Protection


You have figured out the intricacies of the world and internalized them.
Without this move, an Elementalist cannot manipulate elements, only
Some people do not appreciate how much science and intellect go into
hurl them. They will need to use more conventional methods to do that.
harnessing the powers of the earth, in melding the land to how you see
fit, literally turning the tides of a sea battle, knocking foes away with a
powerful gust of wind, and summoning a powerful blade of fire.
Death: Brewing Storm
Take what the player gives you and run with it. Make sure not to neglect
the effect the storm has on the environment and landscape. Anyone
Maybe that is because these are sometimes accompanied by charging
that survives this storm must have a really good reason why.
into battle as loudly and passionately as you can. Oh well, you know
that every one of your movements, every time you retreat, every time
you stand your ground, every time you change course, and every time
you charge forward are calculated uses of magic so few properly
understand.

As an Elementalist, you will not be able to specialize in all of the


elements. Pick the ones that best fit your character's personality and
focus on those.

Even elements you have not developed may still be useful. When
dealing with enemies weak to fire, for instance, it may be useful to
switch to that even when you are not as comfortable with it.

When you Hurl Element, make sure to add flavor relevant to your
character. The fire you are sending could take the form of a phoenix
flying toward the enemy. You might send ice lances toward the
enemy. Lightning could dance out of your daggers onto the enemy. Go
crazy with it. It will be more fun for you and for everyone else at the
table.
Name: _____________________ Level: XP:

LOOK: Armor Drive:


Choose one for each, or write your own:
Knowledge: Sacrifice your own well-
BODY: Stiff, slender, tired being for science
Hit Points
HEADGEAR: Goggles, safety helmet, monocle
Max: 8+Constitution Altruism : Use your technical
knowledge to improve someone's
BACKPACK: Patchwork, crammed, humming quality of life
Damage d6
CLOTHES: Leathers, coat, apron Ambition : Sabotage someone's
efforts to best you

Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12(-), 9(-), 8(-1) Bonds
_____________ is prime fodder for an
invention I am working on. Trigger: you

STR DEX CON attempt your invention.

_____________ does not respect my work. I


will change their mind. Trigger: you give
them a reason to reconsider.

INT WIS CHA I respect _______________’s inventive mind. I


will take advantage of it soon. Trigger: you
pick their mind.
Starting Moves
_____________ has offered to help my work,
The Engineer

Build a Kit Operate Kit


A kit is an invention or a collection of inventions If no relevant move applies to your kit, when but I am unsure of their potential
with a singular theme that help you on your attempting to use it, roll+INT. On 10+, it works as contribution. Trigger: you re-assess their
intended. On 7-9, it works, but choose one: value.
journeys. When you have an extended period of
time, about an hour, to tinker on a kit, describe the You lose 1 use
kit you are working on, spend one use of You expose yourself to danger or attract
Engineering Gear, and roll+INT. On a 10+, pick 3 unwanted attention
bonuses and 1 downside that reflect its design. On It is not as effective as you wanted
a 7-9, pick 2 bonuses and the GM chooses 1
downside. Create Invention
When you have access to a workshop full of tools,
(Bonuses and downsides are listed on the kit page) you may draft a blueprint of an invention to fill a
specific purpose. If you do so, the GM will give you Race:
Resourceful 1-4 of the following requirements.
What most people see as junk you see as It will require a specific material
potential. When you spend a full day in a It is going to take ____ amount of time
scrapyard, junkyard, or other collection of You need to call on a colleague Move:
discarded gears, bolts, and wiring, you gain 1 You will need to break down an item you own
Engineering Gear (3 uses, 1 weight) that you can You need to convince local authorities that it
use in your inventions. You may also choose to is okay
spend 3d10 coins to buy a series of random and If you decide to make due, roll+INT and
seemingly unrelated goods at a market to receive -requirements. On a 10+, you did it despite what
1 Engineer Gear in a fraction of the time. those naysayers said. On a 7-9, you did it, but the
GM will give you a nasty consequence for each
unfulfilled requirement.

Beta 1.1
Equipment Advanced Moves
When you gain a level from 2-10, you may choose from these moves.
Load: / Eye for Invention
Max Load is equal to 12+STR When you find rare, powerful, or unexpected material to tinker with,
describe how you want to incorporate into your kits. As long as you have
Starting Kit (2 weight) acces to this material, you have a new bonus (the GM will tell you what).
Dungeon Rations (5 uses, ration, 1 weight). The GM may also give you a downside that you are forced to take when
Engineering Gear (3 uses, 1 weight) using this material.
Pouch of bullets (3 ammo, 0 weight)
Signature Marks
Choose your defenses: Whenever you Spout Lore about a mechanized item, in addition to the
Leather Armor (1 armor, worn, 1 weight) other results, the GM will also tell you who made it and how. Take +1
Traveling clothes (worn, 1 weight) and Adventuring Gear when acting upon it.
(5 uses, 1 weight)
Efficient Kits
Choose your armament: Kits you create always have the Rationed Resources bonus.
Rifle (2 weight, reload, forceful, near)
Pair of Pistols (2 weight, reload, close, 1 piercing) Health Insurance
When you create a kit with Medical Dispersion Field and no offensive
Choose two: capabilities, remove the slow tag.
2 healing potions (0 weight)
Bag of Books (5 uses, 2 weight) Improvisational Creation
Bandages (3 uses, slow, 0 weight) and Antitoxin (0 weight) You may mark off 1 use of Engineering Gear to add another bonus to your
kit next time you use it. Describe how you hastily added a temporary
modification to it.

Ambitious Creator
When you create a kit, you may choose an additional bonus if you take an
additional downside, but only if none of the bonuses or downsides you
pick were used in your last kit.

Surveillance
You can spend a use of an Engineering Gear to create a proximity alarm (0
weight). Describe the lights and sounds it will make to alert you. If you set
up one while making camp, when the Take Watch move activates, it is
automatically treated as a 7-9. This destroys the alarm.

Toy Tinkerer
When you spend time, an afternoon or so, selling amusing trinkets in an
urban area, mark off 1 use of Engineering Gear and gain coin equal to
2d10 + CHA. In addition, people will know of your skills, for good or
for ill.

Enhanced Goggles
You have modified your equipment to increase your perception. When
you Discern Realities, you may use INT instead of WIS.

Careful Notes
When you create a kit, you also create a blueprint for that kit. As long as
you have that blueprint, you can recreate the kit by spending 1 use of
Engineering Gear without rolling.
Advanced Moves
When you gain a level from 6-10, you may choose from these moves.
Health Assurance Second Draft
Requires: Health Insurance Replaces: Careful Notes
When your kit has the Medical Dispersion Field, it heals 2d8 or When you create a kit, you also create a blueprint for that kit. As long as
1 debility. you have that blueprint, you can recreate the kit by spending 1 use of
Engineering Gear without rolling. If you do roll, take 1 fewer Downsides
Modified Ammunition but no different Bonuses.
Replaces: Improvisational Creation
You may mark off 1 use of Engineering Gear to add a kit bonus to Quick Study
anything the next time you use it. Describe how you hastily temporarily Requires: Signature Marks
modified it. Whenever you Spout Lore on a mechanical item and get 12+, you
instantly know how to make it and how to improve upon it. The GM will
Make Due tell you how long it will take and how many resources it will use up.
You may choose, instead of marking a use, to eliminate a bonus from
your kit. You may not do so if your kit only has 1 bonus. Rationed
Resources does not count as a bonus for purposes of this move.

Advanced Surveillance
Replaces: Surveillance
You can spend a use of an Engineering Gear to create an advanced
proximity alarm (2 uses, 0 weight). Describe how it will alert you
without tipping off who activates it. If you set up one while making
camp, when the Take Watch move activates, it is automatically treated
as a 10+, and you mark off 1 use.

Gadgeteer
Requires: Toy Tinkerer
System Error
When you create something you know will tempt someone, mark off 1
Death Move
use of Engineering Gear and roll+CHA. On 10+, they really want it and
will give 10d10 to buy it (or trade an appropriate item or service). On 7-
Your body is failing and Death is close, but what you are really
9, they will bargain for it.
worried about is that somehow, something was activated. Actually,
scratch that: EVERYTHING was activated.
Applied Force
When you Spout Lore about a building, the GM will tell you how to
Which would not be as big of a problem if you had not kept bits and
strengthen it and how to bring it down in addition to the normal effects.
pieces of every kit, every invention, every wiring and configuring--
all of it has something left of it in your pack, lining your clothes, or
Nerf This
adorned upon your body.
When you decide to rig your kit to explode, roll+remaining uses. On a
10+, the kit will explode and deal your damage precisely when you want
Describe what you kept of past kits and inventions and the
it to. On a 7-9, the kit will explode, but you choose one:
particular type of chaos that is about to erupt. Then roll+number of
Someone has to detonate it manually
kits and inventions (capped at 5).
The kit will do reduced damage, subtract 1d4
The explosion will make the area incredibly hazardous
If you get 10+, roll again but decrease your modifier by 1. If you get
10+ again, roll again but decrease the modifier by 1 again. If you get
Optimized Activation
10+ again, roll again but decrease the modifier by 1 again. Repeat
Requires: Ambitious Creator
this until you do not roll 10+.
When you roll 12+ to Build a Kit, you double the effects of one of your
bonuses. Double the effects of all your bonuses if you choose to double
To decide damage, roll xd6, where x is the number of full and partial
to the effects of your downside(s) as well.
successes you had. Disperse that damage among the enemies
around you as you see fit, victims of the chaos of your creations.

Send feedback to
[email protected]
Race Moves GM Notes
Asura Build a Kit
You may spend an additional Engineering gear to make any kit into a The Engineer is a class that encourages and allows for a lot of creativity.
golem that you can ride in. Kits can be almost anything. A collection of magical grenades, a jetpack,
several robotic arms, a mechanical teddy bear that spies on people, etc.
Charr The Bonuses and Downsides should feel natural to the kit. A
When you call on your warband for access to a unique resource, your flamethrower is obviously a bit dangerous, and it makes sense for an
GM will tell you what they were able to find and how much. autoturret to be reloaded, but if none of the bonuses or downsides fit,
feel free to make up some.
Human
When you enter a city, the GM will tell you who are other notable Operate Kit
inventors and what they are known for. Many kits will naturally fit into pre-existing moves (grenades naturally
fit into Volley while a jetpack naturally fits into Defy Danger), but many
Norn will not. Operate Kit is a catch-all move for using kits that do not
When you irresponsibly use advanced technology in an unsafe manner, naturally fit into other moves. This move itself is vague but its use with
gain +1 to Parley on any who were amused by your antics. the kit should be specific. The intention should be specifically stated
before the move is called for (i.e. “I direct my robotic arms to go under
Sylvari the door and open it from the other side”) rather than general (“I get my
You can find Engineering Gear in the jungle or swamp lands arms to open the door”). It should be noted that for kits that do fit into
(see: Resourceful). other moves, the GM should feel free to take off uses for partial
successes and failures. Kits should feel durable but also limited.

Eye for Invention


Engineers should feel free to use materials of all types and sizes, but this
Playing an Engineer move is specifically designed for resources that people would not
You have figured out the intricacies of the world and internalized them.
normally use, either because they do not have access to them or
Some people do not appreciate how much science and intellect go into
because they do not think to use them. If a resource is simply
harnessing the powers of the earth, in melding the land to how you see
unexpected, like using water to power a jetpack, give it a bonus
fit, literally turning the tides of a sea battle, knocking foes away with a
relatively powerful to the bonuses listed, like, “forceful, element: water,”
powerful gust of wind, and summoning a powerful blade of fire.
but for ultra rare and powerful items, feel free to expand the power. A
super ultra crystal may increase damage by 2d6, but it may also have,
Maybe that is because these are sometimes accompanied by charging
“unstable: chance polymorph,” and it only lasts until it runs out of juice.
into battle as loudly and passionately as you can. Oh well, you know
that every one of your movements, every time you retreat, every time
Optimized Activation
you stand your ground, every time you change course, and every time
Feel free to be creative with how to double downsides. Doubling the
you charge forward are calculated uses of magic so few properly
effects of reload may mean it has to be extensively setup beforehand as
understand.
well. Doubling the effects of two-handed means you need an ally to help
INT is probably going to be your primary stat, but do not neglect DEX. you start it. Kits that are doubly dangerous are not only dangerous to
It allows you to make your guns your primary method of combat and you but also to those around you. However, make sure to emphasize just
allows you to be more flexible with your kits. how awesome this kit is. Those magical grenades shred armor, can be
tossed around corners, and affect a huge area (that may or may not have
Make sure to create new kits on a regular basis. In addition to you and your allies in it).
powering up your Death move, creating a kit is so flexible that you
can prepare for what you are facing in the near future. Death: System Error
If nothing else, this move alone should be encouragement enough for
Eye for Invention is not only for super powerful mega crystals but can Engineers to try new things when they play. Let the player go as wild as
also be used whenever you have an odd idea or want to look at possible when describing the chaos and then grab all the dice at the
something differently. table for this move.
Bonuses
Kit Creation
Advanced Propulsion Rationed resources Shock resistant Gas-powered
Range: near, far +1 uses Thrown, near Forceful, stun
-
Explosive Magical in nature Alchemical components Proximity alert
Range: area Ignores armor Element: _________ Activates on own
-
Medical Dispersion Field Overshield Rockets and jets Advanced optics
Slow, heal 1d8 +2 armor +1 to Defy Danger +1 to Discern Realities
-
Spinning blades and hooks Serrated steel Amusing lights and sounds ______________
Messy Damage die is d8 Distracts others ______________

Downsides
Periodic resets Limited Resources Multiple levers Prototype
Reload -1 uses Two-handed Dangerous

Awkward Loud Nasty recoil ______________


1 fewer ranges Draws unwanted attention -1 forward after use ______________

Your kit naturally has 2 weight, 3 uses, and close range (if applicable). You can only
make one kit at a time. Whenever your kit runs out of uses, describe how it falls apart.

Kit 1: _________________ Kit 2: _________________


Bonuses Downsides Bonuses Downsides

Kit 3: _________________ Kit 4: _________________


Bonuses Downsides Bonuses Downsides

Kit 5: _________________ Kit 6: _________________


Bonuses Downsides Bonuses Downsides
Bonuses
Kit Creation
Advanced Propulsion Rationed resources Shock resistant Gas-powered
Range: near, far +1 uses Thrown, near Forceful, stun
-
Explosive Magical in nature Alchemical components Proximity alert
Range: area Ignores armor Element: _________ Activates on own
-
Medical Dispersion Field Overshield Rockets and jets Advanced optics
Slow, heal 1d8 +2 armor +1 to Defy Danger +1 to Discern Realities
-
Spinning blades and hooks Serrated steel Amusing lights and sounds ______________
Messy Damage die is d8 Distracts others ______________

Downsides
Periodic resets Limited Resources Multiple levers Prototype
Reload -1 uses Two-handed Dangerous

Awkward Loud Nasty recoil ______________


1 fewer ranges Draws unwanted attention -1 forward after use ______________

Your kit naturally has 2 weight, 3 uses, and close range (if applicable). You can only
make one kit at a time. Whenever your kit runs out of uses, describe how it falls apart.

Kit 7: _________________ Kit 8: _________________


Bonuses Downsides Bonuses Downsides

Kit 9: _________________ Kit 10: _________________


Bonuses Downsides Bonuses Downsides

Kit 11: _________________ Kit 12: _________________


Bonuses Downsides Bonuses Downsides
Name: _____________________ Level: XP:

LOOK: Armor Drive:


Choose one for each, or write your own:
Law: Improve the systems of order
BODY: Fit, bulky, thin and justice
Hit Points
EYES: Kind, fiery, glowing
Max: 10+Constitution Retribution : Eliminate a threat to
society
HAIR: Bald, styled, helmet
Damage d8 Resolution : Keep steadfast in your
ARMOR: Polished, dirty, bloody beliefs when you have reason to waiver

Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12(-), 9(-), 8(-1) Bonds
____________’s misguided behavior
endangers this mission! Trigger: you

STR DEX CON attempt to correct their behavior.

I do not know if I can trust __________ yet.


Trigger: they do something that earns or
loses your trust.

INT WIS CHA ___________ would be a much better


adventurer if they learned from me.
Trigger: you attempt to teach them a ritual
Starting Moves or technique.
The Guardian

Devout Virtue Armored


Pick a Virtue. As long as you follow its You ignore the clumsy tag on armor you wear. ___________ is a brave soul, and I have much
requirements, you gain the following boon. to learn from them. Trigger: your
perception of them is challenged
Justice: Suffer not a crime unpunished. Merciful Intervention
When you touch someone, skin to skin, and call or affirmed.
Boon: When you question a defeated, captured, or
willing individual, you can stare into their eyes to upon your magic for aid, roll+WIS. On 10+, you
know if they are lying or not. heal 1d8 or remove one disease. On a 7-9, they
Resolve: Let no innocent suffer in your are healed, but the effect is taxing and hurts you
presence. Boon: Whenever you heal another, you or leaves you open to some danger.
gain half the health you healed.
Courage: Refuse to let those who have
power abuse it. Boon: Whenever you Defend
another person and choose to damage the attacker, Race:
you may add your damage dice as well.
Whenever you act contrary to your virtue, you
lose the boon and the GM will give you a quest to
reclaim it. Move:
Change of Heart
When you have time to contemplate and reason
for reflection, you may change your virtue. The
GM may require a sacrifice from you for this if you
have been acting contrary to that virtue.

Beta 1.1
Equipment Advanced Moves
When you gain a level from 2-10, you may choose from these moves.
Load: / Moves that specify a virtue are only active if that virtue is.
Max Load is equal to 7+STR Bloody Aegis
When you take damage, you can grit your teeth and accept the blow. If
Dungeon Rations (5 uses, ration, 1 weight) you do, you take no damage but instead suffer a debility of your choice. If
A magical focus (0 weight, magical), describe it: ________________ you already have all six debilities, you can’t use this move.
Scale Armor (2 armor, worn, clumsy, 3 weight)
Wrath of Justice (Justice)
Choose your Weapon Your weapon is engulfed in magical fire when faced with an outlaw,
Hammer (close, forceful, two-handed, 2 weight) dealing +1d4 damage.
Long Sword (close, +1 damage, 1 weight) and Shield (+1 armor,
2 weight) Pure of Voice
Take +1 to order hirelings.
Choose one:
Adventuring Gear (5 uses, 1 weight) Pure of Heart (Resolve)
Dungeon Rations (5 uses, ration, 1 weight) and Healing Potion When you heal an ally, you heal +1d8 HP.
(0 weight)
Charge!
When you lead the charge into combat, those you lead take +1 forward.

Stalwart Defender (Courage)


You deal +1d4 damage when you Defend and choose to deal damage.

Inspired Virtue
When something comes to your attention that offends your virtue, gain
+1 forward to solving that issue.

Magical Experience
When you Spout Lore on a magical item or phenomenon, you may
roll+WIS instead of +INT.

Shield of the Avenger


When you use your magic to shield an ally, you may roll Defend for two
different targets at once, no matter the distance as long as they are
within light of sight. Roll twice and use each roll for each target. Your
magical shield may not do damage, and any damage done to your shield
destroys it and transfers to the damage to you.

Consecration
When, through ritualistic magic, you infuse a small area with magic, draw
the symbol you place on the ground and roll+WIS. On a hit, your virtue’s
magic courses through the ground. On 10+, the ground is comforting to
you, and you take +1 forward. The magic persists lasts until you dismiss it
or you leave the area.
Justice: The magic is coarse and unforgiving. The ground burns
those who have committed an injustice and not received punishment for
it, dealing 1d6 damage ignoring armor.
Resolve: The magic is merciful. Healing done on this ground heals
an additional 1d6.
Courage: The magic is protective. No one may exit or enter without
your permission.
Advanced Moves
When you gain a level from 6-10, you may choose from these moves.
Moves that specify a virtue are only active if that virtue is.

Amplified Wrath (Justice)


Replaces: Wrath of Justice
Your weapon is engulfed in magical fire when dealing with an outlaw,
dealing +1d8 damage.

Stand Your Ground!


When you convince an ally to hold fast against incoming danger, you
both gain +1 ongoing as long as you stay right where you are.

Purity of Body
You have +2 armor while you have a boon.

Ever Onward
Replaces: Charge!
When you lead the charge into combat, those you lead take +1 forward
and +2 armor forward.

Might of the Protector (Courage)


Replaces: Stalwart Defender
When you Defend, you gain +1 holds, even on a miss, and if you choose
to deal damage, you deal +1d8 damage.

Power of the Virtuous


Requires: Inspired Virtue
You may choose to take on 2 virtues instead of 1. If you lose 1 boon, Final Stand
though, you also lose the other. Death Move

Unquestioned Authority This is it. You are on the precipice of Death, and Death commands
Replaces: Purity of Voice you forward, but you, driven by magic and will power, say, defiantly,
Take +1 to order hirelings. When you roll a 12+, the hireling transcends "Not yet." Gain the following effect based on your virtue (if you
their moment of fear and doubt and carries out your order with have multiple virtues, pick one).
particular effectiveness or efficiency.
Justice: You will not go down alone. Magical flames fill cover your
Altruistic Healer (Resolve) body and compel you forward. Your damage dice becomes a d10,
Replaces: Purity of Heart and you can continue to fight until every enemy is defeated or you
When you heal an ally, you heal +2d8 HP. roll a miss, in which case your body breaks and you release flames
all around you dealing your damage and ignoring armor.
Retributive Armor
When you suffer a debility, even through Bloody Aegis, take +1 forward Resolve: You cannot abide the thought of your allies suffering. Your
to whatever caused it. magic propels all nearby enemies away and creates a protective
seal around all allies negating all damage until the battle ends or an
Invigorated Bulwark enemy finishes you off up close and personally.
Replaces: Shield of the Avenger
When you use your magic to create a magical shield for an ally, you may Courage: Your body explodes with magic and it covers the ground
roll Defend for two different targets at once, no matter the distance as around you. The area around you, your immediate vicinity, becomes
long as they are within line of sight. Roll twice and use the higher roll for your domain. Describe how you destroy all those who intrude upon
each target. Your magical shield may do damage, but any damage done it, including the one that killed you. After the battle, you may
to your shield destroys it and transfers the damage to you. choose to leave this plane for the next or continue to reside upon
this area, judging all of those who step upon it.

Send feedback to
[email protected]
Race Moves GM Notes
Asura Justice
Whenever you share a useful piece of information with someone an Guardians who have this virtue can tell if individuals are lying or not, but
authority, they will share a useful piece of information with you. this does not mean these individuals are willing to talk.

Charr Resolve
Charr in your Legion who you outrank will listen to orders you give with The moves that affect healing affect all types of healing. Using poultices
great reverence. Those who outrank you will give you an audience. and herbs, healing potions, and bandages also count.

Human Courage
You are always aware when someone you share a bond with is in danger. Guardians using Courage may find that they do more damage defending
than they do attacking. This is by design and okay. However, keep in
Norn mind that in order to gain the boon from the virtue, they have to be
Whenever you share a drink in a tavern, you always hear information defending someone else, not themselves.
about what is ailing people or menacing them.
Wrath of Justice
Sylvari "Outlaw" is purposefully vague. This can mean a lot of different things
Whenever you attune your senses to magical corruption, even for a to a lot of different Guardians. Just make sure that the player has a
moment, the GM will tell you who or what around you has been consistent definition, even if it may differ from others.
corrupted by an Elder Dragon.
Change of Heart
A Guardian attempting to use this provides an excellent time to roleplay
through their feelings and decide where they want this character to go.

Playing a Guardian Death: Final Stand


You know true strength only comes from virtue. Raw power is not
Justice: When a Guardian becomes this, they become a terrifying
enough. Discipline, virtue, and steadfastness are the keys to power. You
force of nature. Make sure to describe how enemies react to this. If they
draw strength from both basic martial areas and magical pursuits, and
have not considered fleeing before this, they may now.
because of this, you have few weaknesses.
Resolve: Make sure to describe situations where the players
would have received damage and resist the urge to make up for it with
Your resolve and outlook make you a formidable ally, and those in your
other moves. Do send enemies toward the Guardian and make the
profession are known to be frequent defenders of the poor and
defense of the fallen Guardian an exciting challenge.
downtrodden, though you are also aware of your potential for brutality
Courage: The exact area the fallen Guardian inhabits should not
in the face of injustice.
be large enough that it negates the whole battle (if there is still a battle
While Guardians do not necessarily have a deity that they follow, to be fought) but large enough to be significant should the Guardian
they still follow a strict code of ethics and rules. Before you play, choose to remain there forever. Decide with the player what is
decide what rules and morals you live by, and use those to determine fictionally most exciting, and be aware of key locales like bridges
your virtue. This Virtue should determine everything you do. If you and entrances.
are in combat, it is because of your virtue. If you refuse to fight, it is
because of your virtue. If you talk it out, it is because of your virtue.

As such, when you change your virtue, it should be because of a


significant moment or great desire of your character. Changing a
virtue should be significant, and it should mean that you decided to
change your life in a significant way.

Your dedication and resilience are the key factors in making you able
to control and wield your magic. It may be helpful to describe what
rites and rituals you follow on a daily basis that give you access to this
great power.
Name: _____________________ Level: XP:

LOOK: Armor Drive:


Choose one for each, or write your own:
Chaos: Undermine a system of law
BODY: Skinny, fit, sexy & order
Hit Points
EYES: Mysterious, alluring, bright
Max: 6+Constitution Tranquility: Help someone evade
an enemy
HAIR: Groomed, flowing, natural
Damage d4 Power: Find a powerful secret
CLOTHING: Ornate, revealing, concealing

Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12(-), 9(-), 8(-1) Bonds
I know a secret about _____________.
Trigger: they find out you know.

STR DEX CON _____________ knows something about me I


wish they didn’t. Trigger: they threaten to
reveal it.

INT WIS CHA I can trust __________ with my life. Trigger:


that trust is tested.

____________ always knows when I lie.


Starting Moves Trigger: they call you out.

Mirror Image Create Image


When you have a moment to create a magical When you attempt to create a magical static
illusion of yourself, roll+CHA. On 10+, choose 2. image, describe the image you want to make,
The Mesmer

On 7-9, choose 1. where you want it, and who you want to fool with
It matches your appearance even upon it. The GM will give you 1 to 4 of the following
close inspection restrictions.
It is dangerous It will only fool people from a distance
It draws as much attention as you want it to It will require constant upkeep
It will only last for a certain amount of time
This illusion will dissipate upon physical contact or You need to prepare for a certain amount
if you make another illusion. These illusions are of time
controlled by your thoughts, and can move around It will only fool people from a certain angle
and mimic your mannerisms. A keen observer will figure it out soon--and Race:
will tell others
People Person
When you Spout Lore about a person of interest,
you may roll+CHA instead of INT. The GM might Move:
ask you, “Who told you about them?”

Beta 1.1
Equipment Advanced Moves
When you gain a level from 2-10, you may choose from these moves.
Load: / Illusion of Life
Max Load is equal to 6+STR Your illusions can maintain conversations with people as long as they are
within eyesight. You can hear anything they can hear.
Dungeon Rations (5 uses, ration, 1 weight)
10 Coins Multi­task
When you use Mirror Image, you can create 2 illusions instead of 1. These
Choose your weapon illusions are identical.
Rapier (close, precise, 1 weight)
Pistol (near, reload, 1 weight) and 3 Ammo Empowered Illusions
5 Throwing Daggers (hand, near, thrown, 0 weight) When you coordinate with your illusion(s) to deal damage to a foe, deal
+1d4 damage.
Choose your defenses
Fancy clothes (1 weight, worn) and Poultices and Herbs (2 Careful Study
uses, 1 weight) When you observe a person carefully long enough to pick up in all their
Leather Armor (1 armor, 1 weight, worn) mannerisms and ways of speaking, you can magically impersonate them.
If your disguise is challenged by someone, roll+CHA. On a 10+, they buy it
completely. In a 7-9, they buy it, but choose one:
They will figure you out if they are allowed to continue observing you
You have to make something up to sell it
You have to hurt an ally to sell it

Keen Eye
You are always aware of when someone is trying to hide their identity
with a disguise. Whenever you enter a crowded room, you may ask the
GM, “Who does not want their presence known?”

Scapegoat
Whenever you sacrifice an illusion of yourself during a Defy Danger
challenge, change a miss to a partial success.

Duelist’s Discipline
When you attack a surprised, bewildered, or confused foe with a precise
weapon, your weapon has +2 piercing.

Master of Manipulation
When you Parley and your leverage is threats to reveal sensitive or
private information, on a 7-9 they will do what you ask without needing
concrete assurance. On a 10+, they will sweeten the deal to ensure the
information is concealed.

Mental Defense
Whenever you realize someone is hiding something from you, the GM
will tell you one vulnerability they accidentally revealed about
themselves. Take +1 forward to acting upon it.

Read the Room


When you walk through a crowded area unrecognized, you may ask one
question from the Discern Realities move for free. Take +1 forward when
acting on the answer.
Advanced Moves
When you gain a level from 6-10, you may choose from these moves.
Mistrust Mirror Adept
When you attempt to get an underling to lower their defenses by When you Create Image, the GM tells you how many drawbacks there
showing them all the great benefits of leaving their boss, roll+CHA. On are and you get to pick which ones you want. The GM still gets to
a 10+, they have to take some time off to reconsider their life. On a 7-9, determine specifics.
their doubt is only momentary, but it opens up an opportunity you or an
ally can act upon. Most underlings will only be swayed by tangible or Pompous Monologue
personal evidence. Whenever you get a foe to monologue, they reveal a vulnerability.
Everyone who takes advantage of it deals +1d6 damage to them.
Gossip
When you spread a nasty rumor about someone amongst those who
interact with them the most, roll+CHA. On a hit, the GM will tell you
what opportunity or weakness is now available to you. On a 7-9, they
know it was you who started the rumor.

Mental Anguish
When you draw out what troubles someone most, roll+CHA. On a hit,
they feel the need to do something about their troubles right now or
wallow in depression. On a 10+, you can make a suggestion that they
will regard with great respect.

Decoy
Replaces: Scapegoat
Whenever you sacrifice an illusion of yourself during a Defy Danger
challenge, change a failure to a partial success or a partial success to a
full success and gain +1 forward.
One Last Trick
Sharper Images
Death Move
Replaces: Empowered Illusions
When you coordinate with your illusion(s) to deal damage to a foe, you
It is finished. Your body is dead, and it falls lifeless to the ground.
deal +1d8 damage.
You are absolutely, 100% dead and done for.

Master of Misdirection
At least that is what most people think. Even most of your allies in
Replaces: Multi-task
fact. All of them are sure your story is over.
When you use Mirror Image, you can create 3 illusions instead of 1. You
may choose which illusions have which properties as if you created
But someone is not sure. Write down a clue for a living ally,
them individually.
something that gives them doubt that your death was completely
genuine. It could be a momentary flicker in your corpse, something
Master Fencer
that hinted it was less corporeal and more an illusion, or maybe
Replaces: Duelist’s Discipline
your body was never actually found. Maybe that ally could have
When you attack a surprised, bewildered, or confused foe with a precise
sworn that you were immune to that poison or you had extra
weapon, your weapon ignores any worn or wielded armor and has +2
plating where that blade struck you. Whatever the case, that ally is
piercing against all other types of armor.
not sure of your true state.

Illusionary Inspiration
Write down two more clues for your GM. These are clues to what
Replaces: Mental Defense
has actually been happening this whole time, maybe where you
Whenever you realize someone is hiding something from you, the GM
have actually been or why you have gone into hiding and cannot be
will tell you one vulnerability they accidentally revealed about
found. The GM will reveal these when they choose to do so, and it is
themselves. Take +1 ongoing to acting upon it until they know you
only after every clue has been uncovered that anyone will really
know it.
know what actually happened to you.

Send feedback to
[email protected]
Race Moves GM Notes
Asura Mirror Image
Whenever you meet a rival krewe, the GM will tell you one secret you Mesmers may choose the third option both in cases where they want
learned about their operations. the illusion to receive attention, such as to ward off an enemy coming
toward them, or in cases where they do not want it to draw attention,
Charr such as when they want it to surprise an enemy or listen in on a secret
Whenever you Hack & Slash with the aid of your illusions, deal conversation.
+2 damage.
Create Image
Human This move does not require a roll. However, the moves it inspires should.
Whenever you enter a city, the GM will tell you of at least one person of Does it require constant upkeep and are you planning to keep the image
interest you know. up while an entire army passes close by? It might be time to Defy
Danger (CON). If someone can tell it is fake, whatever moves they make
Norn to stop the person should be exciting and require rolls.
Your illusions can also take on the form of your Spirit Animal. Anything
they see, you will too. Keen Eye & Mental Defense
If a player chooses these options, it may mean that these are the types
Sylvari of enemies they wish to face. Plan accordingly.
Whenever you Create Image of a natural environment, the GM will tell
you how many drawbacks it has and you pick which ones you want. Empowered Illusions and
Sharper Images
These moves are intentionally vague enough to allow for a variety of
damage dealing moves. Feel free to encourage experimentation, such as
using illusions to lead enemies into traps, send them over cliffs, or even
Playing a Mesmer turn their own attacks against them.
Now they see you, and now they do, and now they do again, and now
they do again. As a Mesmer, you know that appearances matter, and the
In Combat
more appearances, the better. An enemy that cannot tell who you are
A Mesmer can be a powerful and dangerous foe against those they can
cannot tell when you are about to stab them in the back.
manipulate and deceive. However, this means that they are also weak to
those who are not intelligent enough to be manipulated and those who
On the other hand, you are also adept at less bloody forms of
rely on senses other than sight. Adding feral or blind enemies to
dominance. Sometimes the sharpest blade is a secret someone would
encounters is one way to highlight a weakness of the class.
want kept secret. You know how and where to find those secrets.
Sometimes it involves careful manipulation, of sowing dissent among the
Scapegoat & Decoy
ranks of a particularly important person, and sometimes it involves
Make sure there is a fictional reason for this, such as having the illusion
making someone think they see something they don’t. These blades are
distract an enemy or the Mesmer was an illusion the whole time.
the most fun to twist.

The Mesmer has a lot of tools against enemies via conversation and Death: One Last Trick
manipulation. As such, this class shines most when you commit to Every clue reveal should be as dramatic and shocking as possible. Wait
dialogue and conversation in-character as you can make subtle moves until opportune moments in the story, maybe even important rolls, to
that may be even more damaging than bullets and daggers. reveal what exactly the Mesmer was up to and why that matters (think
about the ending of Thor: The Dark World, when you find out what Loki
Maintaining an illusion even during times of relative safety may have was really up to). It is also okay to work with the player and change the
added benefits, but be wary of the attention it might bring. clues to better fit the storyline later, but keep the exact wording of the
clues hidden from the players. They should feel like you are keeping
Enemies that are tough to damage with your weapons can often be secrets from them.
hurt through visual trickery. Try leading enemies toward traps and
dangerous areas without them realizing it.
Name: _____________________ Level: XP:

LOOK: Armor Drive:


Choose one for each, or write your own:
Catharsis: Give a good death
BODY: Skeletal, bloated, decaying
Hit Points Terror: Make someone dread
MASK: Demon, skull, ghost your return.
Max: 8+Constitution

CLOTHES: Ripped, ornate, ancient Persistence: Live when you should


Damage d6 have died
HAIR: Wispy, tangled, neat

Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12(-), 9(-), 8(-1) Bonds
I have a feeling ___________ will soon face a
brush with Death. Trigger: they do.

STR DEX CON ________________ does not want me to know


their greatest fear. Trigger: you attempt to
figure it out.
The Necromancer

INT WIS CHA ________________ is disgusted by my means,


for good reason. Trigger: you affirm or
challenge that view.

Starting Moves ________________ wishes to learn more


about Death. Trigger: you show them.
Death Magic Terrify
When you use your Necromancer magic to draw When you attempt to scare a foe with your
life from still living flesh (even if only barely) and ghastly demeanor, roll+number of terrifying tags.
you have time to draw it into a being, deal your On a hit, they freeze, run away, or attack. In
damage and describe the flesh and bone creature addition, on a 10+, pick 2. On a 7-9, pick 1.
you form. Give it a name, HP equal to the damage They do not attack
you dealt, and a nature. The effect lasts a long time
Balance the scales of life and death You affect a group rather than a single person
Protect its master
Seek out magical power Death Shroud
Achieve the last thing its previous being When you grab onto the wake of a departing soul,
strived for you may transform into a Death Shroud until you
Gain +1 to any roll where your flesh monster aids take damage or you decide to end it. Describe how Race:
you by working in its nature and when you this changes your appearance and roll+INT. On a
attempt to Terrify a foe with it. You can only 10+, choose 2. On a 7-9, choose 1.
sustain one flesh monster at a time. The powers of death are at your command:
your damage dice becomes a d10. Move:
If this kills the target, the soul will be too weak to Your visage is especially creepy.
create a wake powerful enough for Death Shroud. Gain terrifying.
You see what fear weighs on others. You gain
+1 when you roll to make that fear happen,
even when not a Death Shroud.
The air around you is chilled. Gain the
tag, cold, and enemies in your presence will
not be able to run away.

Beta 1.1
Equipment Advanced Moves
When you gain a level from 2-10, you may choose from these moves.
Load: / Death’s Embrace
Max Load is equal to 7+STR You are a friend of Death, and Death would never take you without your
consent. When you fail Last Breath, Death still bargains with you. This
Dungeon Rations (5 uses, ration, 1 weight) bargain is much worse than normal, and if you accept Death’s bargain this
A focus (0 weight, magical), describe it ________________ way, the GM gains 1 hold to introduce a complication later.
Ritual Dagger (hand, 1 weight)
Taste of Death
Choose one: You may deal your damage to your flesh monster to heal yourself or an
2 Healing Potions (0 weight) ally for the same amount of health.
3 Poultices and Herbs (2 uses, slow, 1 weight) and Bag of
Books (5 uses, 2 weight) Chilling Darkness
When you Parley using the individual’s own well-being as leverage,
Choose your weapon: instead of using CHA, you may roll+terrifying tags.
Crude Hatchet (close, messy, 1 weight)
Scythe (reach, two-handed, terrifying, 1 weight) Fear of Death
When you Terrify individuals, you gain +1 forward with them.

Blood Bond
Undead will view you as a potential ally until given reason otherwise. In
addition, gain +1 to Parley with any undead.

Tailor Apprentice
When you have time and materials, you can modify any outfit to give
it terrifying.

Death Perception
You have seen a vision of your own death. Roll 1d6 to determine what
you have seen.
1. Burned 4. Eaten
2. Drowned 5. Poisoned
3. Crushed 6. Decapitated
Take +1 forward to any rolls that lead you closer to this death, but the
consequences are also increased.

Death’s Grasp
While a Death Shroud, you may reach out and extend a shrouded hand to
grab enemies at near range. If you do so, roll+STR. On a hit, you bring the
target toward you. On 10+, in addition, choose 1:
The target drops whatever they were holding
The target is restrained
You deal your damage

Flesh of the Master


When your flesh monster aids in a Hack & Slash or Volley roll, you may
choose to add +1d6 to your damage roll instead of the +1 bonus from
Death Magic. You must decide this before rolling.

Minion Master
You can sustain an additional flesh monster. Their bonuses do not stack.
Advanced Moves
When you gain a level from 6-10, you may choose from these moves.
Unclean Tools Foot in the Grave
When your weapon is covered in blood, it gains terrifying if it did not Requires: Death Perception
have it already. This lasts until the blood is cleaned off. You have deduced who is responsible for your death in your vision. Roll
1d6 to determine who you saw.
Converse with the Dead 1. A family member 4. A keeper of the law
When you use your magic to invigorate a corpse to roughly act like it 2. A royal figure 5. Someone you thought died
used to, roll+INT. On 10+, you may ask three questions before the magic 3. A former lover 6. An innkeeper
breaks. On 7-9, you may ask one question. This does not restore the Take +1 forward to any rolls that deal with this person, but the
corpse’s soul even for a moment. consequences are also increased. This does not stack with
Death Perception.
Siphoned Power
After you use Death Magic on a being much more powerful than you Deadly Strength
are, gain +1 forward. When you have less than half health, you deal +1d6 damage.

Minion Overlord
Replaces: Minion Master
You can sustain 3 flesh monsters. Their bonuses do not stack. In
addition, you can explode your minions and deal damage equal to their
health to all those around them.

Armored Shroud
Any damage you receive while in a Death Shroud only forces you to
leave Death Shroud and does not lower your HP.

Last Rites
Requires: Death’s Embrace
When you use your relationship with Death to influence someone’s
Death's Offer
Death Move
transition into the afterlife, gain +1 ongoing with any family members
and friends if you were charitable and merciful, but gain +1 ongoing
with any of the departed’s enemies if you were vindictive and spiteful.
You are finally here. Death has come to claim you and you are going
to join him.
Transfusion
Replaces: Taste of Death
It is not so bad. Death, in truth, is happy to have someone who so
You may deal your damage to your flesh monster, a willing ally, yourself,
clearly understands them. You are finally able to know what truly
or a defenseless foe to heal yourself or an ally for the same amount of
happens when a soul departs this world.
health.

Death is so happy you accepted their invitation that they are is


Giant Flesh Monster
willing to offer you something: a death, of your choosing, and of the
Requires: Flesh of the Master
method of your choosing. Pick a non-player character, any non-
You may choose to roll your damage twice when using Death Magic. If
player character, and describe how they die. Stabbed by ex-lovers,
you do, give your flesh monster HP equal to the sum of the dice rolls and
food poisoning at banquets, run over by a cart of horses, so on and
the Huge tag.
so forth. You can make it a good death, where they die with honor,
or you can choose to make the death painful, slow and indicative of
how wretched of beings they truly are.

Choose whoever and however you like. Death does not care. Death
is just happy to have someone to talk to.

Send feedback to
[email protected]
Race Moves GM Notes
Asura Perception of Class
If you terrify someone from an unexpected location, the effect A Necromancer can be as evil and spiteful or as misunderstood and wise
automatically lasts as long as there are dark corners and as the player desires. Some may choose to embrace the shadier sides
heavy shadows. while others may choose to be more inclined to play a character
fascinated by death but not necessarily evil.
Charr
When you know someone’s fear, your attacks ignore their armor. Death Magic
This move does not require a roll, but generally getting to the spot
Human where this move can be done requires one or several rolls. The effort it
When you pray to Grenth and ask him about a departed soul, Grenth takes to subdue a being while still keeping it alive should take effort, and
will tell you honestly how he judged them. this move is for after that has already been done.

Norn Terrify
When you terrify enemies, you may choose, "They do not run away," To be clear, this roll is based on the amount of things the player has that
instead of, "They do not attack." can be considered terrifying. Wielding a scythe, which has terrifying,
while in a Death Shroud that also has terrifying, would be a +2 modifier.
Sylvari
You can draw on the life of great plant life as well for Death Magic. Death Shroud
When you enter a forest, your GM will tell you what great plant life If a player chooses to see an enemy's fear, you can use that to develop
you sense. characters, provide new challenges, or even tease bigger threats.
Players will remember NPCs with unique or interesting fears. In
addition, abstract or difficult to recreate fears could be used to increase
the difficulty of encounters.
Playing a Necromancer
You are not evil. At least, not necessarily, and you sometimes wish
people would stop assuming that. The reality is that the magic behind
Death Perception
If a player chooses this move, they have greater incentive to play
death is fascinating and powerful. The complex balance between life
dangerously, and you have greater incentive to be dangerous. If your
and death present in all beings is something you can manipulate and
player goes this route, be more open with hard moves and
something you can draw from, and when a soul leaves this world, you
consequences.
can harness the magical wake it leaves behind to become something
truly powerful. This magic is misunderstood, not evil.
Death: Death's Offer
This move does require plenty of non-player characters in the world, so
On the other hand, it is sometimes useful when people do not
make sure to fill the adventure with them in anticipation. It is important
understand you. When they see your creepy visage, your threatening
to remember that while this move is powerful, Death does not solve all
pose, and your monsters of flesh and bone, they are a bit easier to
problems. Killing the tyrant king will shakeup the entire kingdom, but it
deal with. Perhaps it is best that they see you as evil, your creatures
will also create a void where other evil powers can grow and spread.
as vile. Perhaps it is best that they do not see Death as you do--as an
You may also choose to have the Necromancer show up whenever
ally to be called upon rather than an enemy to be feared.
another player dies as an agent of Death.
Make sure to give your flesh monsters and your shroud vivid
descriptions. Your monsters could be oddly adorable (to you at
least) four-legged flesh beasts or horrifying giant mouths and teeth
with stubby legs or anything else. The same goes for your Death
Shroud. Your eyes could drip blood, the air around you could
darken, your face may go white like a skull, etc.

Very few Necromancer moves require specific stats, so feel free to


customize your Necromancer's stats in a way that best fits the
character you want.
Name: _____________________ Level: XP:

LOOK: Armor Drive:


Choose one for each, or write your own:
Freedom : Break someone from literal
BODY: Lithe, wild, sharp or figurative bonds
Hit Points
EYES: Wild, sharp, animal
Max: 8+Constitution Altruism : Endanger yourself to
combat an unnatural threat
HAIR: Wild, bald, hooded
Damage d8 Conservation : Help an animal or
CLOTHES: Cape, camouflage, rugged spirit of the wild

Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12(-), 9(-), 8(-1) Bonds
I have guided _____________ before and
they owe me for it. Trigger: you call upon

STR DEX CON this debt.

___________________ wishes to be a friend of


nature, so I will be their friend as well.
Trigger: they befriend or offend nature .

INT WIS CHA ___________________ has no respect for


nature, so I have no respect for them.
Trigger: this view is challenged or affirmed.
Starting Moves
___________________ does not understand
Animal Companion Hunt & Track
life in the wild, so I will teach them.
You have a supernatural connection with a loyal When you follow a trail of clues left behind by
Trigger: you attempt to teach them.
animal. You can’t talk to it per se, but it always acts passing creatures, roll+WIS. On a 7+, you follow
The Ranger

as you wish it to. Name your animal companion: the creature’s trail until there’s a significant
________________________ change in its direction or mode of travel. On a Race:
Choose a species: 10+, you also choose 1:
Wolf, Cougar, Bear, Eagle, Dog, Hawk, Cat, Owl, Gain a useful bit of information about your
Raven, Moa, Boar, Jaguar quarry, the GM will tell you what
Choose a base: Determine what caused the trail to end Move:
Ferocity +2, Cunning +1, Instinct +1, 1 Armor
Ferocity +2, Cunning +2, Instinct +1, 0 Armor Opening Strike
Ferocity +1, Cunning +2, Instinct +1, 1 Armor When you attack a defenseless or surprised
Ferocity +3, Cunning +1, Instinct +2, 1 Armor enemy at range, you can choose to deal your
Choose as many strengths as its Ferocity: damage or name your target and roll+DEX. On
Fast, Burly, Huge, Calm, Adaptable, Tireless, 10+, deal your damage and give them the Command
Quick Reflexes, Camouflage, Ferocious, following condition. On 7-9, just give them the When you work with your animal companion on
Intimidating, Keen Senses, Stealthy following condition. something it’s trained in…
Your animal companion is trained to fight Head: Stunned, they do nothing but stand and you attack the same target, add its
humanoids. Choose as many additional trainings as and drool for a few moments. ferocity to your damage
its Cunning: Arms: Disarmed, they drop anything and you track, add its cunning to your roll
Hunt, Search, Scout, Guard, Labor, Travel, Fight they’re holding. and you take damage, add its armor to
Monsters, Perform Legs: They’re crippled and slow moving your armor
Choose as many weaknesses as its Instinct: and you Discern Realities, add its cunning to
Flighty, Savage, Slow, Broken, Frightening, your roll
Forgetful, Stubborn, Lame and you Parley, add its cunning to your roll
and someone Interferes with you, add its
Beta 1.1 instinct to their roll
Equipment Advanced Moves
When you gain a level from 2-10, you may choose from these moves.
Load: / Wild Empathy
Max Load is equal to 11+STR You can speak with and understand animals.

Dungeon Rations (5 uses, ration, 1 weight) Familiar Prey


Leather Armor (1 armor, worn, 1 weight) When you Spout Lore about a monster, you use WIS instead of INT.
Bundle of Arrows (3 ammo, 1 weight)
Viper’s Strike
Choose your armament: When you strike an enemy with two weapons at once, add an extra 1d4
Hunter’s Bow (near, far, 1 weight) damage from your off-hand strike.
Short Sword (close, 1 weight)
Hunter’s Bow (near, far, 1 weight) Follow Me
Spear (reach, 1 weight) When you Undertake a Perilous Journey, you can take two roles. You
make a separate roll for each.
Choose one:
Adventuring Gear (5 uses, 1 weight) Beastly Warden
Dungeon Rations (5 uses, ration, 1 weight) When you allow your animal companion to take a blow that was meant
Adventuring Gear (5 uses, 1 weight) for you, the damage is negated and your animal companion’s ferocity
Bundle of Arrows (3 ammo, 1 weight) becomes 0. If its ferocity was already 0, you can’t use this ability. When
you have a few hours of rest with your animal, its ferocity returns to
normal.

Barrage
When you Volley, you may spend an extra ammo before rolling. For each
point of ammo spent you may choose an extra target. Roll once and apply
damage to all targets.

Well­trained
Choose another training for your animal companion.

A Safe Place
When you set the watch for the night, everyone takes +1 to
Take Watch.

Summon Spirit
When you commune with the forest and petition to it for help, it sends a
magical spirit. Describe it, and choose one Basic Move to get +1 ongoing
as long as you remain in the forest by the spirit and protect it.

Trapper's Expertise
When you prepare a trap for a specific enemy, describe it and the GM will
tell you what materials will be needed. Then roll+WIS. On a 10+, the
enemy goes right into the trap and, if relevant, you deal your damage. On
a 7-9, choose one:
The enemy must be lured into the trap
It is not as effective as planned. Subtract 1d4 from the damage or an
equivalent effect.
Advanced Moves
When you gain a level from 6-10, you may choose from these moves.
Wild Speech Camouflage
Replaces: Wild Empathy When you keep still in natural surroundings, enemies never spot you
You can speak with and understand any non-magical, until you make a movement.
non-planar creature.

Hunter’s Prey
Replaces: Familiar Prey
When you Spout Lore about a monster, you use WIS instead of INT. On a
12+, in addition to the normal effects, you get to ask the GM any one
question about the subject.

Viper’s Fangs
Replaces: Viper’s Strike
When you strike an enemy with two weapons at once, add an extra 1d8
damage to your off-hand strike.

Zhaitan’s Belly
When you know your target’s weakest point, your arrows have
2 piercing.

Wilderness Survival
Replaces: Follow Me
When you Undertake A Perilous Journey, you can take two roles. Roll
twice and use the better roll for both roles.

A Safer Place
Secret Cache
Replaces: A Safe Place
Death Move
When you set the watch for the night, everyone takes +1 to Take Watch.
After a night in camp when you set the watch, everyone takes +1
You are facing the end, and Death approaches fast. Fortunately, just
forward.
like during your life, you came prepared.

Observant
You have a last will and testament that includes a map to a cache of
When you hunt and track, on a hit you may also ask one question about
prized possessions. Tell the GM who you intend to send your will to.
the creature you are tracking from the Discern Realities list
They may be a family member, a trusted ally, a mentor figure, or
for free.
someone else entirely. Include in your description where they
currently are residing.
Unnatural Ally
Your animal companion is a monster, not an animal. Describe it. Give it
Then describe the cache, where it is and what is in there. The things
+2 ferocity and +1 instinct, plus a new training.
there may be of great power but they must also be of great
sentiment, things you wanted to be carried on when you were no
Nature’s Vengeance
longer here.
Requires: Summon Spirit
The spirit trusts you enough that is willing to leave the forest and
Finally, give the letter to your animal companion and also tell them
expose itself to outside dangers.
your last words. Your animal companion will take it from there.

The GM will describe your companion's journey, what challenges


they face, what happens when they meet the recipient, how the
recipient finds the cache, and what they decide to do with the cache
once they get there.

Send feedback to
[email protected]
Race Moves GM Notes
Asura Animal Companion
If your animal companion has the huge trait, you can ride it. It is important to remember that animal companions are more than
simple stat boosts. Whenever you make a move, remember that you can
Charr capitalize on their instincts to make life difficult.
You are skilled at breeding animals, including your own animal
companion. Splitting Up
A Ranger may choose to send their animal companion to do something
Human while they focus on a separate task. When it comes to combat, this can
Your animal companion has an additional training that can only be used be tough to decipher mechanically. One option is to have the animal
in and around cities. companion and the enemy enter into a stasis, neither gaining an
advantage over the other, until either you or the players make a move
Norn that changes that. This makes the companion still seem useful while
Your animal companion is of the same species as your totem beast. giving you more resources to use when making your own moves.
When you focus and draw strength from your totem beast, temporarily
gain one of your animal companion’s strengths. Summon Spirit
Spirits can be powerful, especially considering that they are ongoing
Sylvari bonuses, but they are also vulnerable. Make defending them a challenge
While in a forest or wooded area, you are in tune with nature and especially for players looking to abuse their power.
cannot be surprised.
Natural Environments
Rangers obviously do best in forests and other natural areas. A good
way to test a Ranger is to put them in a city environment while a good
way to put a spotlight on one is to put them in the deep wilderness.
Playing a Ranger
You have a different idea of home than other people. You find comfort in
the underbrush. Your aim is truest amongst the trees. You sleep
Death: Last Command
It is a good idea to make sure the player is thinking about this death
soundest under the stars. You are as comfortable in the fields, forests,
move before it arrives. It is possible that they want to add to the cache
and jungles as most are in a warm bed.
during their journeys with treasures they find. When describing what
happens after the Ranger sends the animal away, it is important to
Of course, you also know that no one survives the wild alone, which is
honor their descriptions and dedication. Add your own flavor and
why you have the best companion available: a beast. You know thieves
possible surprise to it, but make sure that it complements the player's
will take from you, warriors will fight you, and engineers will abandon
wishes. This move is also a good way to introduce the player's new
you to their own pursuits, but your animal companion will always be by
character if they decide to make another.
your side. And really, do you need anyone else?

The defining feature of a Ranger is the animal companion, so make


sure you have a developed relationship with the animal you choose.
Why do you and your companion get along so well? How did you meet
in the first place? What things drive you apart? During downtime,
describe how you take care of your animal companion and how you
two relax. In addition to being good roleplay material, a developed
relationship will making using the Command move easier.

Remember that the list of animals, strengths, trainings, and


weaknesses is an open one. If you have a unique concept for an animal
companion, feel free to pitch it to your GM.

Be careful in urban environments as many of your moves are only


applicable in the wilderness.
Name: _____________________ Level: XP:

LOOK: Armor Drive:


Choose one for each, or write your own:
Chaos: Leap into danger without
BODY: Lithe, knobby, flabby a plan
Hit Points
EYES: Shifty, criminal, dark
Max: 6+Constitution Stealth : Avoid detection or infiltrate
a location
HAIR: Cropped, messy, hooded
Damage d8 Greed : Shift danger or blame from
CLOTHES: Dark, fancy, common yourself to someone else

Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12(-), 9(-), 8(-1) Bonds
I stole something from ______________ and
they have not figured it out--yet. Trigger:

STR DEX CON they figure it out or you double down.

_______________ had my back when things


went wrong, and I owe them one. Trigger:
they call upon the debt.

INT WIS CHA _______________ knows incriminating


details about me, but I know how to get
back at them. Trigger: you propose a deal.
Starting Moves
_______________ and I have a con running,
Backstab Poisoner
and soon we are going to get the big
When you attack a surprised or defenseless You’ve mastered the care and use of a venom.
payday. Trigger: that day comes.
enemy with a melee weapon, you can choose to Choose a venom from the list below; that venom
deal your damage or roll+DEX. On a 10+, choose is no longer dangerous for you to use. You also
two. On a 7-9, choose one. start with three uses of the venom you choose.
You don’t get into melee with them Whenever you have time to gather materials and
The Thief

You deal your damage+1d6 a safe place to brew you can make three uses of
You create an advantage, +1 forward to you the venom you choose for free. Note that some
or an ally acting on it venoms are applied, meaning you have to
Reduce their armor by 1 until they repair it carefully apply it to the target or something they
eat or drink. Touch venoms just need to touch the
Trap Expert target, they can even be used on the blade of a
When you spend a moment to survey a dangerous weapon. Race:
area, roll+DEX. On a 10+, hold 3. On a 7–9, hold 1. Devourer Venom (applied): The target
Spend your hold as you walk through the area to becomes paralyzed
ask these questions: Ice Drake Venom (touch): The target deals
Is there a trap here and if so, what -1d4 damage ongoing until cured Move:
activates it? Gunk (applied): The target treats the next
What does the trap do when activated? creature they see as a trusted ally, until
What else is hidden here? proved otherwise
Spider Venom (touch): Anyone dealing
Tricks of the Trade damage to the target rolls twice and takes the
When you pick locks or pockets or disable traps, better result.
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.
Beta 1.1
Equipment Advanced Moves
When you gain a level from 2-10, you may choose from these moves.
Load: / Cheap Shot
Max Load is equal to 6+STR When using a precise or hand weapon, your backstab deals an extra +1d6
damage.
Dungeon Rations (5 uses, 1 weight)
Leather Armor (1 armor, 1 weight) Shoot First
3 uses of your chosen venom You're never caught by surprise. When an enemy would get the drop on
10 coins you, you get to act first instead.

Choose your arms: Cautious


Dagger (hand, 1 weight) and short sword (close, 1 weight) When you use trap expert, you always get +1 hold, even on a miss.
Rapier (close, precise, 1 weight)
Wealth and Taste
Choose a ranged weapon: When you make a show of flashing around your most valuable
3 throwing daggers (thrown, near, 0 weight) possession, choose someone present. They will do anything they can to
Shortbow (near, 2 weight) obtain your item or one like it.
Bundle of arrows (3 ammo, 1 weight)
Pistol (near, reload, 1 weight) Sleight of Hand
Pouch of bullets (3 ammo, 0 weight) When you attempt to disarm an armed individual through sleight of
hand/foot/other body part, roll+DEX. On 10+, choose two. On 7-9,
Choose one: choose one.
Adventuring gear (1 weight) You are able to wield the weapon right away
Healing potion (0 weight) The individual does not immediately notice it is gone
You do not attract attention from anyone else

Underdog
When you’re outnumbered, you have +1 armor.

Venom Master
After you’ve used a venom once, it’s no longer dangerous for you
to use.

Envenom
You can apply even complex venoms with a pinprick. When you apply a
venom that’s not dangerous for you to use to your weapon, it’s touch
instead of applied.

Brewer
When you have time to gather materials and a safe place to brew, you can
create three doses of any one venom you’ve used before.

Connections
When you put out word to the criminal underbelly about something you
want or need, roll+CHA. On 10+, someone has it, just for you. On a 7-9,
you’ll have to settle for something close or it comes with strings attached,
your call.
Advanced Moves
When you gain a level from 6-10, you may choose from these moves.
Dirty Fighter Instant Reflexes
Replaces: Cheap Shot Requires: Sleight of Hand
When using a precise or hand weapon, your Backstab deals an extra Weapons you steal have thrown.
+1d8 damage and all other attacks deal +1d4 damage.
Extremely Cautious
Serious Underdog Replaces: Cautious
Replaces: Underdog When you use trap expert you always get +1 hold, even on a 6-. On a
You have +1 armor. When you’re outnumbered, you have +2 armor 12+ you get 3 hold and the next time you come near a trap the GM will
instead. immediately tell you what it does, what triggers it, who set it, and how
you can use it to your advantage.
Evasion
When you Defy Danger on a 12+, you transcend the danger. You not Keen Observer
only do what you set out to, but the GM will offer you a better outcome, When you spend time studying a wealthy or powerful individual, the
true beauty, or a moment of grace. GM will tell you one valuable or useful item they are carrying with them.

Heist
When you take time to make a plan to steal something, name the thing
you want to steal and ask the GM these questions. When acting on the
answers, you and your allies take +1 forward.
Who will notice it’s missing?
What’s its most powerful defense?
Who will come after it?
Who else wants it?

Alchemist
Replaces: Brewer
A Little Something
When you have time to gather materials and a safe place to brew, you
Death Move
can create three doses of any one venom you’ve used before.
Alternately you can describe the effects of a venom you’d like to create.
You cannot believe you did not mention this before.
The GM will tell you that you can create it, but with one or more
caveats:
You are facing death and you have not bragged about your greatest
It will only work under specific circumstances
heist yet. You suppose you were just waiting for the right time, or
The best you can manage is a weaker version
perhaps you did not trust that everyone else would not get jealous
It’ll take a while to take effect
and take it, but either way, you might as well mention it now.
It’ll have obvious side effects
It comes from a dangerous beast
Describe the super valuable, useful, or sentimental item you stole
from someone else along your travels. It could be something like
Escape Route
that pompous general's favorite medal, that cultist's favorite
When you’re in too deep and need a way out, name your escape route
ceremonial dagger, or that old lady's magical eye (or even her non-
and roll+DEX. On a 10+, you’re gone. On a 7-9, you can stay or go, but if
magical eye). Describe how you stole it while no one was looking
you go it costs you: leave something behind or take something with you,
and was able to keep it a secret this entire time.
the GM will tell you what.
Then make one last wish regarding that item that your allies should,
Disguise
if they care about you at all (and they might not, which, fair enough),
When you have time and materials, you can create a disguise that will
will do. Demand they cast it out to the sea, shove it into the heart of
fool anyone into thinking you’re another creature of about the same
an enemy, or just sell it for a good price. Whatever you wish, after
size and shape. Your actions can give you away but your appearance
all, it was yours... mostly.
won’t.

Send feedback to
[email protected]
Race Moves GM Notes
Asura Poisoner
When you disable a trap, you also learn how to create and set it. A player's choice of venom usually indicates what type of encounters
they would like to get into and what kinds of enemies they would like to
Charr face.
You can create blinding powder (2 uses, 0 weight) whenever you have
time and materials. Sleight of Hand
This move can be used during combat or out of combat, though this will
Human change how the person reacts. Someone who is not in a fight will realize
You are a professional. When you spout lore or discern realities about their weapon is missing far later than someone who is in a fight.
criminal activities, take +1.
Using a Pistol
Norn While a pistol does have advantages over a shortbow, the reload tag can
You take no damage from traps you jump into willingly and half damage make using it awkward. Also remember that it will make a lot more
from all other traps. noise than a shortbow.

Sylvari Death: A Little Something


You gain the Ranger move, Camouflage. This move should be elaborate. This is the part where the Thief gets to
show off their skills and intellect. In addition, when the Thief leaves the
party with the stolen item, the request may be simple or it may be
complex. The party may be enthusiastic about the item or the Thief may
have intentionally given them a request that makes them feel conflicted.
Work with the player to create a burglary that the rest of the party will
always remember.
Playing a Thief
What you want, you take. Trinkets, coin, blades, it’s all the same to you.
What you like is functionally yours. Really, you are not so different from
other people, but you just use fewer excuses. Engineers will say they
need something for an invention, Guardians will claim they took it out of
virtue, and Mesmers will pretend they have no idea what they are
talking about… which you can respect.

Still, you find something pure and exciting about sneaking somewhere,
taking what you want, and leaving no clues to what you did or who you
are. Sometimes that does not always happen, as you have to leave a
body behind… or several. During moments of quiet reflection, you may
reflect on the similarities between you and common Skritt, but that only
lasts until something shiny catches your eye.
As a Thief, feel free to play dangerously. Look around that corner,
sneak down that hallway, grab that jewel, etc, especially if you are a
Norn. Just remember to book it if things get rough.

When creating your Thief, it is a good idea to figure out why you went
into thieving as opposed to any other lawful profession. Literally
almost any other job would be a more sane pick.
Name: _____________________ Level: XP:

LOOK: Armor Drive:


Choose one for each, or write your own:
Peace: Defend those weaker than you
BODY: Built, lithe, ravaged
Hit Points Ambition : Defeat a worthy opponent
EYES: Hard, dead, eager
Max: 10+Constitution
Conquest: Kill to gain something for
HAIR: Wild, shorn, battered helm you or who you represent
Damage d10
SKIN: Calloused, tanned, scarred

Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12(-), 9(-), 8(-1) Bonds
________ owes me their life, and they
better admit it soon. Trigger: they admit it

STR DEX CON or deny it.

I have sworn to protect _____________ from


their greatest enemy. Trigger: their
greatest enemy threatens their life.

INT WIS CHA I worry about the ability of ___________ to


survive in our next great battle. Trigger:
the next great battle is resolved.
Starting Moves
_____________ makes me worried that they
Well Prepared Reload and Recharge
will abandon us in the heat of the battle.
Whenever you reach into your Weapon Pack (3 Whenever you venture out to buy and trade
The Warrior

Trigger: your suspicions are confirmed or


uses, 4 weight) to draw out a weapon to deal with weapons in a marketplace, you may spend a
denied.
a situation, roll+current uses. On a 10+, you pull weapon to add a charge to your Weapon Pack.
out the perfect non-magical one-handed weapon. You cannot go above 3 uses. If you are not in a city,
Describe how this is the case and take 1 from the GM will also give you one of the following
Weapon Pack’s uses and weight. On 7-9, in restrictions:
addition to this, choose one: The locals are tough hagglers. It will
The weapon is not ideal. The GM will tell cost __ coins.
you how The items are of lesser quality. The GM gains
Rummaging through your pack draws one hold to turn a 10+ to a 7-9 on a Well
unwanted attention Prepared roll.
Options are limited. Every weapon has the Race:
Bend Bars, Lift Gates same range.
When you use pure strength to destroy an
inanimate obstacle, roll+STR. On a 10+, choose 3. Armored
On a 7-9, choose 2. You ignore the clumsy tag on any armor Move:
It doesn’t take a very long time you wear.
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

Beta 1.1
Equipment Advanced Moves
When you gain a level from 2-10, you may choose from these moves.
Load: / Merciless
Max Load is equal to 12+STR When you deal damage, deal +1d4 damage.

Weapon Pack (a collection of sharp, hard, and otherwise dangerous Going to Need a Bigger Weapon
items, 3 uses, 4 weight) When you roll a hit on Well Prepared, you can spend an additional use
Dungeon Rations (5 uses, ration, 1 weight). and take away an additional weight to pull out a 2-handed weapon.
A banner of a family, lord, or state (1 weight)
Dogged March
Choose your defenses: When you Undertake a Perilous Journey and you are the Trailblazer, you
Chainmail (1 armor, worn, 1 weight) inspire your party by your relentless perseverance. Roll+CON instead of
Adventuring Gear (5 uses, 1 weight) WIS.
Scale Armor (2 armor, worn, clumsy, 3 weight)
Endure Pain
Choose two: You gain +1 armor.
2 healing potions (0 weight)
Shield (+1 armor, 2 weight) Armor Mastery
Antitoxin (0 weight), Dungeon Rations (5 uses, ration, When you make your armor take the brunt of the damage dealt to you,
1 weight), and Poultices & Herbs (2 uses, slow, 1 weight) the damage is negated but you must reduce the armor value of your
22 coins armor or shield (your choice) by 1. The value is reduced each time you
make this choice. If the reduction leaves the item with 0 armor, it is
destroyed.

Seeing Red
When you Discern Realities during combat, you take +1.

Interrogator
When you parley using threats of violence as leverage, you may use STR
instead of CHA.

Brute Precision
When you volley with a thrown weapon bigger than your fist, roll+STR
instead of DEX.

Secret Stash
Whenever you take out a ranged weapon with Well Prepared, you also
take out 1 ammo for it.

Shield Mastery
Shields are considered weapons for you. When you wield them, they have
hand range, forceful, and thrown.

Networking
When you proudly display your banner when entering a settlement,
roll+CHA. On a hit, people there have heard of you or who you represent
and you have allies that respect you. On a 7-9, you also have a few
enemies.
Advanced Moves
When you gain a level from 6-10, you may choose from these moves.
Berserker
Replaces: Merciless
When you deal damage, deal +1d8 damage.

Through Death’s Eyes


When you go into battle, roll+WIS. On a 10+, name someone who will
live and someone who will die. On a 7-9, name someone who will live or
someone who will die. Name NPCs, not player characters. The GM will
make your vision come true, if it’s even remotely possible. On a 6- you
see your own death and consequently take -1 ongoing throughout the
battle.

Eye For Weaponry


When you look over an enemy’s weapon, the GM will tell you honestly
how much damage they do.

Superior Warrior
When you Hack & Slash, on a 12+, you deal your damage, avoid their
attack, and impress, dismay, or frighten your enemy.

Defy Pain
Replaces: Endure Pain
You gain +2 armor.

Armored Perfection
Replaces: Armor Mastery
One Final Weapon
When you make your armor take the brunt of the damage dealt to you,
Death Move
the damage is negated and you take +1 forward against the attacker,
but you must reduce the armor value of your armor or shield (your
This is it. The end of the line for you. You are face to face with Death
choice) by 1. The value is reduced each time you make this choice. If the
and you have no more options. Except one. You have one last
reduction leaves the item with 0 armor, it is destroyed.
weapon, one you were saving for just an occasion. In fact, when you
procured this weapon, you were thinking of just a situation like this
Evil Eye
against just an enemy like this. Describe how this is the perfect
Requires: Seeing Red
weapon for this situation how it will destroy the enemy who killed
When you enter combat, roll+CHA. On a 10+, hold 2. On a 7-9, hold 1.
you. Feel free to include magic in it as well.
Spend your hold to make eye contact with an NPC present, who freezes
or flinches and can’t act until you break it off. On a 6-, your enemies
The only limitations on this weapon are that it must be specific to
immediately identify you as their biggest threat.
this situation against this type of enemy and you must explain why
you never felt the need to bring it out before. It may be practical
“On My Mark!”
reasons, such as requiring you to spill a certain amount of blood or
When you deal damage to an enemy, the next attack to that foe by
it destroys its user, or it may be sentimental reasons. You were
anyone deals +1d6 damage.
looking for a particularly ugly orc to use this orc bane weapon and
this one managed to fit the requirements just right.
Brute Force
Requires: Brute Precision
After you have settled on your weapon, use it on your enemy and
All weapons have thrown when used by you.
describe how you destroy them. Then, succumb to your wounds.
Your still living allies may pick up your last weapon and decide the
Improvised Weaponry
best course of action for it.
When you roll 10+ on Well Prepared, you can treat it as a 7-9 and get
+1d4 damage on your next damage roll.

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Race Moves GM Notes
Asura Significant Differences
Take +1 ongoing to anyone who underestimates you because of your The Warrior is heavily based upon the Fighter class from the base
size until they learn better. Dungeon World book, but the Warrior is a lot less monogamous. Rather
than having a single weapon, a Warrior has a relationship with many
Charr weapons. Because of this, the Warrior is a lot more flexible. Encourage
Once per battle, you may reroll a single damage roll (yours or someone players to try new methods of fighting and present them with
else’s). encounters that challenge their typical ways of fighting.

Human Well Prepared


When you work in close proximity with a like-minded fighter, you may The only limitation on this is that weapons cannot be magical, but
take any damage they receive and vice-versa. players can think of any weapons that fit besides that. Once a player
describes the weapon, you get to decide which tags it mechanically has.
Norn Weapons should not be dramatically more powerful than the base
When you share a drink with someone, you may parley with them using Dungeon World weapons, but feel free to reward specific descriptions
CON instead of CHA. with specific tags.

Sylvari Other Weapons


The Pale Tree has foretold you beating a great foe. Describe the foe and A Warrior may eventually find that they want to hold onto some
what type of blessing you will receive when felling it. weapons permanently. That is fine, but keep in mind that unlike a
Fighter's Signature Weapon, these weapons can be lost, stolen, or
destroyed.

Playing a Warrior Out of Combat


The Warrior lives for combat, but that does not mean that is the only
People do not understand you. They think you stay alive through your
place the Warrior can shine. A Warrior can thrive in areas where they
excellent physical condition, huge muscles, and years of training, but
find other people who think like they do or those who challenge their
they are wrong. Versatility is what keeps you alive. It is not about
views. Encourage players to figure out why they are fighting and who
knowing how to wield a weapon; it is about knowing how to wield all the
they are fighting for.
weapons. Sometimes you need a spear to throw at an enemy running
away, but sometimes you need a warhammer to break through plate
armor. You are also not above using a rifle or bow. Whatever works,
Balance
A Warrior can easily become a dominant foe on the battlefield, which is
works.
why it is appealing to players. Should combat become boring or
mundane, include more situations that cannot be solved with bigger
Sometimes your preparation does not pay off. Sometimes you have a
weapons or enemies that can affect the Warrior's perception and get
dagger instead of a greatsword, or a greatsword instead of an axe, but
past their armor.
you know how to make those work as well. You love all weapons, and
you have room in your heart (and pack) for weapons that smash, cut,
pummel, cripple, decapitate, and more. Your weapons love you back.
Death: One Final Weapon
This is where the player gets to let their imagination run wild. The only
Remember to assess a situation before searching your weapon pack. consideration you have to keep in mind is what will become of the
You do not want to regret your decision. weapon after, so if the weapon is so powerful that it makes the rest of
the game terrible, encourage the Warrior to introduce complications
Weapons that come out of a weapon pack are still available for use, so like it blows up after being used once or it loses its effect after drawing
do not forget to use them in future battles as well. If one particular blood. Otherwise, this is an excellent time to say yes to whatever the
weapon suits you really well, you can hold onto it and not trade it in. player brings up.

If you decide that you like ranged weapons, it may be useful to pick up
ammo for them even if you are not currently holding any particular
ranged weapons.

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