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INSPIRATIONS & ACKNOWLEDGMENTS

Cover Image by Brom


Introducing Dragon Kings, p101

Michael Pfaff's original Dark Sol (posted at the Apocalypse World forums, "Barf Forth
Apocalyptica" in 2010) demonstrated that the union of Apocalypse World and Dark Sun was HOW TO PLAY
everything I hoped. Dark Sol III started primarily as a desire to create Apocalypse World style legal This playsheet will get you rolling as quickly as possible. It explains the "core mechanic" for
paper tri-fold pamphlets for use with Michael Pfaff's Dark Sol: conflict resolution using twenty sided dice. Further, it describes the various dice pools that may
come into play. Most importantly, it lists the requirements for play, included the copyrighted
http://apocalypse-world.com/forums/index.php?topic=72.msg1133#msg1133 works of others upon which it is based.

It is also important to acknowledge Dark Sol II, the work of Andrew C. also to be found on Barf In other words, what dice to roll, when to roll them, and where to find everything else.
Forth Apocalyptica. Andrew's work is the reason the work you are holding/reading/using is Dark
Sol III:

DARK
a playsheet for

http://apocalypse-world.com/forums/index.php?topic=1672.0

It is also important to pay homage to NERDWERDS and his kind aggregation of all the Apocalypse
POWERED BY THE
World playbooks:
APOCALYPSE
apoc al y pse - w or l d. c om

http://nerdwerds.blogspot.com/2012/12/all-of-playbooks.html

There are innumerable authors behind this compiled body of work. A significant proportion of the
content in the Dark Sol III playbooks derives from these works. That includes content (moves),
REQUIREMENTS
First, this game is Powered by the Apocalypse. While the core mechanics of Apocalypse World
descriptions, and flavor text. Had I known from the beginning this would turn into a completed were altered to appeal to an "Old School D&D" gaming group's sense of nostalgia, the
project that my playgroup would later encourage me to distribute I would have done a better job fundamental approach to play is inherited from Apocalypse World. It is considered a requirement
citing the specific playbooks that served as precursor material for Dark Sol III. Alas, that was so that the DM/GM/MC purchase a copy of Apocalypse World. You will be pleased that you did. At
long ago, and so much content was borrowed and repurposed, that I would never distribute this the time of this writing, the PDF will run you 10 ceramics ($10) and can be found via links at
work if I set the requirement that I first properly source the original author of all of the borrowed www.apocalypse-world.com. Go buy it.
content. Many thanks to dozens of anonymous contributors; you deserve better than this generic
appreciation. Just as important, Dark Sol III is a rules rebuild of the Dark Sun product originally published by
TSR in 1991. While many elements of flavor will certainly bleed through the pages of the
The "core mechanic" was also derived from the fine work of another. Please consider, "D&D and playbooks and playsheets, it is important that the DM/GM/MC own a legitimate copy of the Dark
AW Dice Babies". Paul_T, I owe you my thanks for this wonderful idea. It is the basis for Dark Sol Sun setting. If you can own only one Dark Sun product, the original Dark Sun Campaign Setting
III's "Old School" feel: 1991 Boxed Set (TSR2400) is highly recommended. It can be purchased in PDF form from
www.dndclassics.com:
http://story-games.com/forums/discussion/19408/a-rather-odd-confluence-of-d-d-and-
apocalypse-world-or-a-die-mechanic-late-night-absurdium http://www.dndclassics.com/product/17169/Dark-Sun-Boxed-Set-2e?it=1

Mechanical bits and pieces also found their way from Dungeon World playbooks (both official and The artwork included in the playbooks of Dark Sol III is exclusively the work of Brom. All but two
those submitted by the gaming community) into Dark Sol III. This includes much work from the of the pieces of artwork included as playbook and playsheet covers for Dark Sol III can be found in
Dungeon World Dark Sun hack found here: the Dark Sun Campaign Setting. Withou legal counsel it is hard to assert if this work would qualify
for derivative work or fair use protections. It may. Requesting the community purchase the
http://geneome.com/2013/06/05/dark-sun-canon-and-dungeon-world-characters/ copyrighted material that includes the artwork borrowed for the playbook and playsheet covers of
Dark Sol III may be sufficient as a good faith effort to avoid requests by the owners of that

tO
and the many assembled DW playbooks submitted by the community and assembled here: copyrighted material to restrict distribution of Dark Sol III. The Dark Sun Campaign Setting will
set you back 10 ceramics ($10) at www.dndclassics.com as of the time of this writing. Go buy it.
https://plus.google.com/+JamesMyers0/posts/Y6NRxaUtuA8
The images not sourced from the Dark Sun Campaign Setting were instead sourced from Dragon
While not considered a requirement, Dungeon World is itself a wonderful gaming experience Kings and Slave Tribes.
worth your time and funds. Purchase it here:
http://www.dndclassics.com/product/17183/Dragon-Kings-2e?it=1
http://www.dungeon-world.com/ http://www.dndclassics.com/product/17179/DSR1-Slave-Tribes-2e?it=1

In its original 1992 publication, Dragon Kings was a beautiful hardcover sourcebook. Today, 10
ceramics ($10) will make it digitally yours using the above link. Slave Tribes is likewise 10
ceramics ($10) and has super fantastic setting information.
THE CORE MECHANIC DICE POOLS
BASICS BASICS
Players roll for the outcome of the moves their characters undertake. When rolling a move, the One design impetus behind the core mechanics of Dark Sol III is speed of resolution when dice are
player should roll 2d20. All moves list a stat to roll against. For instance, Read A Sitch states, involved. Part of the effort to deliver speedy results during play is the avoidance of calculations.
"When you read a charged situation, roll WIS." The player tallies how many of the d20s rolled Dice are never added, subtracted, or otherwise involved in computation. All rolls in Dark Sol III
equal to or less than the prescribed stat. use (generally) small pools of one to four dice and comparison is the only operation performed.

The move describes the remainder of the outcome. E.g. "On 2..." means if two d20s rolled equal to The core mechanic for moves always uses d20s; usually two and sometimes three. The dice rolled
or less than the relevant stat. are compared to the target and discarded as failures or tallied as successes.

For reference, "2" is equivalent to 10+ (triumphant success) in stock AW; "1" is equivalent to 7-9
(equivocal success); "miss", "failure", "0" are equivalent to 6 or less in stock AW and represent
calamatous outcomes. Moves otherwise function as in Apocalypse World.
HARM
Dealing harm uses a variety of dice depending upon circumstances, moves, weapons, etc. When
rolling the pool of harm dice, simply select the largest outcome among the dice of the pool as the
Any reference to a "class stat" means the stat the character can improve for 5XP instead of 7XP; result.
see the IMPROVEMENTS box in any playbook.
SOAK
ADVANTAGE / DISADVANTAGE Soaking harm uses a variety of dice depending upon circumstances, moves, armor, etc. When
rolling the pool of soak dice, simply select the largest outcome among the dice of the pool as the
Abbreviated ADV (advantage) and DSV (disadvantage), these conditions represent cirumstantial
result.
modification to the move being rolled. For instance, many playbook moves provide a character a
tactical advantage to some future action. This manifests in the dice rolling as ADV.
Advise players to write their character's default soak value in the wooden shield icon of the
playbook.
When rolling a move with ADV, the player should roll 3d20 instead of 2d20. Remove the highest
d20 from the resulting dice pool. Tally the remaining d20s normally and consult the move for NPCS
appropriate outcomes. Sometimes, the discarded d20 will itself be equal to or less than the target. The DM never rolls dice. Dark Sol III, like its parent, Apocalypse World, is about the players'
Under most circumstances, this is inconsequential, but see below (Advanced Moves). characters. The mechanics reflect that they are the actors and everything and everyone else is a
set piece to which the players' characters may respond.
When rolling a move with DSV, the player should also roll 3d20 instead of 2d20. Remove the
lowest d20 from the resulting dice pool. Tally the remaining d20s normally and consult the move NPC moves are adjudicated as results of player characters' rolled moves, as in Apocalypse World.
for appropriate outcomes.
NPC soak and harm are ALWAYS treated as a single numerical value: the expectation of the dice
pool. The "EXPECTATION" section of the Dungeon Master playsheet lists these expected values
for quick reference by the referee for any dice pool that might be required.
ADVANCED MOVES
Many moves in the character playbooks, and many of the basic moves, may be "advanced" by
spending experience points. Advanced moves should be treated as very special accomplishments EXPERIENCE
on the part of the character and adjudicated favorably. Dark Sol III borrowed its default approach to acquiring XP from Dungeon World, another brilliant
roleplaying game Powered by the Apocalypse. We tried the "highlighted stat" mechanic and it was
Advanced moves allow a character to achieve tremendous or unprecedented success when the unsuccessful with our troupe. Your mileage may vary.
player tallies three d20s at or under the target stat. Even for very high stats, this is a relatively
rare occurrence and should provide exciting outcomes. The "highlighted stat" bubbles remain on the Dark Sol III playbooks and groups so interested
might consider using the default Apocalypse World XP mechanics.
IMPORTANT: advanced moves still abide by the same basic mechanics as all other moves.
Specifically, all moves (advanced or not) roll 2d20 under normal circumstances. To achieve a tally Of note, only moves as listed under the "MOVES" section of a playbook may be selected as
of three d20s at or below the target statistic requires rolling the move with ADV (advantage). This "multiclass" moves for improvements. Playbook specific features, such as those listed on the back
makes achieving a meaningful tally of three d20s equal to or under the target very hard to achieve: center panel of the pamphlet under the playbook description or those listed under
the player must be rolling an advanced move AND must be rolling that move with ADV. The "MISCELLANEA" are only available to characters of that particular playbook. Some common sense
intention is to encourage tactical and interactive results between players, as other characters are a exceptions may be required.
promising source of ADV for characters with advanced moves.

Image by Brom
The Complete Gladiator's Handbook, p46

Introducing
Cover Image by Brom
Introducing
CREATING A BARD Dark Sun Boxed Set

THE BARD
The Wanderer's Journal, p78
To create your Bard, choose race, name , look, stats, gear, alignment, Hx, gigs, and 5 XP of
improvements.

NAME ALIGNMENT songs, they know that sometime not too long ago, some bastard handed you a bag full of ceramic
Human: Canth, Frayne, Larkyn, Milo, Raka, ○ Evil: leave one witness alive to tell of your and whispered a name in your ear, and before you take your leave the owner of that name will be
Shrasa, Veeshte, Vesa deeds. dead. And yet somehow, every single time, they let you in anyways.
○ Neutral: kill your target without collateral
Half-elf: Boaz, Feera, Gathalimay, Navarch, damage.
Solzak, Thania, Vok, Wheetan ○ Chaotic: turn on your original employer if the
price is right.
Elf: Celba, Galadin, Galek, Kama, Nuuta,
Hx
DARK
a character playbook for
Raffaella, Silax, Yalana
Everyone introduces their characters by name,
look and outlook. Take your turn. List the other
character's names.
POWERED BY THE
Go around again for Hx. On your turn, choose APOCALYPSE
apoc al y pse - w or l d. c om
LOOK one or both:
Human: Male, Female, Weathered Face, Busted
Face, Honest Face, Dead Eyes, Slim Body, dedicated violence to get you out of a fix. Tell that GIGS
Muscular Body player Hx=12.
You know how to moonlight, primarily because you have the skills people need and the contacts
to know who needs them. Each gig provides profit or catastrophe (Profit / Catastrophe) when you
Half-elf: Male, Female, Ambiguous, Striking pinch and left you holding the bill. Tell that
work it. Choose 3 paying gigs that you know how to work:
Face, Guarded Eyes, Rangy Body, Gorgeous player Hx=6.
○ Honest Work (10-bar / impoverished)
Body, Fit Body ○ Surveillance (10-bar / deceived)
know their friend the bard.
○ Companionship (10-bar / entangled)
Elf: Male, Female, Ambiguous, Fine-Boned ○ Infiltration (10-bar / discovered)
Face, Pale Eyes, Angular Body, Tall Body, On the other's turns:
○ Deliveries (10-bar / bushwacked)
Graceful Body ○ Brokering Deals (10-bar / shut out)
and write it next to their character's name. You
○ Entertaining (20-bar / shut out)
depend upon clear relationships.
○ Whoring (not pimping!) (20-bar / entangled)
○ Assassination (30-bar / embattled)



STATS
Assign each to one stat: 4, 6, 6, 8, 8, 10
Str: For aggression, brawling and melee. looks out for you and maybe even got you out of a jam more than once. Detail your patron. But,
Con: For toughness, strength and courage. ain't nothing for free under the Dark Sun; your patron expects a certain amount of regular
Dex: For quickness, stealth and coordination. attention to his/her needs. Choose 1 obligation gig. Anytime you work your gigs, if you don't
Int: For sorcery, psionics and knowledge. BARTER attend to your obligations on behalf of your patron, your obligation gig yields acatastrophe.
Wis: For perception, alertness and insight. ○ Avoiding Someone (you keep well clear / they catch you in a bad spot)
Cha: For diplomacy, seduction, or coercion. ○ Paying Debts (you keep up with them / they come due)
○ Revenge (you victimize someone / they humiliate you)
○ Protecting Someone (nothing bad happens to them / they're gone)
○ Pursuing Luxury (beauty in your life / you wind up in a bad spot)
STARTING GEAR enlivining presence. ○ Maintaining Your Honor (you keep your word and your name / you cross a line)
a signature weapon (detail with the DM) ○ Seeking Answers (you get a clue / you chase a red herring)
an ornate musical instrument ○
fashionable armor (you detail) ○
oddments worth 20 bar ○
BARD MOVES NAME: MISCELLANEA
SPOUT LORE
between sessions, choose a number of your gigs to work. Choose no more than your juggling. Roll DESCRIPTION Choose an area of expertise:
CHA. On 2, you get profit from all the gigs you chose. On 1, you get profit from at least 1; if you ○ Spells and Magicks
chose more, you get catastrophe from 1 and profit from the rest. On a miss, catastrophe all ○ The Dead and Undead
around. The gigs you aren't working give you neither profit nor catastrophe. Whenever you get a ○ Grand Histories of the Known World
new gig, you also get +1juggling. ○ A Bestiary of Creatures Unusual
○ The Horrors of the Wastes
○ A Devil with a Blade: When you Go Into Combat or Threaten Violence with a weapon with the ○ Legends of Heroes Past
finesse tag, roll DEX instead of STR. STATISTICS ○ The Sorcerer-Kings and Their Servants

○ Artful & Gracious: When you perform your chosen art - any act of expression or culture - or
go into combat HARM & SOAK ○
when you put its product before an audience, roll CHA. On 2, spend 3. On 1, spend 1. Name an ○
threaten violence
NPC member of your audience and choose your spend, 1 for 1:
STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON) You are skilled at spinning and reciting myths, legends, and histories within your area of expertise
○ crippled (-4 DEX) and can entertain with this knowledge. When you first encounter an important creature, location,
test your courage ○ broken (-4 INT) or item (your call) covered by your bardic lore you can ask the DM any one question about it; the
On a miss, you perform very well but something goes awry. r&r ○ confused (-4 WIS) DM will answer truthfully. The DM may then ask you what tale, song, or legend you heard that

○ highlight
Advance: On 3, choose up to three NPCs and hope they don't fight over you. ○ disfigured (-4 CHA) information in.
CON
○ Assassin: When you Get Violent against an NPC from hiding or when they least expect it, your CHOOSE A RACE
harm is armor piercing. -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
act stealthily character creation.

DEAD
DYING DISTRESSED DINGED
○ Carouse: When you throw a big party,roll 1 for every 10 bar spent (max 18). On 2 choose 3. On
1 choose 1. On 0 you still choose one but things get really out of hand.
DEX ○ highlight test your courage take a lickin' keep on tickin'
○ I'm on the List (Half-Elf): When you present yourself at an estate, you (and all of your
   You hear rumors of an opportunity. companions) cannot be turned away.
   You are not entangled, ensorcelled, or tricked. WEAPONS
open your psyche
 Your performance makes you a local figure, and strangers usually take a liking to you. ○
Advance: On 3, whoa! You just threw a party that changed lives. Mostly yours. Choose a few from
the list above, and the DM will fill in the rest.
INT ○ highlight to you, with or without any clear explanation why. On 2, take ADV forward against them. On a
miss, the DM will ask you 3 questions; answer them truthfully.

○ Disarming Presence: When you want to disarm a charged situation, start speaking or singing read a sitch
and roll CHA. On a miss, they come for you first. On a hit, no NPCs present can commit violence read a person
while they can see you or hear your voice. On 1, you need to make it worth their while to listen to WIS ○ highlight
you. On 2, fine, peace it is and if any of your fellow PCs leave the situation peacefully, they mark
XP. Advance: On 3, they'll even help you with something else.
seduce or coerce XP
○ Ear to the Ground: When you meet someone important (your call), roll INT. On a hit, you've
heard about them, the DM will tell you one thing. On 2, you get ADV forward with them. On a
miss, you describe what you've heard and the DM will (secretly) decide whether or not it's true.
CHA ○ highlight ○○○○○ ○○○○○
Advance: On 3, describe what you've heard; it if is reasonable, the DM will make it true. Hx IMPROVEMENTS
By spending 5 xp, you can:
○ I'm With Him: Advance Seduce or Coerce for any ally that uses the move in your presence. ○○○ get +2 CHA (max 18)
○○○○○ ○○○○○ get a new Bard move
○ Master of Poison: Name somebody who might conceivably eat, drink, or otherwise ingest ○○○○○ ○○○○○ advance a Bard move
○○○○○ ○○○○○ advance a basic move
them sometime during the next 24 hours; treat the poisoned article like a weapon (1d6-harm, AP, ○○○○ add a gig
Applied) and choose one additional tag. On 1, also choose 1: ○○○○ abandon or resolve an obligation gig for good
○○○○ add an area of lore expertise

By spending 7 xp, you can:


Tags: Harm +3pool, s-harm, Nausea, Stupor, Sleep, Fast-acting (within 1 hour) Hx SPECIAL get +2 (max 18)
If you and another character run a ○○○ STR; ○○○ CON; ○○○ DEX; ○○○ INT; ○○○ WIS
Advance: On 3, two additional tags. Add to the tags: +6harm, Area, Touch (-Applied), Dangerous, confidence game together, you mark ○○○○○ ○○○○○ get a new multiclass move
Instant (within 1 minute), Debilitating (-6harm). +2Hx with each other.
By spending 10 xp, you can choose a new playbook

Introducing
Cover Image by Brom
Introducing
CREATING A DEFILER Dark Sun Boxed Set

THE DEFILER
Rules Book, p8
To create your Defiler, choose race, name , look, stats, gear, alignment, Hx, focus, and 5 XP of
improvements.

NAME ALIGNMENT easier, happier, longer. Now, though? It takes every scrap of willpower you have to not be a cancer
Human: Athrialix, Bartis, Gammeg, Kirk, ○ Neutral: discover something about a magical on the world. Magic hungers, and if you let it it will consume every last scrap of life on Athas. You
Perkin, Shallin, Zaethus, Zeburon mystery. should put it down and walk away, but it just keeps calling to you, whispering promises of what
○ Evil: use defiling magic to cause terror and fear. you could do if you just. Let. Go.
Half-elf: Boaz, Brazin, Laban, Melestan, ○ Chaotic: wantonly defile unnecessarily.
Navarch, Sareka, Solzak, Thania What would you let burn for power?

DARK
a character playbook for
Elf: Arvos, Ender, Haaku, Jirah, Nuuko,
Targaz, Tayo, Vollen Hx
Everyone introduces their characters by name,
look and outlook. Take your turn. List the other
character's names.
POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om
Go around again for Hx. On your turn:
LOOK
Human: Male, Female, Rugged Face, powerful. Tell that player Hx=12. You know how FOCUS
Determined Face, Hard Eyes, Soft Eyes, Sturdy to relate to power. Choose a focus. Sorcery must include your aligned elements and may never include your opposed
Body, Gorgeous Body elements.
isolate yourself.
Half-elf: Male, Female, Ambiguous, Striking ○ Focus: The Dragon
Face, Determined Face, Merciless Eyes, Solid On the other's turns, choose one or both: Look: Aura of Warmth, Clawed Fingers, or Scaled Body
Body, Angular Body Aligned: Form of the Dragon, Burn with Fire or Passion, Reckless Destruction, Corruption
sorcery. Whatever number that player tells you, Opposed: Healing or Repairing, Using Subtlety
Elf: Male, Female, Ambiguous, Striking Face, ignore it; write Hx=12 next to the character's
Fine-Boned Face, Clear Eyes, Wild Eyes, name instead. ○ Focus: The Oasis
Angular Body Look: Greenish Skin, Hair like Vines, or Tree-Sap Blood
and distrusts you. Whatever number that player Aligned: Growth, Artifice Unmaid, Commune with Nature, Sooth the Desperate, Respite
tells you, ignore it; write Hx=12 next to the Opposed: Assist or Create Anything Artificial, Desecrating the Natural Order
character's name instead.
○ Focus: The Horizon
give it -2 and write it next to their character's Look: Immaculate Grooming, Never Touches the Ground, or No Blood
name. You don't really get most people. Aligned: Reveal the Way Forward, Purification, Grant Freedom or Movement, Time's Flow
Opposed: Elemental Magics, Forcing or Restricting Movement
STATS
Assign each to one stat: 4, 6, 6, 8, 8, 10 ○ Focus: The Messenger
Str: For aggression, brawling and melee. Look: Galactic Hair, Speckled Skin, or Nimbus
Con: For toughness, strength and courage. Aligned: Foretell Destiny, Call Across Space, Peel Back the Veil, Illuminate the Night
Dex: For quickness, stealth and coordination. Opposed: Earth and Stone, Hiding the Truth
Int: For sorcery, psionics and knowledge. BARTER
Wis: For perception, alertness and insight. If you're charging someone wealthy for your ○ Focus: The Storm
Cha: For diplomacy, seduction, or coercion. services, 10 bar is the going rate for: one target Look: Aura of Wind, Booming Voice, or Touch of Static
(successfully) scryed; one curse. Aligned: Fog and Lightning, Control Wind and Rain, Move like the Wind, Silt Inundation
Opposed: Stasis and Calm, Creating Anything Solid or Permanent

STARTING GEAR ○ Focus: The Tower


an intimate weapon or quarterstaff Look: Eyes of Mercury, Copper Skin, or Quicksilver Blood
robes or fashion armor Aligned: Shield From Harm, Give Strength to the Weak, Iron and Steel, The Sun's Power
oddments worth 30 bar Opposed: Fleeing or Escaping, Using Magic for Your Own Gain

○ Focus: The Twilight


Look: Inky Black Eyes, Missing Shadow, or Monochrome Body
Aligned: Dance with Shadows, Incite Terror and Panic, Shroud the Truth, Conjure Horrors
Opposed: Fire and Light, Being Loud or Obvious
DEFILER MOVES NAME: MISCELLANEA
○ Artificer: When you have time and safety with an item in a place of power, you may weave a ATELIER
spell to imbue it with magical power. Describe what kind of magic you want to imbue the item DESCRIPTION You have a studio, laboratory, sanctum, or other workspace for contemplating, researching, and
with, then roll INT. On 2, choose two. On a1, choose one. effecting sorcerous outcomes. Your atelier always counts as a place of power and may be used for
Augury. Your space includes (choose three):
○ Shelf upon shelf of vats, vials, jars, and pots filled with the-Dragon-knows-what.
○ Skilled labor (e.g. Jethro, Sammael, and Whisper). ○ A smithy.
On a miss, the item you made is cursed. The DM will let you know the nature of the curse, but ○ A location that is a secret (for now...). ○ A relic (detail).
only after it is too late. ○ A (small) tree of life. ○ A proving range.
Advance: On 3, the results of your labors is an item truly wondrous. The DM will tell you how. If STATISTICS ○ A controlled growing environment. ○ Booby traps.
you want your item to be permanently wondrous, it will cost you 5xp, at the DM's option.
go into combat HARM & SOAK CHOOSE A RACE
○ Counterspell: When you counter a sorcerous spell as it is cast, roll INT. On 2, choose two. On 1, ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
threaten violence
choose one: character creation.
STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON)
○ crippled (-4 DEX) ○ Intuitive Sorcerer (Elf): You may substitute WIS for INT for any Defiler moves.
test your courage ○ broken (-4 INT)
r&r ○ confused (-4 WIS) ○ Unsentimental (Half-Elf): When you defile, on a miss you can choose to roll Hx with another

○ highlight
to specify a Range tag. ○ disfigured (-4 CHA) PC. On a hit, if you rolled:
Advance: On 3, choose three. Add to the options: CON
act stealthily -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
○ Dark Artist: When you weave a spell to Go Into Combat or Get Violent, roll INT instead of STR. Whatever the case, when you hit on the Hx roll you deal 1d4-harm ap to that PC and they increase

DEAD
DYING DISTRESSED DINGED
The magic you conjure is treated as a weapon (1d8-harm touch loud reload sorcery). On a hit,
choose two additional tags. On1, also choose 1:
DEX ○ highlight test your courage take a lickin' keep on tickin'
their Hx with you as normal.

WEAPONS
open your psyche
Tags: Hand, Reach, Close, Bludgeoning, Piercing, Slashing, Elemental (choose 1), Forceful
(+2harm), -Loud, -Reload
INT ○ highlight
Advance: On 3, choose 3 additional tags. Add to the tags: Far, Area (-2harm), Debilitating (-
6harm), Messy (+2harm), AP (-2harm). read a sitch
read a person
○ WIS ○ highlight
trying to achieve. Ritual effects are always possible, but the DM will give you one to four of the
following conditions:
seduce or coerce XP
CHA ○ highlight ○○○○○ ○○○○○
Advance: On 3, you can veto one of the DM's conditions or requirements so long as it doesn't Hx IMPROVEMENTS
affect thematic consitency. By spending 5 xp, you can:
○○○ get +2 INT (max 18)
○ The Loom of Reality: When you weave a spell to help solve a problem, describe it and roll INT. ○○○○○ ○○○○○ get a new Defiler move
Spells cast this way can never deal damage directly. On 2, the spell certainly helps, but choose one. ○○○○○ ○○○○○ advance a Defiler move
On 1, the spell takes effect, but choose two: ○○○○○ ○○○○○ advance a basic move
○○ get an additional defiling focus
○○○○○ choose a new option for your Atelier

By spending 7 xp, you can:


While you maintain an effect, take DSV ongoing to other sorcery. On a miss, something's gone get +2 (max 18)
horribly wrong. Your spell may well have worked, but you will regret casting it. Hx SPECIAL ○○○ STR; ○○○ CON; ○○○ DEX; ○○○ WIS; ○○○ CHA
Advance: On 3, your spell defies expectations, helping above and beyond what you intended. If another character takes definitive ○○○○○ ○○○○○ get a new multiclass move
Choose nothing from the list. action to secure your secret, you mark ○○○○ add a gig (detail, see Bard Playbook)
+2Hx with each other.
By spending 10 xp, you can choose a new playbook

Introducing
Cover Image by Brom
Introducing
CREATING A DRUID Dark Sun Boxed Set

THE DRUID
The Wanderer's Journal, p22
To create your Druid, choose race, name , look, stats, gear, alignment, Hx, spirit bond, and 5 XP of
improvements.
Athas is as pure a world as ever there was. Let the soft folk of the city-states cower under the yoke
NAME ALIGNMENT of the Sorcerer-Kings. Let the mad prophets babble about the kinder world that once was. You
Human: Dahn-gen, Horth, Marut, Sa-rea, ○ Chaotic: destroy a symbol of civilization. know the truth: Athas is nature unfettered, all the lies and hypocrisies of civilization laid bare like
Sebastian, Vesa, Yarsha, Zalcor ○ Good: help someone or something grow. the throat of a defeated foe.
○ Neutral: eliminate an unnatural menace.
Halfling: Derlan, Filip, Horga-at-horg, Lokee, You, druid, will be the teeth that close on that throat.
Marko, Nebin, Purhas, Ulk

Thri-kreen: Chkak-a-chakk, Durwadala, K'kivir,


Hx
DARK
a character playbook for

Everyone introduces their characters by name,


look and outlook. Take your turn. List the other
character's names.
POWERED BY THE
Go around again for Hx. On your turn, choose 1, APOCALYPSE
apoc al y pse - w or l d. c om
LOOK 2 or all 3:
Human: Male, Female, Kind Face, Rugged Face,
Scarred Face, Cruel Face, Hard Eyes, Ruined mattered, and helped you save a life or protect BORN OF THE SOIL
Eyes the land. Tell that player Hx=12.
marked you as one of their own. No matter where you go, they live within you and allow you to

Halfling: Male, Female, Cute Face, Wise Face, seen everything you've seen. Tell that player
shapeshifting you may take the shape of any animal who might live in your Land:
Smooth Face, Innocent Face, Laughing Eyes, Hx=12.
○ The Tablelands
Sharp Eyes ○ The Silt Sea
you figure) is doomed to self-destruction. Tell
○ The Ringing Mountains
Thri-kreen: Ambiguous, Bug-face, Triagular that player Hx=6.
○ The Forest Ridge
Face, Flat-headed Face, Bug-eyed, Compound ○ The Crimson Savannah
Eyes, Black Orbs, Chitinous body ○
On the other's turns:


minds...not so much. Whatever number they tell
you, give it -2 and write it next to their
character's name.

hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.
STATS
Assign each to one stat: 4, 6, 6, 8, 8, 10
Str: For aggression, brawling and melee. hold 2. On a miss, hold 1 in addition to whatever the DM says.
Con: For toughness, strength and courage.
Dex: For quickness, stealth and coordination. You may take on the physical form of any species whose essence you have studied or who lives in
Int: For sorcery, psionics and knowledge. BARTER
Wis: For perception, alertness and insight. innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You
Cha: For diplomacy, seduction, or coercion. services, 10 bar is the going rate for: one
successful resuscitation (plus material costs); one to do battle with an ogre. The DM will also tell you one or more moves associated with your new

At any time, you may spend all your hold and revert to your natural form.
STARTING GEAR (plus material costs, if any).
herbalism kit Advance: On 3, choose a stat; take ADV ongoing to rolls using that stat while shifted. The DM will
a spear or longbow choose a stat, too; take DSV ongoing to rolls using that stat while shifted.
oddments worth 20 bar
light armor without any flair ○ Embracing No Form: When you Wild Shape, roll 1d4 and add that total to your hold.
Advance: Wild Shape moves that expend hold are Advanced.

○ Red of Tooth and Claw: When you are in an appropriate animal form (something dangerous)
you may add a tag: messy, forceful, keen.
Advance: you may add two tags.
DRUID MOVES NAME: MISCELLANEA
HERBALISM KIT
revealed at certain times of the day or if you travel there from a certain direction, you decide. DESCRIPTION Your druid's kit has all kinds of medicinal and herbal salves, herbs, fruits, flowers, a mortar &
Nonetheless, it's a pain in the ass for anyone but you to find. You can harvest herbs and fruits, pestle (made of ceramic and wood), etc... It all fits into a large medicine bag that can be slung over
replenish water, and take refuge at the oasis. Detail your oasis. your shoulders. You can resupply it for 10 bar, if your circumstances let you barter for medical
supplies or you can refill it completely at an oasis once every several weeks. It begins play well
○ A Higher Standard: At the end of the session, when you would normally choose a character who stocked.

not they contributed meaningfully to the tenets of your alignment. All that did, tell them to add
+2 to their Hx with you on their sheet. You can tell none of them, any of them, or all of them, as STATISTICS harm; Distressed and Dying harm remain and a recipient who is Dying is still Testing Their
you see fit. Courage to act. On 1, choose 1:
Advance: At the beginning of the session, name any number of other players' characters. At the
go into combat HARM & SOAK
end of the session, if you and all named PCs contributed meaningfully to the tenets of your
threaten violence
alignment, you all mark XP. You still adjudicate Hx, as above.
STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON) On a miss, the DM will make you wish you hadn't sat around playing with your herbs in the
○ Examiner: When facing disease of plant, animal, or person, or a poisoned, blighted or defiled ○ crippled (-4 DEX) middle of a fight.
area, roll WIS. On 2, ask 3. On 1, ask 1: test your courage ○ broken (-4 INT)
r&r ○ confused (-4 WIS)

○ highlight ○ disfigured (-4 CHA) choose: spend the day out of action, immobile but without pain, or do their time like everyone
CON else. Out of action characters get ADV forward on their R&R roll.

On a miss, it affects you somehow. -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 ○ Chirurgery: To stabilize and heal someone who is Dying, roll WIS. On a hit, remove all Dying
act stealthily harm. On 2, the DM will choose 1. On 1, the DM will choose 2:

DEAD
DYING DISTRESSED DINGED
○ Eyes of the Tiger: When you mark an animal (with mud, dirt, or blood) you can see through that
DEX ○ highlight test your courage take a lickin' keep on tickin'

a time may be marked in this way.


WEAPONS
open your psyche
○ It's What They Would Have Wanted: The dead rest easier when you can bring them some solace

undone and take ADV ongoing when you attempt to finish it. If you see it through to the end,
INT ○ highlight On a miss, they take 1-harm (ap) instead.
everyone assisting you marks XP; you decide who.
read a sitch ○ Miracle: To use it to revive someone who's mostly dead, roll WIS. On 2, spend an XP to remove
○ Mercy: When you inflict harm, you can choose to inflict any amount of harm you like, less than read a person all Dying harm. On 1, they also suffer a disability. On a miss, you've done all you can and they die.
or up to your harm as established, including s-harm. Decide at the moment you inflict the harm; WIS ○ highlight
you need not tell anyone in advance how much harm you intend to inflict. ○ Advance: While using any move associated with your kit, on 3 the DM will offer you a better
outcome, true beauty, or a moment of grace.
○ Nature's Caress: When you put your hands skin to skin on a person and open your psyche to seduce or coerce XP
them, roll WIS. On a hit, you cause them to shape shift as per Wild Shape and grant them hold as
appropriate. Also, on 1, you're testing your courage against defiling the primal area around you.
On a miss: they don't change shape, are granted no hold, the area around you is defiled, and you
CHA ○ highlight ○○○○○ ○○○○○ CHOOSE A RACE
○ Adaptive (Human): You can choose an additional non-race specific move from any class at
character creation.
both open your psyche to the dragon without protection or preparation. Hx IMPROVEMENTS
Advance: On 3, one of you also takes ADV forward. By spending 5 xp, you can: ○ I Eat Dead People (Halfling): When you harvest meat from the carcass of a humanoid (but not a
○○○ get +2 WIS (max 18) kreen), you get 6-flesh. When you eat this flesh some of your wounds heal, roll flesh eaten (max
○ Pacifist: While you are caring for people, not fighting, you soak +1pool. ○○○○○ ○○○○○ ○○○○○ get a new Druid move 18) and 2d10. On 2, heal hp = the higher d10. On 1, heal hp = the lower d10 but only if you aren't
○○○○○ ○○○○○ advance a Druid move dying. On a miss, you suffer DSV ongoing until you flush your system with precious water.
○ Primal Intuition: When you open your psyche to the dragon in a place where nature thrives, roll ○○○○○ ○○○○○ advance a basic move
WIS instead of INT. ○○○○ add a Hidden Oasis ○ Taste of Elf (Thri-Kreen): You have ADV or DSV ongoing, as appropriate, when dealing with,
○○○ add a Spirit Bond tracking, fighting, or otherwise encountering elves. Because you eat them. And they know it. Also,
○ Professional Compassion: You can choose to roll WIS instead of Hx when you help someone anytime you eat an elf you get ADV on your R&R roll and you may do this as many times per day
By spending 7 xp, you can: as you have elves to eat (up to 24, 1 per hour).
get +2 (max 18)
○ Touched by Death: Whenever someone in your care dies, mark XP. Hx SPECIAL ○○○ STR; ○○○ CON; ○○○ DEX; ○○○ INT; ○○○ CHA
If you and another character work ○○○○○ ○○○○○ get a new multiclass move
together to undo the unnatural, you ○○○○ add a gig (detail, see Bard Playbook)
mark +2Hx with each other.
By spending 10 xp, you can choose a new playbook

Introducing
Cover Image by Brom
Introducing
CREATING AN ELEMENTALIST Dark Sun Boxed Set

THE ELEMENTALIST
The Wanderer's Journal, p11
To create your Elementalist, choose race, name , look, stats, gear, alignment, Hx, cult, and 5 XP of
improvements.
Now it should be crystal fucking obvious that the gods have abandoned Athas. Maybe in the green
NAME ALIGNMENT age, with its bountiful splendor, maybe then the gods were real. Fucked if I know. All I know is
Human: Abalach-re, Chimali, Damras, Haakar, ○ Chaotic: spread your sacred element without
Kor, Marut, Raka, Thonkin care for the consequences.
○ Good: protect the innocent from the ravishes of psychic hate and desperation that gave the red age its birth.
Elf: Alvys, Cyne, Deryssa, Grissi, Lismuuk, your sacred element.
Nefen, Rhayn, Strannys ○ Evil: sacrifice a living being to the power of
your sacred element.

DARK
a character playbook for

Ulrich, Wulfric, Yerik Hx


Everyone introduces their characters by name,
look and outlook. Take your turn. List the other
character's names.
POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om
Go around again for Hx. On your turn:
LOOK
Human: Male, Female, Kind Face, Scarred Face, players Hx=12. CULT
Bright Eyes, Hooded Eyes, Commanding Eyes, By default, you have around 20 cultists, loyal to you but not fanatical. They have their own lives
Muscular Body Yet. apart from you, integrated in the local population (Surplus: 1-barter, Want: desertion). The nature
of your cult defines your connection to your element and how you command it.
Elf: Male, Female, Ambiguous, Handsome Face,
Fine-Boned Face, Clear Eyes, Weary Eyes, Wiry Your cult is dedicated to the power of a single element. Choose 1:
Body Whatever number that player tells you, ignore it; ○ You have made a pact with an earth spirit. Take Oh Yeah! from the Warrior playbook.
○ You have made a pact with a fire spirit. Take Stunning Presence from the Gladiator playbook.
Dwarf: Male, Female, Ambiguous, Strong Face, instead. ○ You have made a pact with a water spirit. Take Defend from the Warrior playbook.
Soot Covered Face, Focused Eyes, Fat Body, ○ You have made a pact with a wind spirit. Take In the Wind from the Thief playbook.
Squat Body
Your cult affects how you command your element. See Miscellanea for Commands. Choose 2:
○ Your cultists are no-nonsense dedicated. Command: +move. Want: reprisals instead of
desertion.
○ You have few cultists, 10 or fewer. Command: +summon. Surplus: -1barter.
○ Your cultists aren't really yours, more like you're theirs. Command: +enhance. Want: judgment
instead of desertion.
○ Your cultists rely entirely on you for their lives and needs. Command: +create. Want:
STATS +desperation.
Assign each to one stat: 4, 6, 6, 8, 8, 10 ○ Your cultists are drug-fixated. Command: +shape. Surplus: +stupor.
Str: For aggression, brawling and melee. ○ Your cultists disdain fashion, luxury and convention. Command: +banish. Want: +disease.
Con: For toughness, strength and courage. ○ Your cultists disdain law, peace, reason and society. Command: +transmute. Surplus: +violence.
Dex: For quickness, stealth and coordination. ○ Your cultists are decadent and perverse. Command: +destroy. Want: +savagery.
Int: For sorcery, psionics and knowledge. BARTER
Wis: For perception, alertness and insight. Your cult's personality manifests in how they worship. Choose 2:
Cha: For diplomacy, seduction, or coercion. services, 10 bar is the going rate for: one ○ Your cultists are dedicated to you. Surplus: +1barter, replace want: desertion with hunger.
circumstance foretold, revealed, and come true; a ○ Your cultists are involved in successful trade. Surplus: +1barter.
○ Your cultists, as a whole, constitute a powerful connection to the elements. Surplus: +augury.
○ Your cultists are joyous and celebratory. Surplus: +party.
STARTING GEAR ○ Your cultists are rigorous and argumentative. Surplus: +insight.
a wavy, ceremonial dagger ○ Your cultists are eager, enthusiastic, and successful recruiters. Surplus: +growth.
robes embroidered with the emblem of your
element Drake moves for Quintessence:
fashion armor
oddments worth 30 bar
ELEMENTALIST MOVES NAME: MISCELLANEA
COMMANDS
commands you have mastered to your element or its cousins (at DSV). On 2, you may command DESCRIPTION ○ Banish drives the element away, defends against it, pushes it back, or removes it from your
what is generally considered a large amount of this element. On 1, the same but choose one: presence. It does not move the element in any specific manner otherwise.
○ Create allows you to produce a manifestation of the element out of nothing. It manifests out of
your person or in your immediate presence, not in the distance.
○ Destroy allows you to break, ruin, tax, or weaken the element. If used against a monster, deal
Take DSV ongoing to Command the Elements until you release those still in your power. your damage as normal.
Advance: On 3, choose something from the 1 success list to command a huge amount of this ○
element. STATISTICS maintained to grant ADV to a roll or harm +1pool. This cannot be used to mend an item made
from this element.
go into combat HARM & SOAK ○ Move allows you to move the element from one place to another.
2, your cult has surplus. On 1, they have surplus, but choose 1 want. On a miss, they are in want. ○ Shape allows you to manipulate the element, sculpting it or warping it in place. This can mend
threaten violence
○ Athas Speaks: When you examine an element you have mastery over, roll INT. On 2, you learn STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON) move the element from place to place.
○ crippled (-4 DEX) ○ Summon allows you to summon an elemental spirit, which then acts according to its nature
it useful. On a miss, you have disturbed the elements with your meddling. Whatever the result, test your courage ○ broken (-4 INT) (decided by the DM).
the DM may also tell you something this element wants. If you give it what it wants, mark XP. r&r ○ confused (-4 WIS) ○ Transmute allows you to bind elements together, grant the properties of one element to a

○ highlight ○ disfigured (-4 CHA) manifestation of another, or transform one element into another. You may not transmute to or
○ Eye of the Storm: When you exert your will in a circle around yourself, roll CHA. On a hit, the CON from your opposed element.
world calms around you (the earth below your feet stops breaking apart, fires you touch go out,
storms break around you, etc), but on 1, this calmness affects only what you touch, and only as -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 CHOOSE A RACE
long as you are touching it. You can exert your will over all the natural elements. act stealthily ○ Fervent (Dwarf): Your dedication to your element is unwavering and contagious; choose an

DEAD
DYING DISTRESSED DINGED
Advance: On 3, you can command the effect as if it was your sacred element.
DEX ○ highlight test your courage take a lickin' keep on tickin'
additional option for your cultists, or detail a new option entirely.

○ Quintessence: When you infuse your being with your mastered element, you take the semblance ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
of a humanoid drake; roll CHA. On 2, hold 3. On 1, hold 2. On a miss, hold 1 in addition to WEAPONS character creation.
open your psyche
whatever the DM says. Your new form has the innate abilities of the drake it resembles: fire
breathing, stone skin, flight, etc. You still use your normal stats but some moves may be harder to
trigger. The DM will also tell you moves associated with your new form. Spend a hold to make that
INT ○ highlight ○ Warm Market (Elf): Perform a miracle of the elements in the presence of elves not in your cult
and your next tithing roll gains surplus: +growth.

your hold and revert to your natural form. read a sitch


Advance: You may choose the form of a non-opposed lesser Drake (Magma, Rain, Silt, Sun). Also, read a person
on 3, choose a stat; take ADV ongoing to rolls using that stat while in elemental form. The DM WIS ○ highlight
will choose a stat, too; take DSV ongoing to rolls using that stat while in elemental form.

○ Ritual Summons: When you gather your cult to petition the priomordials of your sacred seduce or coerce XP
element, spend 10 bar and roll CHA. On a hit, you summon a lesser elemental. On 1, it isn't
feeling helpful. Seduce or Coerce the elemental as you would any other NPC; your ability to
Command the Elements usually counts as leverage.
CHA ○ highlight ○○○○○ ○○○○○
Advance: On 3, it is a greater elemental. Hx IMPROVEMENTS
By spending 5 xp, you can:
○ Sermon: When you speak truth to a mob, roll CHA. On 2, hold 3. On 1, hold 1. Spend your hold ○○○ get +2 INT (max 18)
1 for 1 to make the mob: ○○○○○ ○○○○○ get a new Elementalist move
○○○○○ ○○○○○ advance an Elementalist move
○○○○○ ○○○○○ advance a basic move
○○○○ choose a new option for your cultists
○○○○ get a base of operations (detail)
On a miss, the mob turns on you.
By spending 7 xp, you can:
○ Touch the Firmament: If you have a few hours or so to meditate amongst the raw elements, get +2 (max 18)
they will purify you. This counts as R&R, but roll CHA instead of CON and you do not need to Hx SPECIAL ○○○ STR; ○○○ CON; ○○○ DEX; ○○○ WIS; ○○○ CHA
consume a ration. If you and another character jointly ○○○○○ ○○○○○ get a new multiclass move
further the impact of your sacred ○○○○ add a gig (detail, see Bard Playbook)
○ Weather Weaver: If you are under open skies when the sun rises the DM will ask you what the element, you mark +2Hx with each
weather will be that day. Choose conditions consistent with your element or preclude conditions other. By spending 10 xp, you can choose a new playbook
opposed to your element. Say whatever you like, it comes to pass.

Introducing
Cover Image by Brom
Introducing
CREATING A GLADIATOR Dark Sun Boxed Set

THE GLADIATOR
Rules Book, p24
To create your Gladiator, choose race, name , look, stats, gear, alignment, Hx, fans, and 5 XP of
improvements.
The roar of the crowd. The stink of sweat and blood and strange beasts out of the desert. The feel
NAME ALIGNMENT
Human: Baldur, Caletta, Dhojakt, Dorjan, ○ Lawful: best an opponent in a fair fight. simple. Another dawn, another fight. Another dusk, another victory--or else no more dawns at all.
Hezzerat, Jurthas, Morlak, Tamar ○ Neutral: chase personal glory regardless of the
risk.
Mul: Bloody Tomak, Coton the Killer, Porgo ○ Good: step aside so an ally can bask in the glory
the Punisher, Rikus the Spine-Taker, the Green of victory.
Devil, the Masked Doom

Hx
DARK
a character playbook for
Thri-kreen: Cannibal Klik, Fleshripper, the
Everyone introduces their characters by name,
Bug, the Elf-Eater, the Great Khan, the Leaper
look and outlook. Take your turn. List the other
character's names.
POWERED BY THE
Go around again for Hx. On your turn: APOCALYPSE
apoc al y pse - w or l d. c om
LOOK
throughout the city-state for your heroics in the
Human: Male, Female, Weathered Face, Cruel
Face, Calculating Eyes, Commanding Eyes, arena. FANS
By default you have about 50 fans (Surplus: +10bar, +growth; want: +desertion). They love you
Sturdy Body, Slim Body but they don't know you or live with you. They may live in distant communities from each other
On the other's turns:
but will gather for your fights.
Mul: Male (and sterile), Busted Face, Hard
Eyes, Sad Eyes, Stout Body, Muscular Body, Whatever number that player tells you, ignore it;
Then, choose 2:
Stocky Body, Solid Body write Hx=14 next to that character's name
○ Your fans are dedicated; replace want: +desertion with +savagery.
instead. You know how to watch your back.
○ Your fans feel a strong kinship with each other; surplus: +party.
Thri-kreen: Ambiguous, Small Face, Triagular ○ It's a thing for your fans to throw themselves at your feet; +acts of worship.
Face, Flat-headed Face, Bug-eyed, Compound you next to their character's name.
○ Your fans are elite and discerning; surplus: +10bar and want: +judgement.
Eyes, Black Orbs, Chitinous body ○ Your fans are huge in number, around 100; surplus +10bar and want: +anxiety.


And then choose 2:


○ You have few fans, around 25; surplus -10bar.
STATS ○ Your show provides an escape from what is going on in the world; surplus: +stupor (but the
Assign each to one stat: 4, 6, 6, 8, 8, 10 drug is the show) and want: +idle.
Str: For aggression, brawling and melee. ○ They take this shit seriously; want: +reprisals.
Con: For toughness, strength and courage. ○ Your fans are lunatics; want: +savagery.
Dex: For quickness, stealth and coordination. ○ Your fans make a ruckus; surplus: +violence.
Int: For sorcery, psionics and knowledge. BARTER ○
Wis: For perception, alertness and insight. ○
Cha: For diplomacy, seduction, or coercion. services, 10 bar is the going rate for one arena ○
headline event; one non-headline tournament;

month training others how to win glory.


STARTING GEAR
a fully stocked arsenal
fashion or light armor (you detail)
oddments worth 50 bar (winnings)
GLADIATOR MOVES NAME: MISCELLANEA
ARSENAL
roll CHA. On 2, you get surplus from your fans, on 1, get surplus but also 1 want. On a miss get all DESCRIPTION Years of fighting unpredictable foes in the arena have taught you to be prepared for just about
of the Want.
oddments: bone darts, obsidian knives, razor-edged gloves, whatever. Your arsenal is abstract,
○ Arena Instincts: When you've read a charged situation you get an extra roll at ADV when you're
acting on the DM's answers. Choose a look for your arsenal: Savage, Exotic, Themed, Improvised, Hidden.

○ Chainmail Bikini: When you wear fashion or light armor you soak +1pool. When you go into battle fully equipped, you have 2-Arsenal. You can have up to 3-Arsenal at any
STATISTICS given time. Arsenal is like Hold.
○ Chaos Antenna: You can use augury, but only in the heat of battle.
go into combat HARM & SOAK
○ Demand For Blood: When you Go Into Combat with a melee weapon, add to the list of options effects:
threaten violence
you may choose from on a hit:
STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON)
○ crippled (-4 DEX)
test your courage ○ broken (-4 INT)
○ Dragon's Sight: At the start of a battle, when you Go Into Combat, roll INT. On 2, name one r&r ○ confused (-4 WIS) (max 3).

○ highlight
person who'll die and one who'll live. On 1, name one person who'll die OR one person who'll live. ○ disfigured (-4 CHA)
Don't name a player's character; name NPCs only. The DM will make your assessment come true, CON Advance: You may Advance your Arsenal in multiple ways. Spend XP on each, separately:
if it's even remotely possible. On a miss, you foresee your own death, and accordingly take DSV ○ Armed to the Teeth: When you go into battle fully equipped, you have 3-Arsenal.
ongoing throughout the combat. -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 ○ Blood on the Sand: When you deal your damage, you can spend 1-arsenal to inflict a debility on
Advance: On 3, you also Read the Sitch as if you hit with 3. act stealthily

DEAD
DYING DISTRESSED DINGED
○ For the Fans: If you go straight into danger without hedging your bets, you soak +1pool. If you
DEX ○ highlight test your courage take a lickin' keep on tickin'

and gain 1-arsenal.
happen to be leading a gang or convoy, they soak +1pool too. ○ It Hits All By Itself: When you Go Into Combat, you may spend 1-Arsenal to add 1 success to the
WEAPONS outcome when you roll. Spend your Arsenal before you roll.
open your psyche
○ Glorious Courage: When you test your courage, roll CHA instead of CON as long as you have an ○ My Teeth Are Also Armed: You can have up to 4-Arsenal at any given time.
audience.
INT ○ highlight ○ Never Unarmed: When you go into battle completely unprepared, you still have 1-Arsenal.
○ Wall of Blades: Spend 1-Arensal to Soak +1pool.

read a sitch CHOOSE A RACE
○ Moment of Clarity: When everyone is watching and time seems to stand still, choose a primal read a person ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
truth that you want to convey to the audience and roll CHA. On 2, they do something about it, WIS ○ highlight character creation.
right now. On 1, the truth only occurs to some people while others come away with a lie.
Advance: On 3, describe either: ○ They're Not Vestigial (Thri-Kreen): You put all your arms to good use. That might mean holding
seduce or coerce XP four tools or weapons, two shields and a weapon, or loading one crossbow while firing another,

The DM will make your description true, if it's even remotely possible. CHA ○ highlight ○○○○○ ○○○○○ among other things.

○ Tough-as-Hell (Mul): Shot, stabbed, and poisoned, you just keep coming. When you are being
○ Stunning Presence: When you enter a charged situation, roll CHA. On 2, hold 2. On 1, hold 1. Hx IMPROVEMENTS scary as fuck and coming at someone, you soak +1pool. You still get shot and stabbed, bleeding
Spend your hold 1 for 1 to make eye contact with an NPC present, who freezes or flinches and By spending 5 xp, you can:
can't take action until you break it off. On a miss, your enemies identify you immediately as their ○○○ get +2 CHA (max 18)
foremost threat. ○○○○○ ○○○○○ get a new Gladiator move
Advance: On 3, you may Seduce or Coerce the NPC right now; your hold is the leverage. ○○○○○ ○○○○○ advance a Gladiator move
○○○○○ ○○○○○ advance a basic move
○ The World's a Stage: When you make a spectacle of getting violent, your threat can affect people ○○○○ choose a new option for your fans
indirectly or that aren't present. They can't back off and forcing your hand results in s-harm.
By spending 7 xp, you can:
○ Torrid Badass: When you get hurt in a rough and tumble fight, you can choose to take 1 get +2 (max 18)
additional point of distressed or dying Harm for a +2 bonus to CHA(max18) that lasts until your ○○○ STR; ○○○ CON; ○○○ DEX; ○○○ INT; ○○○ WIS
Hx SPECIAL ○○○○○ ○○○○○ get a new multiclass move
If you and another character entertain a ○○○○ add a gig (detail, see Bard Playbook)
crowd, you mark +2Hx with each other.
By spending 10 xp, you can choose a new playbook

Introducing
Cover Image by Brom
Introducing
CREATING A GREYWALKER Dark Sun Boxed Set

THE GREYWALKER
The Wanderer's Journal, p7
To create your Greywalker, choose race, name , look, stats, gear, alignment, Hx, ghost army, and 5
XP of improvements.
Everything we have is robbed from graves, from corpses entombed in their own homes, from the
NAME ALIGNMENT dead City-States buried under dirt and water, from the past and its memories. Do you think they
Human: Canth, Duke, Hirik, Mirabel, Quay, ○ Chaotic: disrupt order through haunting terror. see you, with their crowpicked eye-holes? Can you hear them speak, with their black and bloated
Stravos, Terric, Toth ○ Evil: murder someone for their soul.
○ Neutral: help the dead to rest. than you think. The dead far outnumber the living now.
Elf: Botuu, Coranuu, Galar, Jentil, Lobuu,
Magnus, Meredyd, Nuuko I have to wonder: is there still room enough in the Grey?

DARK
a character playbook for
Dwarf: Caelum, Drog, Kesi, Ongus, Wulfric,
Yara, Yerik, Zareb Hx
Everyone introduces their characters by name,
look and outlook. Take your turn. List the other
Halfling: Erno, Horga-at-horg, Lars, Pauk,
character's names.
Pletaw, Urga-zoltapl, Valto, Zivlil POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om
Go around again for Hx. On your turn, choose
LOOK one or both:
Human: Male, Female, Handsome Face, GHOST ARMY
Scarred Face, Cruel Face, Dead Eyes, Hooded you. Tell that player Hx=12.
Eyes, Commanding Eyes through the Grey (Ψ-harm gang tiny ghostly [hardly affected by physical harm or barriers]). They
your ghosts in life. Tell that player Hx=10. are anchored to you but exist in the Grey. Then, pick one:
Elf: Male, Female, Ambiguous, Strong Face, ○ Your ghost army has fully recovered from their passage through the Grey (+mobile).
Striking Face, Narrow Face, Hard Eyes, Wild downer, to put it mildly. ○ Your ghost army is a pack of fucking poltergeists (-Ψ-harm, +1d4harm, +ap, +loud, +unruly).
Eyes ○ You can consult your ghost army for advice (+Insight).
On the other's turns: ○ Your ghost army acts as a psychic antenna (+Augury).
Dwarf: Male, Female, Ambiguous, Stern Face, ○ Your ghost army inhabits their own walking corpses (-ghostly, -Ψ-harm; +1d6harm gang tiny
Merciless Eyes, Deep Eyes, Wise Eyes, Sturdy redeem you. Whatever number that player tells 2d4-soak, +s-harm, +famine, +savagery).
Body you, give it +2 and write it next to their
character's name.
Halfling: Male, Female, Cute Face, Smooth Border Ethereal by your haunts? What matters now is you are haunted, so long as you have the
Face, Laughing Eyes, Sharp Eyes, Compact give it -2 and write it next to their character's courage to bear them. Most in your ghost army are indistinct or unknown to you, but some are
Body, Soft Body name. You aren't real good with the living. not. Choose and detail at least two specific haunts:
○ A lover you betrayed who died later. ○ An enemy you betrayed who then died.
○ A lover you killed. ○ An enemy you murdered.
○ A lover you saw die and couldn't save. ○ A friend you betrayed who was later slain.
STATS ○ A relative you killed by accident. ○ A friend you betrayed and killed yourself.
Assign each to one stat: 4, 6, 6, 8, 8, 10
○ A relative you killed on purpose. ○ A friend you saw die.
Str: For aggression, brawling and melee.
○ A relative you saw killed by another relative.
Con: For toughness, strength and courage.

Dex: For quickness, stealth and coordination.
Int: For sorcery, psionics and knowledge. BARTER ○

Wis: For perception, alertness and insight.
Cha: For diplomacy, seduction, or coercion. services, l0 bar is the going rate for one ghost
easily banished; one question answered by the GHOST HOLD
○○○○○
recently fallen in battle, you pull their souls-or something resembling
dead; one week ofburial rites during wartime; one them-through the Grey to this world. Spend 10 bar on funeral rites

○○○○○
month of burial rites during peacetime. (pyre, incense, etc.) and roll CON. On 2, many of the fallen make the
STARTING GEAR crossing relatively safely and join your ghost army. On 1, one or more
herbalism kit
a spear and/or longbow
oddments worth 10 bar
souls arrive, but tattered and torn by the Grey; detail a new haunt (or
two). On a failure, a few souls come across, but they do not join your ○○○○○
army, having more pressing business.
light armor without any flair
When you Wake the Dead, on 2, hold 3. On 1, hold 1. For each hold, mark a circle. At any time,
you may spend 5 hold and spend 5XP to increase your ghost army's gang size one step. Spend
hold, 1 for 1, any time circumstances cause your ghost army to shrink. If you have no circles to
erase and your army shrinks, reduce its gang size one step.
GREYWALKER MOVES NAME: MISCELLANEA
○ Bonereader: When you examine a corpse or ghost, roll WIS. On 2, hold 3. On 1, hold 1. While GHOST LORD
DESCRIPTION When you impose your will on your Ghost Army, if you rolled 2, choose three. If you rolled 1,
choose one:

Advance: On 3, ask any three questions you want, not limited to the list. If no other move applies but you are nonetheless imposing yourself upon your Ghosts, roll CON
and see above.
○ Dark Radiant Fear: In an enclosed space or at night, you can roll CON to press your ghost army STATISTICS
to get the effects of Getting Violent without Getting Violent. Your victim has to be able to see CHOOSE A RACE
you, but you don't have to interact. If they suck it up, the fear counts as s-harm.
go into combat HARM & SOAK ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
character creation.
threaten violence
○ Dead Eyes, Dead Ears, Dead Words: When you ask your ghosts to tell you about someone living
or spy on them, roll CON; your ghosts must be mobile. On 2, choose three. On 1, choose one: STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON) ○ Banshee Tamer (Dwarf): Your Ghost Army is a pack of fucking dwarf banshees. When you create
○ crippled (-4 DEX) your Greywalker, take the Poltergeist option for your Ghost Army and select (or create) one
test your courage ○ broken (-4 INT) additional option to characterize your ghosts. In addition, you have one more haunt than normal.
r&r ○ confused (-4 WIS) At least one (and up to all) of your haunts was previously a dwarf banshee. You pulled its soul to

○ highlight ○ disfigured (-4 CHA) you through the Grey; it's banshee form is now dissolved, but it still yearns to complete its focus.
CON When you detail a banshee haunt, include information on its focus.
On a miss, they haunt the target instead.
Advance: On 3, choose three and rest assured that your ghosts will deliver beyond your wildest -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 ○ One Clan, Forever (Halfling): Your ties to the true people are strong; whenever you interact with
expectations. act stealthily a ghost or ghosts of deceased halflings, take ADV forward.

DEAD
DYING DISTRESSED DINGED
○ Gravedancer: When you read a person who is also a ghost, add these to the list of questions:
DEX ○ highlight test your courage take a lickin' keep on tickin'
○ Pointy-Eared Bastard (Elf): Were you cast out from your tribe because of your talents with the
macabre? Or did you turn to the taboo after your tribe rejected you? Whatever the case, you
WEAPONS honed your power loosing your revenge. When you want a ghost to haunt or terrorize someone,
open your psyche
roll CON and spend 1 ghost hold. On 2, a ghost of your choosing haunts your target for the

○ Like the Shadow of Death: When you step along the Grey's Border Ethereal to move silent and
INT ○ highlight foreseeable future. On 1, the target is haunted, but that doesn't always mean what you would've
liked.
unseen, roll CON. On 2, hold 3. On 1, hold 1. Spend your hold 1-for-1 to remain undetected, if at
all possible, while you take an action, including the following: read a sitch
read a person
WIS ○ highlight
If you reveal yourself, you lose any remaining hold. On a miss, your courage falters as you peer too
deeply into the Grey, possibly leaving you caught in the act or another bad position. seduce or coerce XP
Advance: On 3, you move through the Deep Grey to walk the Black.

○ Necromancy: When you have time and physical intimacy with a corpse or its grave, roll CON.
CHA ○ highlight ○○○○○ ○○○○○
On 2, choose two. On 1, choose only one: Hx IMPROVEMENTS
By spending 5 xp, you can:
○○○ get +2 CON (max 18)
○○○○○ ○○○○○ get a new Greywalker move
○○○○○ ○○○○○ advance a Greywalker move
On a miss, DM, do your worst (harm, curse, misfortune, worse?). ○○○○○ ○○○○○ advance a basic move
Advance: On 3, any or all of them. Your choice. ○○○ choose a new option for your ghost army

○ The Unholy One is Among Us: When you command your ghost army to escort you into battle, By spending 7 xp, you can:
roll CON. On 2, hold 3. On 1, hold 1. You can spend your hold 1-for-1 to: get +2 (max 18)
○○○ STR; ○○○ DEX; ○○○ INT; ○○○ WIS; ○○○ CHA
Hx SPECIAL ○○○○○ ○○○○○ get a new multiclass move
If you and another character celebrate ○○○○ add a gig (detail, see Bard Playbook)
together to Wake the Dead, you mark
On a miss, hold 1 anyway, but be ready. Your ghosts have their own agenda to fulfill. +2Hx with each other. By spending 10 xp, you can choose a new playbook
Advance: On 3, hold 5. Oh, my.

Introducing
Cover Image by Brom
Introducing
CREATING A PSION Dark Sun Boxed Set

THE PSION
The Wanderer's Journal, p83
To create your Psion, choose race, name , look, stats, gear, alignment, Hx, and 5 XP of
improvements.
Psions are the weird psycho psychic mindfucks of Athas, laying bare their minds to the Dragon
NAME ALIGNMENT and welcoming its violation. They have brain control, puppet strings, creepy hearts, dead souls,
Human: Dyan, Giovvo, Linder, Narissa, Sycia, ○ Chaotic: Upset a relationship to see what and eyes like broken things. They stand in your peripheral vision and whisper into your head,
Thanik, Thaxos, Wil happens. staring. They clamp lenses over your eyes and read your secrets.
○ Good: Settle a conflict through understanding.
Dwarf: Daled, Fyra, Korm, Lyanius, Portek, ○ Neutral: Forge a new connection between two
Sult, Ulrich, Zareb people.

Hx
DARK
a character playbook for

Everyone introduces their characters by name,


look and outlook. Take your turn. List the other
character's names.
POWERED BY THE
Go around again for Hx. On your turn: APOCALYPSE
apoc al y pse - w or l d. c om
LOOK
Human: Male, Female, Determined Face, Cruel mind. Tell that player Hx=12.
Face, Kind Eyes, Sturdy Body, Gorgeous Body,
PSIONIC GEAR
Psions have the most wonderful toys! Some examples are listed here. Choose one when you create
Fat Body your PC:
On the other's turns, choose 1, 2 or all 3:
Dwarf: Male, Female, Ambiguous, Haggard ○ Agony Beetle x3 (rare, valuable, psi, dangerous, applied)
Face, Blunt Face, Wise Eyes, Square Body, Fat (un)knowingly slept in your presence. Whatever
Agony beetles can be inserted into the spinal column of a victim to cause extreme pain. Psions can
Body number that player tells you, ignore it; write
attune themselves to the agony beetle and activate it at will. Time and physical intimacy with the
Hx=14 next to the character's name instead.
victim are required to infect a victim. Thereafter, the agony beetle can be used for one extra hold
for moves like Dominate and Hypnotic.
some time. In secret. Whatever number that
player tells you, ignore it; write Hx=14 next to
○ Violation Glove (rare, valuable, psi, worn)
the character's name instead.
The violation glove is a favorite of many psions that allows instantaneous contact with
unprepared minds via the lightest touch. For purposes of psion moves, mere skin contact while
and distrusts you. Whatever number that player
wearing the violation glove counts as time and intimacy.
tells you, ignore it; write Hx=14 next to the
character's name instead.
○ Pain Wave Pelota x5 (rare, valuable, psi, close, thrown, loud)
A hinged pelota is loaded with a powdered explosive made from ground cilops antennae. Upon
give it +2 and write it next to their character's
STATS name. You know everyone better than normal.
impact the grenade creates a psychic shockwave that causes s-harm to everyone within 20 feet. A
Assign each to one stat: 4, 6, 6, 8, 8, 10 properly prepared psion can ignore this effect.
Str: For aggression, brawling and melee.
Con: For toughness, strength and courage. ○ Psyche Relay (rare, valuable, psi)
Dex: For quickness, stealth and coordination. An appropriately tuned psi crystal can be installed in a staff or wand and used as a relay for the
Int: For sorcery, psionics and knowledge. BARTER psion's power. The psion must attune the crystal at the cost of 1XP. Thereafter anyone that can
Wis: For perception, alertness and insight. see the psi crystal is considered to be within line of sight of the psion so long as the psion and the
Cha: For diplomacy, seduction, or coercion. services, 10 bar is the going rate for: one psi crystal are on the same plane.
successful deep psyche scan; one mental
command implanted, upon its execution; one ○ Esperweed Root x3 (rare, valuble, ingested)
name spoken to the Dragon upon their arrival; Espreweed root is known to enhance the psychic potentcy of psionically active minds. One dose
STARTING GEAR provides ADV forward to INT for appropriate moves from the psion playbook.
an imbued (add tough and psi tags), ornate
crystal dagger or hidden throwing knives ○
one Psionicist gear
robes or a cloaked outfit and/or fashion armor
oddments worth 30 bar

PSION MOVES NAME: MISCELLANEA
○ Deep Psyche Scan: When you have time and physical intimacy with someone - mutual intimacy EXPANDED CONSCIOUSNESS
like holding them in your arms, or one-sided intimacy like they're restrained to a table - you can DESCRIPTION When you reflect on the interconnectedness of all things, lose your remaining focus and gain 3
read them more deeply than normal. Roll INT. On 2, hold 3. On 1, hold 1. While you're reading focus (focus is a special type of hold). Your maximum focus is 3. You may spend focus, one for
them, spend your hold to ask their player questions, 1 for 1: one, to:

your own hands.

On a miss, you inflict 1-harm (ap) upon your subject, to no benefit. STATISTICS to happen?" Take ADV forward when acting on the answer.
Advance: On 3, you may learn the complete truth about a single aspect or memory of the subject.
go into combat HARM & SOAK CHOOSE A RACE
○ Dominate: When you have time and physical intimacy with someone - again, mutual or one- ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
threaten violence
sided - you can plant a command inside their mind. Roll INT. On 2, hold 3. On 1, hold 1. At your character creation.
will, no matter the circumstances, you can spend your hold 1 for 1: STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON)
○ crippled (-4 DEX) ○ One Track Mind (Dwarf): Choose a focus: a single goal that dominates your life. When an
test your courage ○ broken (-4 INT) obstacle stands between you and your focus, take ADV ongoing.
If they fulfill your command, that counts for all your remaining hold. On a miss, you inflict 1- r&r ○ confused (-4 WIS)

○ highlight
harm (ap) upon your subject, to no benefit. ○ disfigured (-4 CHA)
Advance: On 3, spend all of your hold to force the subject to fulfill your command right now. CON
○ Fear and Loathing: You can roll INT to get the effects of Getting Violent, without Getting -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
Violent. Your victim must be able to see you, but you don't have to interact in any way. If the act stealthily

DEAD
DYING DISTRESSED DINGED
enemy forces your hand, your mind counts as a weapon (1d6harm AP close far).
DEX ○ highlight test your courage take a lickin' keep on tickin'

○ Hypnotic: When you have time and solitude with someone, they become fixated upon you. Roll
INT. On 2, hold 3. On 1, hold 1. They can spend your hold, 1 for 1, by: WEAPONS
open your psyche

For NPCs, while you have hold over them they can't act against you. For PCs, instead, any time
INT ○ highlight
you like you can spend your hold, 1 for 1:
read a sitch
read a person
On a miss, they hold 1 over you, on the exact same terms. WIS ○ highlight
Advance: you don't require solitude. You can hypnotize a subject right out of a crowd.

○ Mind Probe: When you read a person, roll INT instead of WIS. Your victim must be within sight, seduce or coerce XP
but you don't have to interact.

○ Premonition: When you Test Your Courage, roll INT instead of CON.
CHA ○ highlight ○○○○○ ○○○○○
Hx IMPROVEMENTS
○ Psychic Empathy: You can choose to roll INT instead of Hx when you help or interfere with By spending 5 xp, you can:
someone who's rolling. They must be within sight, but you don't have to interact. ○○○ get +2 INT (max 18)
○○○○○ ○○○○○ get a new Psion move
○ Psychic Pheromone: When you try to seduce someone, roll INT instead of CHA. ○○○○○ ○○○○○ advance a Psion move
○○○○○ ○○○○○ advance a basic move
○ Vison of the Future: When you have a vision of the future about someone else (once per
session), roll INT. On 2, you managed to alert them early on: if they say now that they listened to By spending 7 xp, you can:
you, they can reroll a failed roll or refrain to take a given action that just ended badly; you mark get +2 (max 18)
○○○ STR; ○○○ CON; ○○○ DEX; ○○○ WIS; ○○○ CHA
you roll 1 with them, treat it as a 2. ○○○○○ ○○○○○ get a new multiclass move
Advance: On 3, hold 1 over the subject of your vision. Spend your hold to have them mark XP. Hx SPECIAL ○○○○ add a gig (detail, see Bard Playbook)
If you try to enter another character's
○ Whisper Through the Dragon: When you whisper someone's name to the dragon, roll INT. On a mind and roll 2, you mark +2Hx (on By spending 10 xp, you can choose a new playbook
hit, they come to you, with or without any clear explanation on why. On 2, take ADV forward your sheet). If you roll 1, you each mark
against them. On a miss, the DM will ask you up to 3 questions, answer them truthfully. +2Hx. If you fail (roll 0) they mark
+2Hx (on their sheet).

Introducing
Cover Image by Brom
Introducing
CREATING A RANGER Dark Sun Boxed Set

THE RANGER
The Wanderer's Journal, p47
To create your Ranger, choose race, name , look, stats, gear, alignment, Hx, specialty, and 5 XP of
improvements.

NAME ALIGNMENT
Human: Antrifos, Astara, Dyan, Larkyn, Ojoba, ○ Chaotic: free someone from literal or figurative
Rasia, Salust, Ydris bonds. learn the secrets of the wastes and survive.
○ Good: risk life and limb to rescue strangers
Half-elf: Boaz, Fyrian, Gathalimay, Lafus, from calamity.
Lorelei, Mila, Solzak, Thania ○ Neutral: guide someone unfamiliar safely
through the wastes.
Thri-kreen: Durwadala, K'kivir, K'kriq, Kk'tkk,
Hx
DARK
a character playbook for

Everyone introduces their characters by name,


look and outlook. Take your turn. List the other
Halfling: Erno, Grelzen, Lokee, Purhas, Urga,
character's names.
Urga-zoltapl, Valto, Zivlil
POWERED BY THE
Go around again for Hx. On your turn, choose APOCALYPSE
apoc al y pse - w or l d. c om
LOOK one or both:
Human: Male, Female, Kind Face, Honest Face,
Dead Eyes, Ruined Eyes, Cold Eyes, days in the wasteland. Tell that player Hx=12. SPECIALTY
Commanding Eyes or the terrain in which you first learned to be self-sufficient. Choose the terrain:
serious shit. Tell that player Hx=12.
○ Mountains.
Half-elf: Male, Female, Ambiguous, Striking ○ Sandy wastes.
Face, Quick Eyes, Merciless Eyes, Weary Eyes, ranger and Hx=8 if you aren't. You are pretty
○ Scrub plains.
Lanky Body straight forward but possibly hard to encounter.
○ Stony barrens.
○ Rocky badlands.
Thri-kreen: Ambiguous, Small Face, Triagular On the other's turns:
○ Urban (choose one City-State).
Face, Flat-headed Face, Bug-eyed, Compound ○ Verdant forests.
Eyes, Black Orbs, Chitinous body whatever number they tell you. You know your

enemies.

Halfling: Male, Female, Smooth Face, Plump
Face, Kind Eyes, Compact Body, Slim Body, number they tell you. Your focus is your environ
You are at home in this terrain and its features are intuitive to you. Where appropriate, you take
Energetic Body and your enemies. You barely notice the rest.
ADV to moves made in your specialty terrain. This could include testing your courage, tracking,
trapping, or reading situations, among others. When the circumstances dictate superior intuition
of the surrounding terrain serves a demonstrable benefit, you recive this bonus.
STATS
Assign each to one stat: 4, 6, 6, 8, 8, 10 If you choose urban, the advantages only apply to the City-State that you specify. Villages and
Str: For aggression, brawling and melee. other small communities are not sufficiently "massive" to count as a favored terrain. As an "urban
Con: For toughness, strength and courage. ranger", your moves, such as somewhere over the wasteland, apply to urban environments (any
Dex: For quickness, stealth and coordination. and all) instead of the wastes. If you subsequently choose a non-urban terrain when you spend XP
Int: For sorcery, psionics and knowledge. BARTER for an improvement, your moves apply to both the wastes and urban environs.
Wis: For perception, alertness and insight.
Cha: For diplomacy, seduction, or coercion. services, 10 bar is the going rate for: one message
or valuable delivered; scouting for one convoy led indigenous to or frequently inhabits your favored terrain. Perhaps the ilk of some foe that
embattled your early attempts to survive in the wastes. Perhaps some reviled and terrible creature
employment as personal guide to matters of the known to despoil the land and menace its inhabitants. Whatever the case, choose a humanoid
STARTING GEAR wastes. race or type of creature appropriate to your favored terrain. You have ADV or DSV ongoing, as
three weapons of your choice appropriate, to interactions and encounters with this enemy. That could manifest as an advantage
light armor (you detail) in combat because you intuitively understand them and their tactics, or an inability to consider
survival gear (worn) information clearly when your hated enemy may be involved. Typical examples include gith,
oddments worth 30 bar tareks, elves, belgoi, or gaj.

If your favored terrain is an urban environment (City-State), you should instead choose a type or
group appropriate to the locale. "The Lion's Pride", describing the templars of Hamanu, would be
an appropriate choice for a favored terrain of Urik, for example.
RANGER MOVES NAME: MISCELLANEA
○ Been Around, Seen a Lot: When a character comes to you for advice, tell them what you CHOOSE A RACE
honestly think the best course is. If they do it, they take ADV forward to any rolls they make in DESCRIPTION ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
the doing and you mark an experience circle. character creation.

○ Bushwack: Prepare before Getting Violent or Going Into Combat, which could mean anything ○ Alive in the World (Half-Elf): When you take your bearings in a landscape or a settlement, ask 1:
from hiding a weapon behind your back to setting snares or even just waiting until nightfall.
Right before you make your move, roll WIS. On 2, pick 3 and on 1, pick 1:

STATISTICS
go into combat HARM & SOAK
Advance: On 3, they walked right into it. Take ADV ongoing.
threaten violence
○ Fearless: When you Test Your Courage without hesitation, take ADV forward. If you happen to STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON) questions, roll WIS. On 2, ask 2 more. On 1, ask 1 more. On a miss, ask 1 more, but you stand
be leading a gang, legion, or cult, it takes ADV forward, too. ○ crippled (-4 DEX)
test your courage ○ broken (-4 INT)
○ In Every Dune, a Sign: When you open your psyche, roll WIS instead of INT r&r ○ confused (-4 WIS) ○ Not a Bed Bug (Thri-Kreen): You don't sleep, whatever that turns out to mean. Also, you only

○ highlight ○ disfigured (-4 CHA) need to eat and then take an hour out of action to digest to gain the benefits of R&R; you can do
○ Intrepid Guide: Whenever you cross the wastes, or lead others across the wastes, take ADV CON this once a day.
forward.
-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 ○ Sure Footed (Halfling): In the wilderness, you never have to test your courage due to difficult
○ act stealthily terrain or unstable footing.

DEAD
DYING DISTRESSED DINGED
○ Prepared for the Inevitable: You have a well-stocked herbalism kit. It counts as a Druid's kit (cf).
DEX ○ highlight test your courage take a lickin' keep on tickin'

You can perform Ministrations with it.


Special: You may Advance this move twice. Each Advance, choose 1: TLC, Chirurgery. WEAPONS
open your psyche
○ Somewhere Over the Wasteland: Name a person, place, or thing out in the wastes that you want
to find. Roll WIS; on a hit you know where it is. On 2, you and the DM choose 1 each; on 1, the
INT ○ highlight
DM chooses:
read a sitch
read a person
WIS ○ highlight
Advance: On 3, the DM doesn't get to choose any.

○ The Right Place, The Right Time: At the beginning of every session, roll WIS. On 2, hold 1+ADV. seduce or coerce XP
On 1, hold 1. At any time during the session, either you or the DM can spend your hold to have
you already be there, with the proper gear and knowledge, with or without any clear explanation
why. If your hold was 1+ADV, take ADV forward. On a miss, the DM holds 1, and can spend it to
CHA ○ highlight ○○○○○ ○○○○○
have you already be there, but somehow pinned, caught or trapped. Hx IMPROVEMENTS
By spending 5 xp, you can:
○ Tracker: When entering or examining an area, roll WIS. On 2, ask 3. On 1, ask 1: ○○○ get +2 WIS (max 18)
○○○○○ ○○○○○ get a new Ranger move
○○○○○ ○○○○○ advance a Ranger move
○○○○○ ○○○○○ advance a basic move
○○○○ add a favored terrain
○○○○ add a favored enemy within your terrains
Advance: On 3, ask any three questions you want, not limited to the list.
By spending 7 xp, you can:
○ Wasteland Survival: With preparation and the proper materials, you can create the neccessities get +2 (max 18)
for life in the wastes. Choose a neccessity: food, water, shelter, clothing, medicine, simple Hx SPECIAL ○○○ STR; ○○○ CON; ○○○ DEX; ○○○ INT; ○○○ CHA
weapons or armor. Roll WIS. On 2, pick 3. On 1, pick 2: If you guide another character through ○○○○○ ○○○○○ get a new multiclass move
the wasteland, you mark +2Hx with ○○○○ add a gig (detail, see Bard Playbook)
each other.
Advance: On 3, you make/find/produce enough to resupply. By spending 10 xp, you can choose a new playbook

Introducing
Cover Image by Brom
Introducing
CREATING A TEMPLAR Dark Sun Boxed Set

THE TEMPLAR
Rules Book, p27
To create your Templar, choose race, name , look, stats, gear, alignment, Hx, cabal, and 5 XP of
improvements.
Order can save Athas. Order and power. Your King knows that. The nobles know that. Even the
NAME ALIGNMENT rebels and heretics who call your King monster, name you toadie and slavemaster and worse, even
Human: Clavis, Jaleen, Limrick, Lor, Mearedes, ○ Lawful: deny mercy to a criminal or seditionist. they know it. Let them rail about freedom and equality and the overthrow of your King, when the
Nanda, Thanik, Toth ○ Evil: exploit your position for power and Dragon is at the walls they will flock to you like frightened sheep.
privelege.
○ Neutral: jeopardize a Task by avoiding collateral And if you have to cull some of them for the greater good, well... such is the duty of the shepherd.
Sult, Thorfur, Veso damage.

DARK
a character playbook for
Half-elf: Brazin, Fyrian, Gathalimay, Melestan,
Ruach, Wek, Wheetan, Xutan Hx
Everyone introduces their characters by name,
look and outlook. Take your turn. List the other
character's names. POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om

Go around again for Hx. On your turn, choose


LOOK whether you are by nature generous or reserved
with your trust and resources:
TEMPLARATE
Human: Male, Female, Scarred Face, Bright Within the Templarate, there are cabals of influence. Name your cabal's leader
Eyes, Kind Eyes, Slim Body, Crippled Body, Fat and choose his/her leadership type:
Body ○ Slaver (impulse: to own/sell people)
○ Hive queen (impulse: to consume/swarm)
Dwarf: Male, Female, Ambiguous, Weathered ○ Prophet (impulse: to denounce/overthrow)
Face, Stern Face, Blunt Face, Soot Covered
Face, Focused Eyes Whatever number that player tells you, give it +2
○ Dictator (impulse: to control)
○ Collector (impulse: to own)
POW
○ Alpha wolf (impulse: to hunt/dominate)
Half-elf: Male, Female, Ambiguous, Striking
Face, Determined Face, Quick Eyes, Guarded you. Whatever number that player tells you, Assign each to one stat to profile your cabal and its leader: 4, 6, 6, 8.
Eyes, Solid Body
name instead.
REA
For every two points of power, choose an asset the cabal possesses:
○ an odious psion; ○ a clever artificer; ○ a fierce militia; ○ a steel armory;
○ considerable wealth; ○ other (detail).

For every two points of reach, choose an asset the cabal possesses: ○ stable of AMB
war mounts; ○ a nearby safehouse; ○ telepathic communications; ○ another
agent nearby; ○ another agent elsewhere; ○ a dedicated Trader; ○ other
STATS (detail).
Assign each to one stat: 4, 6, 6, 8, 8, 10
Str: For aggression, brawling and melee. For every two points of trust, choose what leverage your cabal uses to ensure TRS
Con: For toughness, strength and courage. your loyalty (minimum 1): ○ money; ○ promises of power; ○ blackmail;
Dex: For quickness, stealth and coordination. ○ a cure for some affliction; ○ loved ones held hostage; ○ other (detail).
Int: For sorcery, psionics and knowledge. BARTER
Wis: For perception, alertness and insight.
Cha: For diplomacy, seduction, or coercion.
Your district provides for your day-to-day living,
LEADER, ASSETS, LEVERAGE
for you to concern yourself with that. When you

STARTING GEAR live and meals in common with others; a night in


one weapons of choice high luxury & company; any weapon, gear or
one rare or valuable (but not both) weapon fashion not valuable or unique; repair of a piece
templar's vestments
light or heavy armor (you detail) bestowal of the protective companionship of one
a mount
oddments worth 50 bar
our undivided attention, in private audience; or,
of course, oddments worth 10 bar.
TEMPLAR MOVES NAME: MISCELLANEA
TASKS
you open it to the Sorcerer-King you're dedicated to. This is the same as opening your psyche to DESCRIPTION When assigned a Task, your cabal expects you to complete it quickly and with as much descretion
the Dragon except: as possible. Complete a Task successfully and you get +1Trust (+2Trust if it was risky). Failure
means you get -2Trust (-1Trust if it was risky). You may call upon your cabal to employ its
their leige without Augury. resources on your behalf during the course of a Task. You may make use of one Asset for each four
points of Trust the cabal possesses. Compromising an Asset or wasting resources without results
will give you -2Trust.

start of the session, roll AMB for your cabal. On a hit, you are assigned a Task by your masters. STATISTICS Trust cannot be raised higher than 18 or drop lower than 0. Any time your Trust would drop
On 2, the Task is risky. On 1, it is merely delicate, awkward or inconvenient. On a miss, you are below 0, it resets to 4 and the DM will have the cabal twist the screws, possibly by bringing its
expected only to keep your eyes open for interesting opportunities.
go into combat HARM & SOAK Leverage into play or employing one of its Assets against you (to teach you a lesson).
threaten violence
○ Ain't No Trinket: When you use your symbol of authority to manipulate someone, take ADV Garnering unprecedented Trust is another matter. Any time your Trust would increase beyond
forward. STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON) 18, you have either caught the attention of your cabal leader's cabal leader or your success has
○ crippled (-4 DEX) catapulted your cabal leader to a new level of influence. For now, keep your Trust at 18. When the
○ All Access Pass: You have access to all areas in temples, palaces, libraries, fortifications, and test your courage ○ broken (-4 INT) time is right, spend 5xp, reset your Trust to 4, and detail a new, deeper, darker cabal with the DM.
other offical jurisdictions of your Sorcerer-King. If anyone asks what you are doing there, the r&r ○ confused (-4 WIS)

○ highlight
answer is, "Serving our God-King, fuckwit!" Unless it is a High Templar asking; then you should ○ disfigured (-4 CHA) CHOOSE A RACE
probably say something else. CON ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
character creation.
○ Around My Pinky: When you speak truth to power, roll CHA. On a hit, they listen to your advice -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
and do as you recommend without acting against their nature (the evil SK might still do good if act stealthily ○

DEAD
DYING DISTRESSED DINGED
you convince him it is in his personal interest). On 2, both; on 1, choose 1:
DEX ○ highlight test your courage take a lickin' keep on tickin'

○ Not the Boss of Me! (Half-Elf): When you receive good advice or instruction but act against it,
Advance: On 3, they are so impressed with the idea you reminded them they have that they grant WEAPONS mark XP. Take ADV forward while pursuing your own instincts instead.
open your psyche
you access to an Asset for personal use.

○ Book Learning: You are literate. Further, you can roll to read a sitch from maps, books, or
INT ○ highlight
secondhand accounts without actually being there.
read a sitch
○ Deep Blue Stare: When you read a person it is advanced, and you can also always ask, "of which read a person
crime are you guilty?" even on a miss. WIS ○ highlight
○ Prophetic Curse: When you reveal the secret knowledge your Sorcerer-King has given you and
pronounce a curse against a PC, roll Hx; an NPC, roll CHA. On a hit, hold 1. On 2, also take ADV seduce or coerce XP
forward against them. Until you spend your hold, you can help or interfere with them, no matter
where you are. You can spend your hold to: CHA ○ highlight ○○○○○ ○○○○○
Hx IMPROVEMENTS
They can spend your hold by: By spending 5 xp, you can:
○○○ get +2 CHA (max 18)
○○○○○ ○○○○○ get a new Templar move
○○○○○ ○○○○○ advance a Templar move
On a miss, it all goes wrong...mostly for you. ○○○○○ ○○○○○ advance a basic move
Advance: On 3, while you have hold you have ADV ongoing against them and you can open your ○get another district and an additional legion (detail)
psyche to reach them through your Sorcerer-King without Augury. ○○○○ choose a new option for one of your districts

○ By spending 7 xp, you can:


they serve as an asset to your cabal during the session, then at the end of the session, you both get +2 (max 18)
mark XP. Hx SPECIAL ○○○ STR; ○○○ CON; ○○○ DEX; ○○○ INT; ○○○ WIS
If another character helps you in a ○○○○○ ○○○○○ get a new multiclass move
cause set forth by your Sorcerer-King, ○○○○ add a gig (detail, see Bard Playbook)
you mark +2Hx with each other.
By spending 10 xp, you can choose a new playbook

Introducing
Cover Image by Brom
Introducing
CREATING A THIEF Dark Sun Boxed Set

THE THIEF
Rules Book, p81
To create your Thief, choose race, name , look, stats, gear, alignment, Hx, gang, and 5 XP of
improvements.
Power? Freedom? Fame? Joy? Forest for the trees. You know the one thing that can get you all of
NAME ALIGNMENT them in one go? Course you do. The clink of cold iron in your pocket, the sparkle of jewels in your
Human: Damian, Haarna, Kirk, Paxitus, Tobin, ○ Chaotic: leap into danger without a plan. vault.
Twile, Werrik, Wheelock ○ Neutral: leave no trace and take no more than
you need.
Halfling: Elis, Grelzen, Harri, Jyri, Nebin, ○ Evil: set someone else up for the repercussions
Purhas, Valto, Zivlil of your actions.

Hx
DARK
a character playbook for

Everyone introduces their characters by name,


look and outlook. Take your turn. List the other
character's names.
POWERED BY THE
Go around again for Hx. On your turn: APOCALYPSE
apoc al y pse - w or l d. c om
LOOK
complicated.
Human: Male, Female, Rugged Face, Cruel
Face, Calculating Eyes, Dead Eyes, Slim Body,
GANG
By default, your gang consists of between 2 and 3 violent thieves with scavenged and makeshift
Fat Body On the other's turns:
weapons and armor, and no discipline at all (2d8-harm gang tiny savage 2d6-soak).

Halfling: Male, Female, Boyish Face, Laughing Whatever number that player tells you, give it +2 Then, choose 2:
Eyes, Kind Eyes, Sharp Eyes, Small Body, Slim and write it next to the character's name. ○ Your gang consists of 4 to 7 violent thieves (3d10-harm gang small 3d8-soak).
Body ○ Your gang is well-armed. +2harm.
give it -2 and write it next to their character's
○ Your gang is well-armored. +2soak.
Mul: Male (and sterile), Blasted Face, Hard name. By default, you don't really care much
○ Your gang is well-disciplined. Drop savage.
Eyes, Ruined Eyes, Sturdy Body, Squat Body, about people and their shit.
○ Your gang is nomadic at heart, and able to maintain and repair its gear and feed its kanks
Stocky Body, Solid Body without a home base. It gets +mobile.
○ Your gang is self-sufficient, able to provide for itself by raiding and scavenging. It gets +rich.
○ Your gang is well-informed. It gets +insight.


STATS And, choose 1:


Assign each to one stat: 4, 6, 6, 8, 8, 10 ○ Your gang is loose-knit, with members coming and going as they choose. Vulnerable: desertion.
Str: For aggression, brawling and melee. ○ Your gang is in significant debt to someone powerful. Vulnerable: obligation.
Con: For toughness, strength and courage. ○ Your gang is filthy and unwell. Vulnerable: disease.
Dex: For quickness, stealth and coordination. ○ Your gang has a powerful rival gang. Vulnerable: reprisals.
Int: For sorcery, psionics and knowledge. BARTER ○ Your gang is spoiled rotten. Vulnerable: grounded.
Wis: For perception, alertness and insight. ○
Cha: For diplomacy, seduction, or coercion. services, 10 bar is the going rate for: one raiding ○
expedition; one convoy led through hostile ○
territory; one threat delivered (loud and clear);

STARTING GEAR and enforcers.


two weapons of choice
fashion or light armor (you detail)
oddments worth 40 bar
THIEF MOVES NAME: MISCELLANEA
○ Break and Enter: You are talented at gaining access to places you have no business being (eg. the GUILD HALL
magistrate's quarters or out of a locked cell). When you attempt to enter or exit such a place, roll DESCRIPTION Your gang has a home. A base of operations. A place to hang out, eat, and bring whores. Here you
DEX. On 2, choose 3. On 1, choose 2: can lay low, impress your gang, recouperate, and enjoy the fruits of your labors. Detail your Guild
Hall. Your space includes (choose three):
○ An unsavory income (e.g. brothel on upper floors or low rent tavern on ground floor); detail
now and roll as a gig each session thereafter.
○ A defiler on retainer (e.g. Sadiq the Mad), +Augury.
Advance: On 3, the DM will offer you a better outcome, true beauty, or a moment of grace. ○ Skilled labor (e.g. Jethro, Sammael, and Whisper). ○ A smithy.
STATISTICS ○ A location that is a secret (for now...). ○ A proving range.
○ Deep Pockets: When you have your gang search their pockets and saddlebags for something, roll ○ A controlled growing environment. ○ Booby traps.
DEX. It has to be something small enough to fit and not valuable or rare. On 2, one of you
go into combat HARM & SOAK ○
happens to have just the thing, or close enough. On 1, one of you happens to have something ○
threaten violence
pretty close. On a miss, one of you used to have just the thing, but it turns out that some rival ○
gang stole it from you. STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON)
Advance: On 3, "Ho! Look what I found!" Something rare or valuable pops up. ○ crippled (-4 DEX) CHOOSE A RACE
test your courage ○ broken (-4 INT) ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
○ Don't Bite the Hand: When your gang is besotted on their particular pleasures, take ADV r&r ○ confused (-4 WIS) character creation.

○ highlight
ongoing when rolling against them. ○ disfigured (-4 CHA)
CON ○ Little (Halfling): When you squirm through a tiny space, roll DEX. On 2, you can get in and/or
○ In the Wind: Name your escape route and Roll DEX. On 2, excellent. You're gone. On 1, you can out of some place without being seen. On 1, choose 2:
go or stay, but if you go it costs you: leave something behind, or take something with you, the DM -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
will tell you what. On a miss, you're caught vulnerable, half in and half out. act stealthily

DEAD
DYING DISTRESSED DINGED
Advance: On 3, you also get everyone else out clean. Even the fat dwarf.
DEX ○ highlight test your courage take a lickin' keep on tickin'
○ Scary Big (Mul): When you use the threat of physical violence as leverage to coerce someone,
○ Infamous: When you meet someone important (your call), roll CHA. On a hit, they've heard of you can roll STR instead of CHA.
you and you say what they've heard; the DM will have them respond accordingly. On 2, take ADV WEAPONS
open your psyche
forward for dealing with them. On a miss, they've heard of you, but the DM decides what.
Advance: On 3, not only have they heard of you, they owe you. Say why.
INT ○ highlight
○ Pants on Fire: Whenever someone reads you with a move and asks you if you're telling the
truth, the answer is always 'yes'. read a sitch
read a person
○ Prince of Thieves: When you try to impose your will on your gang, roll CHA. On 2, all 3. On 1, WIS ○ highlight
choose 1:

seduce or coerce XP
On a miss, someone in your troop makes a dedicated bid to replace you. CHA ○ highlight ○○○○○ ○○○○○
○ Slippery Fuck: When you test your courage, roll DEX instead of CON. Hx IMPROVEMENTS
By spending 5 xp, you can:
○ They'd be crazy to follow us in here!: You can roll DEX to get the effects of Getting Violent, ○○○ get +2 DEX (max 18)
without Getting Violent. You and your enemy have to be in dangerous terrain, but you don't have ○○○○○ ○○○○○ get a new Thief move
to interact in any way. If the enemy forces your hand, the landscape counts as a weapon ○○○○○ ○○○○○ advance a Thief move
(1d8harm far area). ○○○○○ ○○○○○ advance a basic move
○○○○ choose a new option for your gang
○ V for Vendetta: Whenever you take a debility, name the person you hold most responsible. Take ○ get a guild hall (detail)
ADV ongoing to all rolls versus them, forever. ○○○○○ choose a new option for your guild hall

○ Weaponized Vanilla: People can't quite recall if you were coming or going, if you are tall or By spending 7 xp, you can:
short, or if you were there or not. Futher, they can't quite tell what you are thinking, aren't sure Hx SPECIAL get +2 (max 18)
what you'll do, and don't know what you're up to. Versus PCs, it costs double hold to use READ If you and another character get in ○○○ STR; ○○○ CON; ○○○ INT; ○○○ WIS; ○○○ CHA
moves against you and no one may carry ADV forward against you. trouble with the law together, you mark ○○○○○ ○○○○○ get a new multiclass move
+2Hx with each other. ○○○○ add a gig (detail, see Bard Playbook)

By spending 10 xp, you can choose a new playbook

Introducing
Cover Image by Brom
Introducing
CREATING A TRADER Dark Sun Boxed Set

THE TRADER
The Wanderer's Journal, p15
To create your Trader, choose race, name , look, stats, gear, alignment, Hx, market, and 5 XP of
improvements.
Ride with me, friend. The shade of my lectica upon the smooth gait of my human-slaves will ease
NAME ALIGNMENT your sore feet. Wonder with me, if you will, "what is so hard about life under the Dark Sol?"
Human: Caleb, Dorjan, Jotano, Korla, Myron, ○ Lawful: settle terms fairly despite your Economics doesn't require genius, just gumption. And don't let the crazies fool you, cash is still
Rayne, Voliviuus, Ydris leverage. king. Iron bars and baked ceramics now clink in purses where history rumors we once had gold.
○ Neutral: foster, expand, or establish economic But what's the difference? Warriors, wack-jobs, Sorcerer-Kings, Templars, thieves, assassins...they
Dwarf: Brul, Drod, Judoc, Lyanius, Rkard, prosperity. are all brought to their knees when their coffers are empty.
○ Good: emperil your person or profits to get
others what they need. I'll give you one guess who keeps them full...
Elf: Arzu, Botuu, Grissi, Lobuu, Nysia, Riv,
Hx
DARK
a character playbook for
Yalana, Yarma
Everyone introduces their characters by name,
look and outlook. Take your turn. List the other
character's names.
POWERED BY THE
Go around again for Hx. On your turn, choose APOCALYPSE
apoc al y pse - w or l d. c om
LOOK one or both:
Human: Male, Female, Kind Face, Handsome
Face, Hard Eyes, Hooded Eyes, Sturdy Body, that player Hx=12. MARKET and TRADE
Crippled Body
threatened your trade. Tell that player Hx=6. measure of your efficacy as a trader. It represents the depth of your network
Dwarf: Male, Female, Ambiguous, Weathered and connections, the stability of your products, services, suppliers, and
Face, Blunt Face, Deep Eyes, Hard Eyes, Stout
Body
people know you well. vendors, and the ability of your market to recruit and serve its clientele. TRD
On the other's turns:
Elf: Male, Female, Ambiguous, Sharp Face,
Hard Eyes, Rangy Body, Wiry Body, Tall Body something you need. Whatever number that
Surplus: 30-bar Want: 10-bar).
player tells you, add 2 to it and write it next to
the character's name.
Choose 1 (surplus / want):
○ Arms and Armor (valuable arms and armor for you and your staff / anxiety).
write it next to their character's name.
○ Food and water (+10bar / hunger).
○ Raw and Crafted Materials (+10bar / idle).
○ Luxuries (+20bar / judgment).
○ Fruits, Herbs and other medicinal supplies (+10bar and services of a Druid / disease).
○ Slaves (+10bar / savagery).
STATS ○
Assign each to one stat: 4, 6, 6, 8, 8, 10
Str: For aggression, brawling and melee. ○
Con: For toughness, strength and courage. ○
Dex: For quickness, stealth and coordination.
Int: For sorcery, psionics and knowledge. BARTER And, Choose 2:
Wis: For perception, alertness and insight. If you're charging someone wealthy for your ○ Good staff, +2TRD (--- / +10bar).
Cha: For diplomacy, seduction, or coercion. services, 10 bar is the going rate for: one unique ○ You've cornered the market on something you move ( +20bar / reprisals).
item located (but not procured); one caravan's ○
logistics from A to B; one month operating a ○ People owe you favors (insight / obligation).
market at a profit. ○ Slush fund (-10bar / buyoff one want).

STARTING GEAR ○
a weapon of choice

heavy noble outfit and/or fashion armor
oddments worth 60 bar
And detail, with the DM, your market place, your staff (three named NPCs) and a couple of NPCs
with interests in your trade: Who wants in? Who wants out? Who owes you? Who do you owe?
TRADER MOVES NAME: MISCELLANEA
○ BAZAAR
check in with your markets and roll TRD. On 2, you're in surplus. On 1, pick one surplus and one DESCRIPTION You have a permanent establishment to house your market's commerce. It may be a simple tent
next to the Elven markets or or may be a stuccoed warehouse with reputable storefront. By
default, your bazaar is small, semi-permanent, and near other markets of ill repute. It includes a
○ Acquisitive Eye: When you see, hear about, or otherwise come to know of a thing you want, roll security force that may waver if your market is in want (2d8-harm gang tiny 2d6-soak). Now,
WIS. On 2, ask 3. On 1, ask 1: choose two upgrades:
○ A secondary income (e.g. you warehouse and guard others' merchandise); detail now and roll as
a gig each session thereafter.
STATISTICS ○ Well regarded and far-reaching reputation (+2 TRD).
○ Excellent security (3d10-harm gang small 3d8-soak).
attention.
go into combat HARM & SOAK ○ A warehouse (+20bar in surplus / -10 bar in want).
Advance: On 3, you already have an angle; describe it. The DM will make it so, within reason. ○ Living quarters that improves morale of staff and security (--- / -10 bar in want).
threaten violence

○ Appraising Eye: When you read a situation or a person, on a hit, in addition to your other STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON) ○
questions, you may ask: ○ crippled (-4 DEX) ○
test your courage ○ broken (-4 INT)
r&r ○ confused (-4 WIS) CHOOSE A RACE

○ highlight ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
○ disfigured (-4 CHA)
○ Easy to Trust: When you try to coerce another player's character, roll Hx instead of CHA. When CON character creation.
you try to coerce an NPC, roll WIS instead of CHA.
-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 ○ By the Numbers (Dwarf): You may substitute INT for WIS when you read a person or sitch.
○ Everybody Needs Something: When you want to know something about someone important act stealthily

DEAD
DYING DISTRESSED DINGED
(your call), roll WIS. On a hit, you can ask the DM questions.
On 2, ask 3. On 1, ask 1:
DEX ○ highlight test your courage take a lickin' keep on tickin'
○ Smuggler (Elf): When you need to get some jang-a-thang in or out of a place, call on the local
elves and roll CHA. On 2, choose 3; on 1, choose 1:

WEAPONS
open your psyche
Advance: On 3, you may declare your relationship with the person of interest or someone close to
them. The DM will make it so, within reason.
INT ○ highlight Describe how.
On a miss, the elves you call upon end up being less than helpful.
○ read a sitch
read a person
yes, you can just go buy it like that. On 1, the DM chooses one of the following: WIS ○ highlight
seduce or coerce XP

CHA ○ highlight ○○○○○ ○○○○○
Hx IMPROVEMENTS
By spending 5 xp, you can:
○○○ get +2 WIS (max 18)
○○○○○ ○○○○○ get a new Trader move
○ Money Talks: When you make known that you want a thing and drop coin to speed it on its ○○○○○ ○○○○○ advance a Trader move
way, roll 1 for every 10bar spent (max 18). It has to be a thing you could legitimately get this way. ○○○○○ ○○○○○ advance a basic move
On 2, it comes to you, no strings attached. On 1, it comes to you, or something pretty close. On a ○ get an established bazaar (detail) with security
miss, it comes to you, but with strings very much attached. ○○○○ choose a new option for your market
○○○○ choose a new option for your bazaar
○ Things Speak: When you handle or examine something interesting, roll WIS. On a hit, you can
ask the DM questions. By spending 7 xp, you can:
On 2, ask 3. On 1, ask 1: Hx SPECIAL get +2 (max 18)
If you and another character make a ○○○ STR; ○○○ CON; ○○○ DEX; ○○○ INT; ○○○ CHA
significant transaction together, you ○○○○○ ○○○○○ get a new multiclass move
mark +2Hx with each other. ○○○○ add a gig (detail, see Bard Playbook)
Treat a miss as though you've opened your psyche to the dragon and missed the roll.
Advance: on 3, ask any 3 questions you want, not limited to the list. By spending 10 xp, you can choose a new playbook

Introducing
Cover Image by Brom
Introducing
CREATING A TRIBAL Dark Sun Boxed Set

THE TRIBAL
Rules Book, p22
To create your Tribal, choose race, name , look, stats, gear, alignment, Hx, and 5 XP of
improvements.
Gone are the old ways, and the good ol' days. What happens when you've forgotten how to speak,
NAME ALIGNMENT how to act, how to be 'civilized?' You reinvent yourself, and take what you can from the dead
Human: Darian, Hirik, Kilay, Ktandeo, ○ Chaotic: destroy. Something. Anything. world. You've taken the scraps of memory left in the ruins, and from it, a new order - a new
Rathoras, Remar, Sebastian, Shallin Everything. culture - has arisen. One that can survive the Dark Sun, the things that roam, and worst of all,
○ Good: end tyrrany. Oppression. Slavery. other people.
Halfling: Cha, Horga-at-horg, Ilmari, Nok, ○ Evil: kill. Maim. Rape.
Purhas, Tak, Tar, Valto When the last bastions crumble, when everyone's dying for a drop, you will thrive.

Hx
DARK
a character playbook for
Stralloshax, Tomak, Xanyon
Everyone introduces their characters by name,
look and outlook. Take your turn. List the other
character's names.
POWERED BY THE
Go around again for Hx. On your turn, choose APOCALYPSE
apoc al y pse - w or l d. c om
LOOK one or both:
Human: Male, Female, Kind Face, Determined
Face, Forgiving Eyes, Soft Eyes, Dead Eyes, with your tribal elders. Tell that player Hx=12. RAGE
Kind Eyes
them or someone they hold dear. Tell that player Sometimes you control it; sometimes it controls you. Choose what drives your
Halfling: Male, Female, Wise Face, Boyish Face, Hx=10. rage (choose 3):
Smooth Face, Plump Face, Caring Eyes, Sharp ○ Defiling ○ Violence
Eyes strange and confusing. ○ Thirst ○ Slavery
○ Gold ○ Law
Mul: Male (and sterile), Scarred Face, Dirty On the other's turns, choose one or both: ○ Suffering ○ Gluttony
Face, Weary Eyes, Stout Body, Squat Body, ○
Stocky Body, Solid Body and hurting. Ignore the number that player tells ○

instead.
At the beginning of each session or when you witness something that
you. Ignore the number that player tells you; infuriates you, mark off one rage meter segment. If your rage is full, you
rampage. You may voluntarily rampage at any time.
instead.

STATS RAGE
Assign each to one stat: 4, 6, 6, 8, 8, 10 name. You have little common ground with
Str: For aggression, brawling and melee. outsiders. wanton. R A M P A G E. Until your rage meter returns to zero, your anger cannot be controlled.
Con: For toughness, strength and courage. While rampaging, roll all moves as if you were pursuing an appetite (roll with ADV using your
Dex: For quickness, stealth and coordination. appetite die). If your appetite die introduces a complication, the DM may change or redirect that
Int: For sorcery, psionics and knowledge. BARTER move. You may only Go Into Combat or Get Violent while rampaging; all other moves are at DSV.
Wis: For perception, alertness and insight. Demonstrating an emotion other than rage is Testing Your Courage. You may erase a rage
Cha: For diplomacy, seduction, or coercion. segment by doing one of the following (add one to the default list):
sell yourself to the pimps grasping at the ○
remaining trappings of "civilization" and calling it ○
power or commerce? Or do you just take what ○
STARTING GEAR they have when it suits you, and ignore them ○
a signature weapon that may be rare but not when it doesn't? ○
valuable (you detail) ○
a shortbow or longbow
oddments worth 10 bar You may set your rage meter all the way to zero by spending 1XP. You may do this any time you
light armor without any flair wish, before, during, or after a rampage. You may also spend 1XP to add a condition for reducing
your rage meter.
TRIBAL MOVES NAME: MISCELLANEA
○ A Good Day to Die: You have ADV ongoing when you are dying; roll it with your appetite die. DRACONIAN APPETITES
You also have ADV to Test Your Courage while Dying when you are rampaging; this ADV is rolled DESCRIPTION Others may content themselves with just a taste of wine, or dominion over a servant or two, but
with your appetite die as normal. you want more. Choose two appetites. Then get yourself a d20 of a unique color. This is your
appetite die. While pursuing one of your appetites, if you would roll for a move, roll the move with
○ Born Under the Dark Sol: Unlike those who cower in the City-States and villages, unlike those ADV and make sure one of your d20s is your appetite die. If your appetite die is a success AND is
who grasp at the trappings of the old world through trade and politics, you are truly a scion of the the highest successful die rolled, the DMwill also introduce a complication or danger that comes
Dark Sol, and you understand it like only those of a generation can ever truly understand that about due to your heedless pursuits.
generation. Whenever some aspect of the world-as-established (or not-yet-established) is in ○ Pure destruction
question, you have final veto over all players except the DM. STATISTICS ○ Power over others
○ Mortal pleasures
○ Just Do It: When you just attack someone, without considering the consequences, take ADV
go into combat HARM & SOAK ○ Conquest
ongoing against them using your appetite die. ○ Riches and property
threaten violence
○ Fame and glory
○ Mark of Might: When you spend some uninterrupted time reflecting on your past glories you STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON) ○
may mark yourself with a symbol of your power (a long braid tied with bells, ritual scars or ○ crippled (-4 DEX) ○
tattoos, etc.). Any intelligent mortal creature who sees this symbol knows instinctively that you test your courage ○ broken (-4 INT) ○
are a force to be reckoned with and treats you appropriately. r&r ○ confused (-4 WIS)

○ highlight ○ disfigured (-4 CHA) CHOOSE A RACE


○ More Than Words: You may attempt to impress your feelings upon someone through CON ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
expressions, body language, attitude, and actions. If they are an NPC, roll CHA. On 2, choose 3; on character creation.
1, choose 1. -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10
act stealthily ○ Beast of War (Mul): In battle and while rampaging, you count as a tiny gang; +2harm, +2soak,

DEAD
DYING DISTRESSED DINGED
DEX ○ highlight test your courage take a lickin' keep on tickin'
+1pool.

If a PC, pick what you want them to do off the list and treat it as Seducing or Coercing someone, ○ I Eat Dead People (Halfling): When you harvest meat from the carcass of a humanoid (but not a
but roll Hx instead of CHA. WEAPONS kreen), you get 6-flesh. When you eat the this flesh some of your wounds heal, roll flesh eaten
open your psyche
Advance: On 3, you fundamentally alter their view of you, as Advanced Seduce or Coerce. (max 18) and 2d10. On 2, heal hp = the higher d10. On 1, heal hp = the lower d10 but only if you

○ More! Always More!: When you satisfy an appetite to the extreme (destroying something
INT ○ highlight aren't dying. On a miss, you suffer DSV ongoing until you flush your system with precious water.

unique and significant, gaining enormous fame, riches, power, etc.) you may choose to resolve it.
Cross it off the list and mark XP. While you may pursue that appetite again, you no longer feel the read a sitch
burning desire you once did. In its place, choose a new appetite from the list or write your own. read a person
WIS ○ highlight
○ Outsider: You may be mul, halfling, or human, but you and your people are not from around
here. At the beginning of each session, the DM will ask you something about your homeland, why
you left, or what you left behind. If you answer them, mark XP. seduce or coerce XP
○ Smash!: Advance Go Into Combat. On 3, instead of choosing an option for double effect, you
may choose something physical your target has (a weapon, their position, a limb): they lose it.
CHA ○ highlight ○○○○○ ○○○○○
Hx IMPROVEMENTS
○ The One Who Knocks: Advance Test Your Courage. On 3, you turn the danger or adversity back By spending 5 xp, you can:
on itself; the DM will tell you how. ○○○ get +2 CON (max 18)
○○○○○ ○○○○○ get a new Tribal move
○ Usurper: When you prove yourself superior to a person in power, take ADV forward with their ○○○○○ ○○○○○ advance a Tribal move
followers, underlings, and hangers on. ○○○○○ ○○○○○ advance a basic move
○○○ add an appetite
○ War Cry: When you enter battle with a show of force (a shout, a rallying cry, a battle dance) roll
CON. On 2, both; on 1, one or the other. On a miss, the enemy identifies you as the foremost By spending 7 xp, you can:
threat, and acts accordingly. You may use this move while rampaging. get +2 (max 18)
○○○ STR; ○○○ DEX; ○○○ INT; ○○○ WIS; ○○○ CHA
Hx SPECIAL ○○○○○ ○○○○○ get a new multiclass move
abandon) If you and another character indulge in ○○○○ add a gig (detail, see Bard Playbook)
Advance: On 3,choose a foe. Your show of force involves their capitulation (dead, disabled, or rapacious excess together, you mark
disarmed, DM's choice). Describe it. +2Hx with each other. By spending 10 xp, you can choose a new playbook

○ What is Best in Life: At the end of a session, if during this session you have crushed your
enemies, seen them driven before you, or have heard the lamentations of their kinfolk, mark XP.
Introducing
Cover Image by Brom
Introducing
CREATING A WARRIOR Dark Sun Boxed Set

THE WARRIOR
Rules Book, p13
To create your Warrior, choose race, name , look, stats, gear, alignment, Hx, baggage, and 5 XP of
improvements.
Warriors are the baddest motherfuckers to stand on the burning sands of Athas. They are lone
NAME ALIGNMENT destroyers and powerful foes made of might and muscle, warlords who command by their
Human: Astini, Dorjan, Galen, Mandalis, ○ Good: defend those weaker than you. strength alone. Don't stand in a Warrior's way unless you want to see your blood wetting the
Niscret, Sintha, Tithian, Wyan ○ Neutral: find and defeat a worthy opponent. earth.
○ Evil: kill a defenseless or surrendered enemy.
Elf: Coranuu, Faenaeyon, Kamnys, Nuuta, Freedom lives on the edge of blade.
Ruhola, Vandrellen, Vinia, Wik

Dwarf: Bricius, Ghedran, Judoc, Maedoc,


Hx
DARK
a character playbook for
Portek, Sa'ram, Thorfur, Veso
Everyone introduces their characters by name,
look and outlook. Take your turn. List the other
Mul: Cocoton, Kartos, Nesa, Rkard,
character's names.
Stralloshax, Tenpug, Tomak, Xanyon
POWERED BY THE
Go around again for Hx. On your turn, choose 1, APOCALYPSE
apoc al y pse - w or l d. c om
LOOK 2 or all 3:
Human: Male, Female, Weathered Face,
Forgiving Eyes, Soft Eyes, Sturdy Body, shoulder with you. Tell that player Hx=12. BAGGAGE
Muscular Body, Gorgeous Body few members of your old crew. Pick at least 2 gigs that best represent the kind of work you did
and did nothing for you. Tell that player Hx=4.
back in the day, whether for pleasure, profit, or out of desparation. Instead of the normal traits,
Elf: Male, Female, Ambiguous, Sharp Face,
Quick Eyes, Pale Eyes, Tall Body, Lanky Body prettiest. Tell that player Hx=12.
whenever you open your brain, pick some of these old gigs and roll BAG. On a success, the DM
Tell everyone else Hx=8.
tells you something you remember and you take ADV forward against friends and enemies from
Dwarf: Male, Female, Ambiguous, Scarred
Face, Weathered Face, Soot Covered Face, On the other's turns:
Focused Eyes, Square Body
cunning. Whatever number that player tells you,
Mul: Male (and sterile), Blasted Face, Hard add 2 to it and write it next to the character's
Eyes, Sad Eyes, Sturdy Body, Muscular Body, name. for now. Mark XP and record the situation as an old gig (memories / blowback)
Squat Body, Solid Body
write it next to their character's name. one final score you have to settle first, in order for most folks to leave it alone. BAG
On a failure, the situation blows up in your face.

STATS
Assign each to one stat: 4, 6, 6, 8, 8, 10
Str: For aggression, brawling and melee.
Con: For toughness, strength and courage.
Dex: For quickness, stealth and coordination.
Int: For sorcery, psionics and knowledge. BARTER
Wis: For perception, alertness and insight.
Cha: For diplomacy, seduction, or coercion. services, 10 bar is the going rate for one act of

employment as bodyguard or gang leader; one

STARTING GEAR
1 steel weapon of your choice (you detail)
2 other weapons of your choice
any armor (you detail)
oddments worth 20 bar
WARRIOR MOVES NAME: MISCELLANEA
○ Athletic Stance: You ignore the Clumsy tag, whether from weapons or armor. SIGNATURE WEAPON
DESCRIPTION This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend.
○ Battlefield Intuition: When you open your psyche to the Dragon in battle, roll STR instead of It is your life. You master it as you master your life. Your weapon, without you, is useless. Without
INT. Only in battle. your weapon, you are useless. You must wield your weapon true.

○ Battle-Hardened: When you test your courage, roll STR instead of CON. Describe whether your weapon is a headed (bludgeoning), spiked (piercing), or bladed (slashing)
apparatus affixed to a (choose 1):
○ Bodyguard: When someone is in a spot, you can roll WIS. On 2, you are there with everything ○ pole (d8-harm reach brittle)
you need and in a good position. On 1, you're there but (choose one): STATISTICS ○ haft (d8-harm hand brittle)
○ handgrip (d8-harm intimate brittle)
Advance: On 3, you're there and you can Read the Sitch as if you'd rolled 2 before anything else
go into combat HARM & SOAK
goes down. Then, choose options (choose 3):
threaten violence
○ metal (-brittle, +valuable, +tough, +1pool); counts as two options
○ Defend: When you stand in defense of a person, item, or location under attack, roll CON. On 2, STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON) ○ head (+bludgeoning) ○ big (+2harm)
hold 3. On 1, hold 1. So long as you stand in defense, when someone or something Goes Into ○ crippled (-4 DEX) ○ spikes (+piercing) ○ huge (+4harm, +two-handed)
Combat or Gets Violent and involves you or the thing you defend you may spend hold, 1 for 1, to test your courage ○ broken (-4 INT) ○ blade (+slashing) ○ enormous (+6harm, +two-handed, +clumsy)
choose an option: r&r ○ confused (-4 WIS) ○ deft (+finesse) ○ versatile (+intimate OR +hand OR +reach)

○ highlight ○ obsidian (+messy OR +keen) ○ ornate (+valuable)


○ disfigured (-4 CHA)
CON ○ hidden (+infinite) ○ serrated (+keen)
○ sinister (+messy) ○ glowing (e.g. always, in presence of defiling, at etc.)
-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 ○ thunderous (+loud, +forceful) ○ chain (+area, +flailing)
act stealthily ○

DEAD
DYING DISTRESSED DINGED
○ Immaculate Physique: When you try to seduce someone, roll STR instead of CHA.
DEX ○ highlight test your courage take a lickin' keep on tickin'


○ Indomitable: When you go into battle, roll STR. On 2, hold 3. On1, hold 1. On a miss, hold 1,
but take DSV forward. During the battle you can spend your hold 1 for 1 to: WEAPONS CHOOSE A RACE
open your psyche
○ Adaptive (Human): You can choose an additional non-race specific move from any class at

before they have time to adjust or react.


INT ○ highlight character creation.


read a sitch
○ read a person
WIS ○ highlight ○ Stalwart (Dwarf): You ignore the forceful tag on enemies' weapons.

○ Merciless: When you inflict harm, +1pool. ○ Tireless (Mul): You basically don't get tired. You can go for days, if you know what I mean. Also
seduce or coerce XP (or, as a result) you can take R&R without any rest at all, albeit with DSV. If you actually rested
○ Oh Yeah!: Roll STR to smash your way through scenery to get to or away from something. 2, the
scenery moved or smashed and you get what you want. On 1, you get what you want and smash
or move the scenery but take 2d4-harm (ap) and the DM chooses 1:
CHA ○ highlight ○○○○○ ○○○○○ and got some sleep, take R&R with ADV.

Hx IMPROVEMENTS
By spending 5 xp, you can:
Think smashing through walls or pushing through burned out husks of slave barges. ○○○ get +2 STR or ○○○○○ +2 CON (max 18)
Advance: On 3, the DM will offer you a better outcome, true beauty, or a moment of grace. ○○○○○ ○○○○○ get a new Warrior move
○○○○○ ○○○○○ advance a Warrior move
○ Sacred Weapon: Choose one of your weapons. You never lose that weapon. Ever. No matter ○○○○○ ○○○○○ advance a basic move
what. It's like Indiana Jones' hat. ○○○○○ ○○○○○ add an enhancement to your weapon

○ Scent of Blood: At the beginning of each session, roll INT. On 2, hold 1+ADV. On 1, hold 1. At By spending 7 xp, you can:
any time, you or the DM can spend your hold to have you at the scene of a battle (a real battle, not get +2 (max 18)
intimate violence between a couple people), with or without any clear explanation why. If your ○○○ CON; ○○○ DEX; ○○○ INT; ○○○ WIS; ○○○ CHA
hold was 1+ADV, take ADV forward now. On a miss, the DM holds 1, and can spend it to have you Hx SPECIAL ○○○○○ ○○○○○ get a new multiclass move
there and pinned down. If you and another character fight side- ○○○○ add a gig (detail, see Bard Playbook)
Advance: On 3, choose one aspect of the battle to describe. The DM will make your description by-side in combat, you mark +2Hx with
true, if it's even remotely possible: each other. By spending 10 xp, you can choose a new playbook

Introducing
Cover Image by Brom
Introducing
CREATING A WRANGLER Dark Sun Boxed Set

THE WRANGLER
The Wanderer's Journal, p30
To create your Wrangler, choose race, name , look, stats, gear, alignment, Hx, pack, and 5 XP of
improvements.
We each contain a ruthless predator within, call it ambition or rage but it is there. Only with full
NAME ALIGNMENT
Human: Agu, Attia, Er'thork, Haakar, Llunet, ○ Good: make a sacrifice for someone outside the throats. The rule of law is all that seperates us from the howling within. But the alphas make the
Quinn, Tella, Terric pack. laws and the other packmates follow, and the one holding the leash is often mistaken for the
○ Lawful: enforce the will and rule of the pack. alpha. Somewhere between humanity and the beasts, instincts must be wrangled to conform to
Half-elf: Arya, Drewet, Krysta, Poortool, Vok, ○ Neutal: help an animal or spirit of the wild. law.
Wek, Wheetan, Xutan
Or is it the other way around?
Elf: Arzu, Bademyr, Dukkoti, Faenaeyon,
Hx
DARK
a character playbook for
Guvaano, Jirah, Kiiretti, Nuuko
Everyone introduces their characters by name,
look and outlook. Take your turn. List the other
character's names.
POWERED BY THE
Go around again for Hx. On your turn, tell APOCALYPSE
apoc al y pse - w or l d. c om
LOOK everyone Hx=8; you don't really get people
Human: Male, Female, Handsome Face, Busted individually.
Face, Forgiving Eyes, Soft Eyes, Ruined Eyes,
PACK OF ANIMALS
You have a pack of 4 animals (three adults and one pup). Your pack has three
Stout Body On the other's turns:
new stats: ferocity (FER), cunning (CUN), and instinct (NST). Your pack's stats
depend upon its species and its members. Your DM may also detail custom
Half-elf: Male, Female, Ambiguous, Lively Face, first beast; whatever number they tell you, add 2
Narrow Face, Hard Eyes, Merciless Eyes, Solid to it.
moves for the different species. Detail your pack and give all of them names: FER
○ Baazrag (+1FER, +1CUN, +1NST, d4-soak)
Body ○ Dagorran (+3FER, +1CUN, +3NST, +savage, +frightening, d4-soak)
recently; whatever number they tell you, add 2 to
○ Jhakar (+2FER, +1CUN, +1NST, +stubborn, d4-soak)
Elf: Male, Female, Ambiguous, Lively Face, it.
○ Rasclinn (+1FER, +2CUN, +2NST, +plant poison immunity, d4-soak)
Handsome Face, Sharp Face, Striking Face,
Narrow Face
○ Zhackal (+1FER, +1CUN, +2NST, +frightening, d4-soak) CUN

For each point of ferocity, choose a strength:


○ Strong, ○ burly, ○ huge, ○ adaptable, ○ quick reflexes, ○ omnivore, ○ tireless,
○ camouflage, ○ intimidating, ○ keen senses, ○ stealthy, ○ fast, ○ calm NST
Your pack is trained to fight humanoids. For each point of cunning, choose an additional training:
○ Hunt, ○ search, ○ scout, ○ guard, ○ fight monsters, ○ perform, ○ labor, ○ travel, ○ steal
STATS
Assign each to one stat: 4, 6, 6, 8, 8, 10
For each point of instinct, choose a weakness:
Str: For aggression, brawling and melee.
○ Flighty, ○ savage, ○ slow, ○ broken, ○ frightening, ○ forgetful, ○ stubborn, ○ lame, ○ mad
Con: For toughness, strength and courage.
Dex: For quickness, stealth and coordination.
Int: For sorcery, psionics and knowledge. BARTER Alphas are dominant members of the pack. If you ever have more than 1, gain
+divided leadership. For each alpha in your pack gain +1FER or +1CUN. Also
Wis: For perception, alertness and insight.
gain +1NST for each alpha. Alphas count towards the gang size of your pack.
Cha: For diplomacy, seduction, or coercion. services, 10 bar is the going rate for: one
extremely dangerous rampaging animal subdued; Available basic moves as an individual: all of them. Spend 2XP to advance an ALPHA
adult to an alpha.
one month's training for beasts of burden, hunt,
or war; one month's management of a flock, pack, Adults are the meat and potatoes of your pack. You start with 3 of them.
STARTING GEAR Adults count towards the gang size of your pack. Available basic moves as an
driver.
two weapons of your choice
light armor (you detail)
individual: Everything except get violent and seduce(but you can still coerce).
Spend 2XP to advance a pup to an adult.
ADULT
survival gear (worn)
oddments worth 30 bar
adult or they might be orphans. However it is, they rely on you at least as
much as they help out. To start, your pack has 1 pup. Pups do not count
towards the gang size of your pack. Available basic moves as an individual:
PUP
Coerce (but not seduce), read a person, and open your brain. Spend 1XP to add
a pup to your pack.
WRANGLER MOVES NAME: MISCELLANEA
○ Abandon Ship: If any member of the pack is killed, the DM immediately tells you what your best COMMAND
escape route is and, if you act on it, roll WIS. On 2, take ADV forward to do so, and mark XP. On DESCRIPTION
1, take ADV forward to do so.

○ Animal Handler: You can Read an Animal the way others Read a Person. You can also Seduce or
Coerce an animal the way others do people.
Advance this move and use it like the corresponding advanced basic move.

○ Animalspeak: You can talk to animals and can use moves on them like on humans. Your pack STATISTICS harm.
gives you +insight. If you work with your animals and someone interferes with you, they add your pack's NST to their
go into combat HARM & SOAK roll.

threaten violence
common folks find useful. At the beginning of each session, roll WIS. On 2, gain 10 bar and CHOOSE A RACE
remove either +hungry or +sickly from your sheet for the rest of this session. On 1, gain 10 bar. STR ○ highlight ○

enfeebled (-4 STR)
shattered (-4 CON) ○ Adaptive (Human): You can choose an additional non-race specific move from any class at
○ crippled (-4 DEX) character creation.
you normally have +hungry, none of you have eaten in days, gain +sickly. If you normally have test your courage ○ broken (-4 INT)
+sickly, well, you're fucked anyway. r&r ○ confused (-4 WIS) ○ Hunter's Prey (Elf): You may Spout Lore (cf. Bard) about creatures of the Wastes both great and

○ highlight ○ disfigured (-4 CHA) small. Your area of expertise includes predators, prey, and other natural creatures and
○ Hive Mind: If you ever roll WIS when at least half of your members are present and focused on CON circumstances.
the same task, take ADV to that roll.
-5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 ○ Raised by Rasclinn (Half-Elf): You were raised by your pack from an age so young you can't
○ Like a Plague of Locusts: Whenever one or more of your members is in physical danger, the rest act stealthily remember life without them. You start with one appropriate move from the Tribal playbook.

DEAD
DYING DISTRESSED DINGED
DEX ○ highlight test your courage take a lickin' keep on tickin'
Further, you may select appropriate moves from the Tribal playbook as if they were Wrangler
moves as Improvements; this includes advancing moves so chosen, as appropriate.
○ Pack Order: When you read a group of people as though you would read a person, roll WIS. On
2, hold 3. On 1, hold 1. You may spend your hold to ask questions, 1 for 1: WEAPONS
open your psyche

INT ○ highlight
Advance: on 3, ask any 3 questions you want, not limited to the list.
read a sitch
○ Primal Howl: When you howl like a beast that stalks the night you get the effects of Getting read a person
Violent on all enemies within earshot with the demand being "flee in terror". If they suck it up WIS ○ highlight
they take s-harm.

○ seduce or coerce XP
folks find useful. At the beginning of each session, roll WIS. On 2, hold 2. On 1, hold 1. On a miss,
you owe one of the other characters a favour, payable by the end of this session, or take DSV to CHA ○ highlight ○○○○○ ○○○○○
one of your members come running with: Hx IMPROVEMENTS
By spending 5 xp, you can:
○○○ get +2 WIS (max 18)
○○○○○ ○○○○○ get a new Wrangler move
○○○○○ ○○○○○ advance a Wrangler move
But also choose 1 each time: ○○○○○ ○○○○○ advance a basic move
○○○○ add a favored terrain
○○○○ add a favored enemy within your terrains

By spending 7 xp, you can:


○ Special Trick: Choose an appropriate move from another playbook. Use this move as you would get +2 (max 18)
a Wrangler move so long as your pack participates. You may advance this move according to its Hx SPECIAL ○○○ STR; ○○○ CON; ○○○ DEX; ○○○ INT; ○○○ CHA
description as you would a Wrangler move. If you and another character subdue a ○○○○○ ○○○○○ get a new multiclass move
beast together, you mark +2Hx with ○○○○ add a gig (detail, see Bard Playbook)
○ The Swarm: When you help or interfere with someone, roll (number of members participating x each other.
2) instead of Hx. By spending 10 xp, you can choose a new playbook

Introducing
Cover Image by Brom
Introducing Dark Sun Boxed Set

THE MOVES
The Wanderer's Journal, p37

PERIPHERAL MOVES
AUGURY This is Athas. It is an arid and bleak place, a wasteland with a handful of austere cities clinging
precariously to a few scattered oases. It is a brutal and savage land, beset by political strife and
give it. monstrous abominations, where life is grim and short.

When you use your followers or your atelier for augury, roll INT. On a hit, you can choose 1: Under the Dark Sun, friend, you are what you do.

DARK
a playsheet for

By default, the effect will last only as long as you maintain it, will reach only shallowly into the POWERED BY THE
Dragon as it is local to you, and will bleed instability. On 2, choose 2; on 1, choose 1: APOCALYPSE
apoc al y pse - w or l d. c om

SURPLUS & WANT


On a miss, whatever bad happens, your antenna takes the brunt of it.

small but noticeable amount, around 10-15%.


Ψ-HARM
A person suffers Ψ-harm from exposure to the malice of the Dragon or the corruption of the Grey.
When an NPC suffers Ψ-harm, the DM chooses any or all:

For PCs, when you suffer Ψ-harm, roll CON. On a miss, the DM can choose 1:

On 1, the DM can choose 1: people can meet even their most basic needs.

whatever seems diverting: they act on their various threat impulses.

On 2, you keep it together and overcome the Ψ-harm with no effct.

there as hard as they can.


CRUNCHY CRUNCH
For your edification and rollplaying pleasure, abilities under the Dark Sun offer the following down.
move outcomes:
BASIC MOVES BASIC MOVES PERIPHERAL MOVES
GO INTO COMBAT READ A SITCH HARM & HEALING
When you wade into combat to get what you want by force, roll STR (melee) or DEX (range). On 2, When you read a charged situation, roll WIS. On a hit, you can ask the DM questions. When you When you suffer harm, roll SOAK. Subtract from the harm you suffer. You can add soak dice, 1 for
choose 3. On 1, choose 2: 1, by choosing:

Advance: on 3, you get all 4, plus choose 1 for double effect. You can also soak all harm by choosing 1:

GET VIOLENT Advance: on 3, ask any 3 questions you want, not limited to the list.
When you get violent with someone, roll STR (melee) or DEX (range). On 2, they have to choose: Sometimes the DM will make these choices for you.
force your hand and suck it up, or cave and do what you want. On 1, they have to choose 1:
READ A PERSON When you heal another PC, you get +2Hx with them (on your sheet). When you inflict harm on
When you read a person in a charged interaction, roll WIS. On 2, hold 3. On 1, hold 1. While another PC, the other character gets +2Hx with you (on their sheet).

When your character takes harm, mark a harm circle starting from 10. When you heal, erase a
mark from a harm circle starting from -5. Before you attempt a move (any move, including R&R)
while dying (any dying harm circles marked) you must first Test Your Courage. Note that
sometimes you will be required to mark or erase specific harm (e.g. Druid's Ministrations only
possibly bring themselves to force your hand. erases dinged harm).
Advance: on 3, ask any 3 questions you want, not limited to the list.

DEFILE
TEST YOUR COURAGE
When you test your courage in the face of adversity or danger, roll CON. On 2, you do it. On 1, SEDUCE OR COERCE When you use sorcery, if you rolled 2, choose 3. If you rolled 1, choose 1.

you flnch, hesitate, or stall: the DM can offer you a worse outcome, a hard bargain, or an ugly When you have leverage on someone and seduce or coerce them, tell them what you want and roll
area lifeless and sterile.
choice. Advance: on 3, you transcend the danger, the pressure, the possibility of harm. You do CHA. Leverage is something they need or want. When you give at least 10-bar to someone (DM's
what you set out to do, and the DM will offer you a better outcome, true beauty, or a moment of discretion), but with strings attached, it counts as coercing them and hitting the roll with 2, no
grace. roll required.

For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On 2,
ACT STEALTHILY whether you keep your promise is up to you, later. On 1, they need some concrete assurance right
When you act stealthily to stay hidden, infiltrate, or steal, roll DEX. On 2, you go unnoticed, get in now. KEEPING THE BOOKS
close to someone or take something without alerting its owner. On 1, you're there but they'll be Mark an experience point when:
on you soon, you're close but it cost you, or you have it but they know. Advance: on 3, you Choose one of the following; tell the DM to erase their threat type altogether and write it in
transcend the danger, the pressure, the possibility of harm. You do what you set out to do, and instead.
the DM will offer you a better outcome, true beauty, or a moment of grace. xp)

Whenever a move dictates, you fail a roll, or you reset your Hx with someone, mark XP. When you
OPEN YOUR PSYCHE mark the 5th (or 7th), improve and erase. Each time you improve, choose from the improvements
When you beseech the Dragon, open your psyche to its malice. The DM will tell you something
box. Check it off; you can't choose it again.
new and interesting about the current situation and might ask you a question or two; answer
them. Then, roll INT. On a hit, take ADV forward with your class stat. On 2, choose 1; on 1,
choose 2: For PCs: on 2+, both. On 1, choose 1:
more than one, choose one at your whim. Tell that player to add +2 to their Hx with you on their
sheet. If this brings them to 20 Hx, they reset to 10 Hx as usual and mark XP.
Ψ-harm after you spend your forward ADV.
What they do then is up to them.
Also at the end of every session, find the character with the highest Hx on your sheet. Ask that
player if you fulfilled the canon of your alignment. If the answer is, "yes", mark XP.
HELP OR INTERFERE
REST & RELAXATION or DSV (interfere) now. On 1, you also expose yourself to fire, danger, retribution or cost. INSIGHT
order as well. When you wake from at least a few uninterrupted hours of sleep roll CON and 2d10.
On 2, remove harm = the higher d10. On 1, remove harm = the lower d10. On a miss: When you use your followers for insight, ask your followers what they think your best course is,
and the DM will tell you. If you pursue that course, take ADV forward to any one roll you make in

Introducing
Cover Image by Brom
Introducing Dark Sun Boxed Set

THE MOVES
The Wanderer's Journal, p37

PERIPHERAL MOVES
AUGURY This is Athas. It is an arid and bleak place, a wasteland with a handful of austere cities clinging
precariously to a few scattered oases. It is a brutal and savage land, beset by political strife and
give it. monstrous abominations, where life is grim and short.

When you use your followers or your atelier for augury, roll INT. On a hit, you can choose 1: Under the Dark Sun, friend, you are what you do.

DARK
a playsheet for

By default, the effect will last only as long as you maintain it, will reach only shallowly into the POWERED BY THE
Dragon as it is local to you, and will bleed instability. On 2, choose 2; on 1, choose 1: APOCALYPSE
apoc al y pse - w or l d. c om

SURPLUS & WANT


On a miss, whatever bad happens, your antenna takes the brunt of it.

small but noticeable amount, around 10-15%.


Ψ-HARM
A person suffers Ψ-harm from exposure to the malice of the Dragon or the corruption of the Grey.
When an NPC suffers Ψ-harm, the DM chooses any or all:

For PCs, when you suffer Ψ-harm, roll CON. On a miss, the DM can choose 1:

On 1, the DM can choose 1: people can meet even their most basic needs.

whatever seems diverting: they act on their various threat impulses.

On 2, you keep it together and overcome the Ψ-harm with no effct.

there as hard as they can.


CRUNCHY CRUNCH
For your edification and rollplaying pleasure, abilities under the Dark Sun offer the following down.
move outcomes:
BASIC MOVES BASIC MOVES PERIPHERAL MOVES
GO INTO COMBAT READ A SITCH HARM & HEALING
When you wade into combat to get what you want by force, roll STR (melee) or DEX (range). On 2, When you read a charged situation, roll WIS. On a hit, you can ask the DM questions. When you When you suffer harm, roll SOAK. Subtract from the harm you suffer. You can add soak dice, 1 for
choose 3. On 1, choose 2: 1, by choosing:

Advance: on 3, you get all 4, plus choose 1 for double effect. You can also soak all harm by choosing 1:

GET VIOLENT Advance: on 3, ask any 3 questions you want, not limited to the list.
When you get violent with someone, roll STR (melee) or DEX (range). On 2, they have to choose: Sometimes the DM will make these choices for you.
force your hand and suck it up, or cave and do what you want. On 1, they have to choose 1:
READ A PERSON When you heal another PC, you get +2Hx with them (on your sheet). When you inflict harm on
When you read a person in a charged interaction, roll WIS. On 2, hold 3. On 1, hold 1. While another PC, the other character gets +2Hx with you (on their sheet).

When your character takes harm, mark a harm circle starting from 10. When you heal, erase a
mark from a harm circle starting from -5. Before you attempt a move (any move, including R&R)
while dying (any dying harm circles marked) you must first Test Your Courage. Note that
sometimes you will be required to mark or erase specific harm (e.g. Druid's Ministrations only
possibly bring themselves to force your hand. erases dinged harm).
Advance: on 3, ask any 3 questions you want, not limited to the list.

DEFILE
TEST YOUR COURAGE
When you test your courage in the face of adversity or danger, roll CON. On 2, you do it. On 1, SEDUCE OR COERCE When you use sorcery, if you rolled 2, choose 3. If you rolled 1, choose 1.

you flnch, hesitate, or stall: the DM can offer you a worse outcome, a hard bargain, or an ugly When you have leverage on someone and seduce or coerce them, tell them what you want and roll
area lifeless and sterile.
choice. Advance: on 3, you transcend the danger, the pressure, the possibility of harm. You do CHA. Leverage is something they need or want. When you give at least 10-bar to someone (DM's
what you set out to do, and the DM will offer you a better outcome, true beauty, or a moment of discretion), but with strings attached, it counts as coercing them and hitting the roll with 2, no
grace. roll required.

For NPCs: on a hit, they ask you to promise something first, and do it if you promise. On 2,
ACT STEALTHILY whether you keep your promise is up to you, later. On 1, they need some concrete assurance right
When you act stealthily to stay hidden, infiltrate, or steal, roll DEX. On 2, you go unnoticed, get in now. KEEPING THE BOOKS
close to someone or take something without alerting its owner. On 1, you're there but they'll be Mark an experience point when:
on you soon, you're close but it cost you, or you have it but they know. Advance: on 3, you Choose one of the following; tell the DM to erase their threat type altogether and write it in
transcend the danger, the pressure, the possibility of harm. You do what you set out to do, and instead.
the DM will offer you a better outcome, true beauty, or a moment of grace. xp)

Whenever a move dictates, you fail a roll, or you reset your Hx with someone, mark XP. When you
OPEN YOUR PSYCHE mark the 5th (or 7th), improve and erase. Each time you improve, choose from the improvements
When you beseech the Dragon, open your psyche to its malice. The DM will tell you something
box. Check it off; you can't choose it again.
new and interesting about the current situation and might ask you a question or two; answer
them. Then, roll INT. On a hit, take ADV forward with your class stat. On 2, choose 1; on 1,
choose 2: For PCs: on 2+, both. On 1, choose 1:
more than one, choose one at your whim. Tell that player to add +2 to their Hx with you on their
sheet. If this brings them to 20 Hx, they reset to 10 Hx as usual and mark XP.
Ψ-harm after you spend your forward ADV.
What they do then is up to them.
Also at the end of every session, find the character with the highest Hx on your sheet. Ask that
player if you fulfilled the canon of your alignment. If the answer is, "yes", mark XP.
HELP OR INTERFERE
REST & RELAXATION or DSV (interfere) now. On 1, you also expose yourself to fire, danger, retribution or cost. INSIGHT
order as well. When you wake from at least a few uninterrupted hours of sleep roll CON and 2d10.
On 2, remove harm = the higher d10. On 1, remove harm = the lower d10. On a miss: When you use your followers for insight, ask your followers what they think your best course is,
and the DM will tell you. If you pursue that course, take ADV forward to any one roll you make in

Introducing
Cover Image by Brom
GANGS Introducing Dark Sun Boxed Set

THE GEAR
Rules Book, p21
Gangs have harm and soak according to the armor and weapon(s) of their most capable member with +2harm,
+2soak, and +1pool for each size increment above a singleton.
I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or
flies, and storms of sand scour the foliage from the barren ground. The basic necessities are scarce
... I must devote myself to attaining food and safeguarding water. The best defense is a good
offense.

And the best offense is a two-hand, erdlu-hide pommel obsidian macuahuitl. Messy.
With a strong, present leader, a gang will hold together if it suffers up to 19-harm. If the leader is weak or

DARK
a playsheet for

POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om
Statistics written in gang notation (2d8-harm gang small 2d6-soak) INCLUDE adjustments for the listed size.

TAGS TAGS
or cutting; -1pool against bludgeoning weapons
someone with it (e.g. dagger is 1d6-harm, +2harm would be 1d8-harm)
some other kind of mess as appropriate
2d6-soak, +1pool would be 3d6-soak)

brittle and messy or keen


willing or restrained subject
implement in the primary hand
there
blow; +1pool against bludgeoning weapons

stay well stocked! add brittle


blows; +1pool against slashing weapons
this item

to one another and have a shouted conversation, you're close enough

precautions the DM may freely invoke the consequences of your foolish actions
use it again

the whites of his eyes, you're too close at all

you Get Violent or Go Into Combat with this weapon means testing their courage

wield; add awkward and dangerous

you need - infinite things are distinguished as one item, not all of its individual members; if you you may use STR instead of DEX when you Get Violent or Go Into Combat with this weapon
lose an infinite item, you lose all of them
need for the subject to cooperate
kiss or grapple - arm's reach isn't close enough
not make a move to break this item under normal circumstances

sleeping people, startles people, makes small children cry, and is distinctive and unignorable
MELEE WEAPONS MELEE WEAPONS RANGE WEAPONS
This weapon is an unusual flail. A short length of rope separates a four-bladed, hafted grappling hook from the The name of this weapon expresses its simple intent. Usually made of bone, the heartpick is a hammer like
handle. weapon with a serrated pick on the front, and a heavy, flat head on the back. much damage, but are often coated in poison.

Popularized by the bards of Balic, this weapon sports several blades and prongs. The blades are carved from An impaler is a weapon developed for arena combat. It has a single shaft about 4 feet long with a pair of long
obsidian, then strapped and mounted to a wooden grip. The prongs are made of sharpened wood, though fangs pointed blades, splitting to each side and forming a deadly "T". The weapon can be swung horizontally or
can be used to similar effect. The grip either has finger holes or leather straps for gripping. Bards normally coat vertically over the head. can be thrown up to 90 yards and, due to its spin and effect upon the air, returns to the thrower if
the blades with poison. it misses the target.

Favored among elves, the longblade is as long as one can reasonably make a bladed weapon from the brittle
Typically the femur of an animal with a substantial skeleton (e.g. crodlu) lashed to a chunk of granite through a materials that dominate the Athasian weapons trade. It has a serrated edge of sharpened bone or chiseled flint
A long, scooped basket fitted to a glovelike bracer, the dejada is used to hurl projectiles.
borehole. Primitive and indelicate in every way. of up to eighteen inches long making it sized similar to the steel "short" sword of ages past.
Ammunition can be a fist-sized stone, but the weapon is also used to extend the range of
explosive alchemical mixtures.
This double weapon features two four bladed, hafted heads separated by a length of rope. When one end of this Dude, it's a spear. Only longer.
weapon is held by the haft, the rope is long enough to grant the other end reach. The entire weapon can be
thrown.
Crescent blades with barbed spikes near the points and mounted at either end of a long shaft make this a
particularly nasty melee weapon.
The carikkal is made by lashing a length of mekillot bone to the jawbone of a jozhal. The sharp ridges of teeth
run down half the length of the bone handle, while the hinges of the jaw are sharpened to a keen edge. This
makes the carikkal resemble a battle axe with both heads pointing in the same direction. A leather thong A macahuitl is a sword painstakingly crafted using a core of solid wood, with small, sharp shards of obsidian
protrudes from a hole drilled in the bottom of the bone shaft, so that the user may retain his grip in even the embedded into the wood to form an edge on two opposite sides of the weapon. These weapons are swung like
bloodiest of battles. the scimitar, though macahuitls tend to require more maintenance. The macahuitl is especially popular among

‐KWHEE‐ ‐
A spiked stone (or, rarely, metal) ball at the end of a 20- to 25-foot-long flexible pole makes up this unique melee
weapon. The user plants the end of the pole into the ground, then whips the weighted end back and forth until
it nearly strikes the ground in front and behind. This weapon is difficult to use in individual combat, but it
makes a formidable weapon in troop battle.
bone head sports five separate hollow-tipped barbs, setting this weapon apart from normal whips.
ARMOR
FASHION - doesn't look like armor.

This weapon is constructed from four identical shanks of bone, lashed together to form a radially symmetrical,
This specialized arena weapon inflicts horrible wounds. A 4- to 5-foot-long head made of either dried insect hive sword-length rod. With its lightness and crudely sharpened end, the quabone is a fairly ineffective weapon.
or dried roots is attached to a 3-foot-long wood or bone handle. Teeth, claws, or (rarely) metal razors are
embedded into the head, which is then swung with lightning-quick strokes.

LIGHT ARMOR - is minimally encumbering.


This weapon, made popular in the arenas of Tyr and Urik, has two blades, one attached to either end of a 5 to 6-
foot-long wood shaft. The blades can be fashioned from any suitable material. A centrally located curved bar or Singing sticks are used in pairs, one wielded in each hand. Each stick is made from a springy, straight wood and
measures 1 inch in diameter and 2½ feet long. The ends are slightly wider than the center. Extremely light,
singing sticks rely more on agility and ability than on brute force. When twirled, the sticks produce whistling
and moaning sounds, thus giving them their name.
This heavy bracer holds two light crescent blades, turning the forearm into an axe while keeping the hand free.
This weapon is particularly formidable in close-quarter fighting.

HEAVY ARMOR - provides maximum protection for trained users.


This strangling tool is typically a length of knotted rope is made from giant hair with handles at either end. This weapon is basically a small shield with a protruding blade. Though named for a specific creature, its
protective shell can be carved from bone or chitin, or fashioned from hardened leather. The blade, made from
stone, bone, or sometimes metal, is mounted to the underside of the shell, and the entire ensemble is worn on
A huge granite block lashed to a mekillot rib used to crush giants' knee caps, among other things. This weapon is the forearm.
commonly used by dwarves, muls, half‐giants and other creatures that value great strength.

This small polearm is a 6-foot-long, mostly wood shaft. The uppermost 12 inches consist of three blades
The shoulder-strapped gouge was developed by the army of Nibenay for use by its infantry. A wide bone, projecting from a central shaft. Beneath the blades is a series of sermtions, generally extremely sharp. The other
obsidian, or chitin blade is mounted on a 3-foot-long wood shaft. The weapon requires a two-handed grip: a end of the shaft is weighted to increase the momentum of the weapon.
SHIELDS - require your offhand.
small handle bar that protrudes from the shaft, just behind the blade, and a grip at the rear of the shaft.

Wrist razors consist of a trio of blades that protrude from a heavy arm band leaving the hand free. The razors
project out over the back of the hand, are extremely sharp, and can be up to 6 inches long. Wrist razors can be
quarterstaff against similarly armed opponents. worn on one or both forearms.

Introducing
Cover Image by Brom
GANGS Introducing Dark Sun Boxed Set

THE GEAR
Rules Book, p21
Gangs have harm and soak according to the armor and weapon(s) of their most capable member with +2harm,
+2soak, and +1pool for each size increment above a singleton.
I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or
flies, and storms of sand scour the foliage from the barren ground. The basic necessities are scarce
... I must devote myself to attaining food and safeguarding water. The best defense is a good
offense.

And the best offense is a two-hand, erdlu-hide pommel obsidian macuahuitl. Messy.
With a strong, present leader, a gang will hold together if it suffers up to 19-harm. If the leader is weak or

DARK
a playsheet for

POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om
Statistics written in gang notation (2d8-harm gang small 2d6-soak) INCLUDE adjustments for the listed size.

TAGS TAGS
or cutting; -1pool against bludgeoning weapons
someone with it (e.g. dagger is 1d6-harm, +2harm would be 1d8-harm)
some other kind of mess as appropriate
2d6-soak, +1pool would be 3d6-soak)

brittle and messy or keen


willing or restrained subject
implement in the primary hand
there
blow; +1pool against bludgeoning weapons

stay well stocked! add brittle


blows; +1pool against slashing weapons
this item

to one another and have a shouted conversation, you're close enough

precautions the DM may freely invoke the consequences of your foolish actions
use it again

the whites of his eyes, you're too close at all

you Get Violent or Go Into Combat with this weapon means testing their courage

wield; add awkward and dangerous

you need - infinite things are distinguished as one item, not all of its individual members; if you you may use STR instead of DEX when you Get Violent or Go Into Combat with this weapon
lose an infinite item, you lose all of them
need for the subject to cooperate
kiss or grapple - arm's reach isn't close enough
not make a move to break this item under normal circumstances

sleeping people, startles people, makes small children cry, and is distinctive and unignorable
MELEE WEAPONS MELEE WEAPONS RANGE WEAPONS
This weapon is an unusual flail. A short length of rope separates a four-bladed, hafted grappling hook from the The name of this weapon expresses its simple intent. Usually made of bone, the heartpick is a hammer like
handle. weapon with a serrated pick on the front, and a heavy, flat head on the back. much damage, but are often coated in poison.

Popularized by the bards of Balic, this weapon sports several blades and prongs. The blades are carved from An impaler is a weapon developed for arena combat. It has a single shaft about 4 feet long with a pair of long
obsidian, then strapped and mounted to a wooden grip. The prongs are made of sharpened wood, though fangs pointed blades, splitting to each side and forming a deadly "T". The weapon can be swung horizontally or
can be used to similar effect. The grip either has finger holes or leather straps for gripping. Bards normally coat vertically over the head. can be thrown up to 90 yards and, due to its spin and effect upon the air, returns to the thrower if
the blades with poison. it misses the target.

Favored among elves, the longblade is as long as one can reasonably make a bladed weapon from the brittle
Typically the femur of an animal with a substantial skeleton (e.g. crodlu) lashed to a chunk of granite through a materials that dominate the Athasian weapons trade. It has a serrated edge of sharpened bone or chiseled flint
A long, scooped basket fitted to a glovelike bracer, the dejada is used to hurl projectiles.
borehole. Primitive and indelicate in every way. of up to eighteen inches long making it sized similar to the steel "short" sword of ages past.
Ammunition can be a fist-sized stone, but the weapon is also used to extend the range of
explosive alchemical mixtures.
This double weapon features two four bladed, hafted heads separated by a length of rope. When one end of this Dude, it's a spear. Only longer.
weapon is held by the haft, the rope is long enough to grant the other end reach. The entire weapon can be
thrown.
Crescent blades with barbed spikes near the points and mounted at either end of a long shaft make this a
particularly nasty melee weapon.
The carikkal is made by lashing a length of mekillot bone to the jawbone of a jozhal. The sharp ridges of teeth
run down half the length of the bone handle, while the hinges of the jaw are sharpened to a keen edge. This
makes the carikkal resemble a battle axe with both heads pointing in the same direction. A leather thong A macahuitl is a sword painstakingly crafted using a core of solid wood, with small, sharp shards of obsidian
protrudes from a hole drilled in the bottom of the bone shaft, so that the user may retain his grip in even the embedded into the wood to form an edge on two opposite sides of the weapon. These weapons are swung like
bloodiest of battles. the scimitar, though macahuitls tend to require more maintenance. The macahuitl is especially popular among

‐KWHEE‐ ‐
A spiked stone (or, rarely, metal) ball at the end of a 20- to 25-foot-long flexible pole makes up this unique melee
weapon. The user plants the end of the pole into the ground, then whips the weighted end back and forth until
it nearly strikes the ground in front and behind. This weapon is difficult to use in individual combat, but it
makes a formidable weapon in troop battle.
bone head sports five separate hollow-tipped barbs, setting this weapon apart from normal whips.
ARMOR
FASHION - doesn't look like armor.

This weapon is constructed from four identical shanks of bone, lashed together to form a radially symmetrical,
This specialized arena weapon inflicts horrible wounds. A 4- to 5-foot-long head made of either dried insect hive sword-length rod. With its lightness and crudely sharpened end, the quabone is a fairly ineffective weapon.
or dried roots is attached to a 3-foot-long wood or bone handle. Teeth, claws, or (rarely) metal razors are
embedded into the head, which is then swung with lightning-quick strokes.

LIGHT ARMOR - is minimally encumbering.


This weapon, made popular in the arenas of Tyr and Urik, has two blades, one attached to either end of a 5 to 6-
foot-long wood shaft. The blades can be fashioned from any suitable material. A centrally located curved bar or Singing sticks are used in pairs, one wielded in each hand. Each stick is made from a springy, straight wood and
measures 1 inch in diameter and 2½ feet long. The ends are slightly wider than the center. Extremely light,
singing sticks rely more on agility and ability than on brute force. When twirled, the sticks produce whistling
and moaning sounds, thus giving them their name.
This heavy bracer holds two light crescent blades, turning the forearm into an axe while keeping the hand free.
This weapon is particularly formidable in close-quarter fighting.

HEAVY ARMOR - provides maximum protection for trained users.


This strangling tool is typically a length of knotted rope is made from giant hair with handles at either end. This weapon is basically a small shield with a protruding blade. Though named for a specific creature, its
protective shell can be carved from bone or chitin, or fashioned from hardened leather. The blade, made from
stone, bone, or sometimes metal, is mounted to the underside of the shell, and the entire ensemble is worn on
A huge granite block lashed to a mekillot rib used to crush giants' knee caps, among other things. This weapon is the forearm.
commonly used by dwarves, muls, half‐giants and other creatures that value great strength.

This small polearm is a 6-foot-long, mostly wood shaft. The uppermost 12 inches consist of three blades
The shoulder-strapped gouge was developed by the army of Nibenay for use by its infantry. A wide bone, projecting from a central shaft. Beneath the blades is a series of sermtions, generally extremely sharp. The other
obsidian, or chitin blade is mounted on a 3-foot-long wood shaft. The weapon requires a two-handed grip: a end of the shaft is weighted to increase the momentum of the weapon.
SHIELDS - require your offhand.
small handle bar that protrudes from the shaft, just behind the blade, and a grip at the rear of the shaft.

Wrist razors consist of a trio of blades that protrude from a heavy arm band leaving the hand free. The razors
project out over the back of the hand, are extremely sharp, and can be up to 6 inches long. Wrist razors can be
quarterstaff against similarly armed opponents. worn on one or both forearms.

Introducing
Cover Image by Brom
Introducing Dark Sun Boxed Set

THE 1ST SESSION


The Wanderer's Journal, p43

THE DUNGEON MASTER


AGENDA
play. Your job is harder, you have a lot more to set up than they do. They each have one character
to create, you have the whole bedamned world.

ALWAYS SAY
them.

DARK
a playsheet for

THE PRINCIPLES
POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om

ADDITIONAL RULES
SETTING EXPECTATIONS
While the players are making their characters, in between answering questions, you have a good
opportunity to set expectations for the game to come. Here are some things I like to get out up-
front:

YOUR MOVES

riding leathers, armored corsets, whatever. Heavy armor, though, is serious body armor. Riot
gear. I mean, it might be poorly crafted and cobbled together, it might be made out of the rejected

around in armor.

take payment in? Ceramics, anyone?


A FEW MORE THINGS TO DO

happen with all your cool, hot, fucking kick-ass characters. Same as you!
NAMES I WONDER… HUNGER
Drust, Arzu, Arya, Eero, Agu, Chkak-a-chakk,
Dorak, Faelan, Bademyr, Drewet, Jyri, Attia,
Chkakk-a-kakk, Graular, Gram, Dukkoti,

Gwrtheyrn, Faenaeyon, Poortool, Purhas,

Reko, Llunet, K'kriq, Rkard, Lyanius, Jirah,


Wek, Ulk, Quinn, Krikik, Tenpug, N'kadir,

Sult, Nuuko, Xutan, Zivlil, Terric, T'kkyl,


Xanyon

DURING SESSION 1

THE PCS

make moves.

IGNORANCE
other characters.

ENVY
THREAT TYPES
Warlords act primarily through their people, acting directly themselves only when cornered or
caught out in the open.
Slaver, Prophet, Alpha wolf, Hive queen, Dictator, Collector

whose humanity has been nevertheless somehow crippled.


Disease vector, Perversion of birth, Pain addict, Mutant, Mindfucker, Cannibal
A brutes threat is a group of people, with or without a leader, acting in crude, perhaps provisional,

Hunting pack, Sybarite, Enforcers, Family, Cult, Mob

happening, or that has come to be.


Custom, Condition, Disease, Delution, Barrier, Sacrifice
A landscape threat can be natural or constructed, and whatever size you need. The burn flats, the

Prison, Breeding pit, Mirage Maze, Furnace, Fortress DECAY

Introducing
Cover Image by Brom
OVERALL COUNTDOWNS Introducing Dark Sun Boxed Set

FRONTS
The Wanderer's Journal, p95

A front is a set of linked threats. Threats are people, places, and conditions that, because of where
12
individual threats that arise from a single given threatening situation.

DARK
9 3 a playsheet for

POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om

CREATING A FRONT
12

9 3

6
FUNDAMENTAL SCARCITY
Underlying every front is a fundamental scarcity. Choose 1:

12
THREATS
Warlords act primarily through their people, acting directly themselves only when cornered or
9 3 caught out in the open.
Slaver, Prophet, Alpha wolf, Hive queen, Dictator, Collector

6
whose humanity has been nevertheless somehow crippled.
Disease vector, Perversion of birth, Pain addict, Mutant, Mindfucker, Cannibal
A brutes threat is a group of people, with or without a leader, acting in crude, perhaps provisional,

Hunting pack, Sybarite, Enforcers, Family, Cult, Mob


12

happening, or that has come to be.


9 3 Custom, Condition, Disease, Delution, Barrier, Sacrifice
A landscape threat can be natural or constructed, and whatever size you need. The burn flats, the
6

Prison, Breeding pit, Mirage Maze, Furnace, Fortress

impulses.
THREAT 1 A FRONT THREAT 3
IS CALLED: IS CALLED:
KIND: IS CALLED: KIND:
IMPULSE: IMPULSE:
EXPRESSES:
DESCRIPTION & CAST: DESCRIPTION & CAST:
DARK FUTURE / AGENDA:

CUSTOM MOVE: CUSTOM MOVE:


DESCRIPTION & CAST:

COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3

6 6
STAKES QUESTIONS:
THREAT 2 THREAT 4
IS CALLED: IS CALLED:
KIND: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3

6 6

Introducing
Cover Image by Brom
OVERALL COUNTDOWNS Introducing Dark Sun Boxed Set

FRONTS
Rules Book, p11

A front is a set of linked threats. Threats are people, places, and conditions that, because of where
12
individual threats that arise from a single given threatening situation.

DARK
9 3 a playsheet for

POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om

CREATING A FRONT
12

9 3

6
FUNDAMENTAL SCARCITY
Underlying every front is a fundamental scarcity. Choose 1:

12
THREATS
Warlords act primarily through their people, acting directly themselves only when cornered or
9 3 caught out in the open.
Slaver, Prophet, Alpha wolf, Hive queen, Dictator, Collector

6
whose humanity has been nevertheless somehow crippled.
Disease vector, Perversion of birth, Pain addict, Mutant, Mindfucker, Cannibal
A brutes threat is a group of people, with or without a leader, acting in crude, perhaps provisional,

Hunting pack, Sybarite, Enforcers, Family, Cult, Mob


12

happening, or that has come to be.


9 3 Custom, Condition, Disease, Delution, Barrier, Sacrifice
A landscape threat can be natural or constructed, and whatever size you need. The burn flats, the
6

Prison, Breeding pit, Mirage Maze, Furnace, Fortress

impulses.
THREAT 1 A FRONT THREAT 3
IS CALLED: IS CALLED:
KIND: IS CALLED: KIND:
IMPULSE: IMPULSE:
EXPRESSES:
DESCRIPTION & CAST: DESCRIPTION & CAST:
DARK FUTURE / AGENDA:

CUSTOM MOVE: CUSTOM MOVE:


DESCRIPTION & CAST:

COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3

6 6
STAKES QUESTIONS:
THREAT 2 THREAT 4
IS CALLED: IS CALLED:
KIND: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3

6 6

Introducing
Cover Image by Brom
OVERALL COUNTDOWNS Introducing Dark Sun Boxed Set

FRONTS
The Wanderer's Journal, p26

A front is a set of linked threats. Threats are people, places, and conditions that, because of where
12
individual threats that arise from a single given threatening situation.

DARK
9 3 a playsheet for

POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om

CREATING A FRONT
12

9 3

6
FUNDAMENTAL SCARCITY
Underlying every front is a fundamental scarcity. Choose 1:

12
THREATS
Warlords act primarily through their people, acting directly themselves only when cornered or
9 3 caught out in the open.
Slaver, Prophet, Alpha wolf, Hive queen, Dictator, Collector

6
whose humanity has been nevertheless somehow crippled.
Disease vector, Perversion of birth, Pain addict, Mutant, Mindfucker, Cannibal
A brutes threat is a group of people, with or without a leader, acting in crude, perhaps provisional,

Hunting pack, Sybarite, Enforcers, Family, Cult, Mob


12

happening, or that has come to be.


9 3 Custom, Condition, Disease, Delution, Barrier, Sacrifice
A landscape threat can be natural or constructed, and whatever size you need. The burn flats, the
6

Prison, Breeding pit, Mirage Maze, Furnace, Fortress

impulses.
THREAT 1 A FRONT THREAT 3
IS CALLED: IS CALLED:
KIND: IS CALLED: KIND:
IMPULSE: IMPULSE:
EXPRESSES:
DESCRIPTION & CAST: DESCRIPTION & CAST:
DARK FUTURE / AGENDA:

CUSTOM MOVE: CUSTOM MOVE:


DESCRIPTION & CAST:

COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3

6 6
STAKES QUESTIONS:
THREAT 2 THREAT 4
IS CALLED: IS CALLED:
KIND: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3

6 6

Introducing
Cover Image by Brom
OVERALL COUNTDOWNS Introducing Dark Sun Boxed Set

FRONTS
The Wanderer's Journal, p63

A front is a set of linked threats. Threats are people, places, and conditions that, because of where
12
individual threats that arise from a single given threatening situation.

DARK
9 3 a playsheet for

POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om

CREATING A FRONT
12

9 3

6
FUNDAMENTAL SCARCITY
Underlying every front is a fundamental scarcity. Choose 1:

12
THREATS
Warlords act primarily through their people, acting directly themselves only when cornered or
9 3 caught out in the open.
Slaver, Prophet, Alpha wolf, Hive queen, Dictator, Collector

6
whose humanity has been nevertheless somehow crippled.
Disease vector, Perversion of birth, Pain addict, Mutant, Mindfucker, Cannibal
A brutes threat is a group of people, with or without a leader, acting in crude, perhaps provisional,

Hunting pack, Sybarite, Enforcers, Family, Cult, Mob


12

happening, or that has come to be.


9 3 Custom, Condition, Disease, Delution, Barrier, Sacrifice
A landscape threat can be natural or constructed, and whatever size you need. The burn flats, the
6

Prison, Breeding pit, Mirage Maze, Furnace, Fortress

impulses.
THREAT 1 A FRONT THREAT 3
IS CALLED: IS CALLED:
KIND: IS CALLED: KIND:
IMPULSE: IMPULSE:
EXPRESSES:
DESCRIPTION & CAST: DESCRIPTION & CAST:
DARK FUTURE / AGENDA:

CUSTOM MOVE: CUSTOM MOVE:


DESCRIPTION & CAST:

COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3

6 6
STAKES QUESTIONS:
THREAT 2 THREAT 4
IS CALLED: IS CALLED:
KIND: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3

6 6

Introducing
Cover Image by Brom
THREAT 7 Introducing Dark Sun Boxed Set

THE HOME FRONT


The Wanderer's Journal, p3

IS CALLED:
KIND:
Whenever an NPC develops agency, though, list her as a threat. There are 3 possibilities.
IMPULSE:
DESCRIPTION & CAST: situation, and implies other individual threats. In this case, create a new front, listing this
particular NPC as one of its threats.

as a new threat in that front.

CUSTOM MOVE: home front is a place for otherwise homeless threats.

DARK
a playsheet for

COUNTDOWN: 12

9 3 POWERED BY THE
APOCALYPSE
apoc al y pse - w or l d. c om

THREAT 8 THREAT 9
IS CALLED: IS CALLED:
KIND: KIND:
IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3

6 6
THREAT 1 THREAT 3 THREAT 5
IS CALLED: IS CALLED: IS CALLED:
KIND: KIND: KIND:
IMPULSE: IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: 12 COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3 9 3

6 6 6

THREAT 2 THREAT 4 THREAT 6


IS CALLED: IS CALLED: IS CALLED:
KIND: KIND: KIND:
IMPULSE: IMPULSE: IMPULSE:
DESCRIPTION & CAST: DESCRIPTION & CAST: DESCRIPTION & CAST:

CUSTOM MOVE: CUSTOM MOVE: CUSTOM MOVE:

COUNTDOWN: 12 COUNTDOWN: 12 COUNTDOWN: 12

9 3 9 3 9 3

6 6 6

Introducing
Cover Image by Brom
NPCS Introducing Dark Sun Boxed Set

THE DM
Rules Book, p5

HUMAN
Indian Arabic Dark Sun
Female Male Female Male Article Female Male
Abhidhya Adityesa Alia Aasim -i Amandia Albeorn The denizens of Athas will react to the player characters in much the same way they would in any
Ajathya Agnisoma Amsha Ahmad from Andiama Bartis other campaign setting. There are, of course, exceptions. This playsheet wil help.
Ajmani Ajay Aziza Akbar Averil Bevus
Ambali Akrida Badiat Ala’i al- Buris Borger

DARK
a playsheet for
Anima Anamitra Bahija Anwar the Camla Cybrian
Arati Anuhrada Ghunayya Aziz Catrion Domitian
Arpita Anupa Farida Diyab bin Damras Dyan
Bagade Arjuni Fatima Djuhah son of Dorjan Frayne
Beli Asketa Halima Essafah Faria Gar POWERED BY THE
Bhabra
Bhabra
Ati
Avinasa
Ibtisam
Jaheira
Farid
Fayiz
bint
daughter of
Jaseela
Jurthas
Garreth
Hamanu
APOCALYPSE
apoc al y pse - w or l d. c om

Bhraji Bhumitra Jamila Hakim Kayan Herminard


Cesta Billa Juleidah Hatim beni Korla Horth
Chandra
Cudala
Dhaya
Dinesh
Julnar
Latifa
Husam
Jamal
the family Lestria
Lor
Kalak
Kilay
DECISION MAKING
Dipmani Dipa Khadiga Jamil abd ul Lyra Kor
Ekadasi Divyendu Khunufseh Kamal the slave of Migena Lionus
Enaksi Golap Maneira Karim Nadia Marut
Hemaksi Hari Nabila Kerim min Narissa Mearedes
Ipsa Hina Najiba Khalid from Neeva Paxitus
a stakes question.
Janhita Jagajiva Nura Mahmud Prihn Phatim
Jyotsna Janendra Safana Mamoon Rayne Portynx
Kalli Kailash Samia Mutamin Ryana Rogil
Kamala Karakasa Setara Naaman Shallin Rotlees that complicated. They do what they want to do, when they want to do it, and if something gets in
Kamana Madhavan Tala Nabil Sycia Salust
Krsnan Manoja Thuriya Najib Tamar Tabaros
noses, their stomachs, their hearts, their guts, their ears, their inner children, their visions.
Radhika Pranav Tufala Rashad Tarkla Terric
Sahera Srinivasa Wadi’a Umar Temmnya Thagya
Satya Venkatesh Wudei’a Yezeed Ular Tordos
Sunita Vishwanand Zobeida Yusuf Valuna Twile

DEMIHUMAN
Dwarf Elf Halfling Half-Elf Mul Arena EXPECTATION
Bonebreaker Birgaz
Female Female Male Female Female Female
Fyra Alicious Alvys Anezka Alie Mersten
Drod the Shiv
Gralth the Gruesome
1dN 2dN 3dN 4dN 5dN 6dN 7dN
Kesi Arelia Bademyr Grelzen Arya Nesa
Korm the Corpsemaker
Lazra Deryssa Botuu Horga-at- Aso Osa
Lazra Three-Knives d4 3 3 3 4 4 4 4
Elas Coranuu horg Drewet
Male Esylk Darzus La Feera Male Cannibal Klik
Fleshripper
d6 4 4 5 5 5 6 6
Bontar
Brul
Guerdra
Hukaa
Dylauris
Gaefal
Tar Feykaar
Krysta
Cocoton
Grik the Bug d8 5 6 6 7 7 7 7
the Elf-Eater
Caelum Jeila Galek Male Lorelei Iamb
Daled Porgo the Great Khan
Drog
Katza
Kiiretti
Haaku
Jaarati
Cha
Derlan
Mila
Ranis Rikus the Leaper d10 6 7 8 8 9 9 9
Ghedran
Gralth
Luubarra Kalihana Fullgrin Sadira Rkard
Tenpug
Bloody Tomak
Coton the Killer
d12 7 8 9 10 10 11 11
Lokee
Gram
Miiri
Nuuta
Kathak
Lismuuk Nok Male Tomak Porgo the Punisher d14 8 10 11 12 12 12 13
Jo'orsh Boaz Xanyon Rikus the Spine-Taker
Perian Magnus Pauk
Jurgan Brazin the Green Devil
Rhayn Miraz Pletaw
Kov Ruvella Muuton Purhas Ero Kreen the Masked Doom d16 9 11 12 13 14 14 14
Fyrian Chkakk-a-kakk
Krom
Lodo
Tala Osar Urga-zoltapl
Zivlil Gathalimay K'kikrik Durwadala d18 10 12 14 15 15 16 16
Tumya Radurak
Lyanius Vinia Riv
Laban
Lafus
K'kivir
Krikik
d20 11 14 15 16 17 18 18
Murd Yarma Shiral K'kriq
Portek Luris Kk'tkk
Strannys
Rkard Melestan Klik'l Mys'tll
Toramund
Thurin Mirch Nnn'tkk
Vollen
Veso Navarch
THE DUNGEON MASTER THREATS THREATS CONTINUED
AGENDA WARLORD AFFLICTION
Warlords act primarily through their people, acting directly themselves only when cornered or happening, or that has come to be.
caught out in the open.
people)
ALWAYS SAY
bereft)
actions)

DM Moves for warlords:


season? Conditions.
THE PRINCIPLES DM Moves for afflictions:

help.

comfort.

action. isolation.
GROTESQUE
whose humanity has been nevertheless somehow crippled.
LANDSCAPE
anonymous) mastery) A landscape threat can be natural or constructed, and whatever size you need. The burn flats, the
YOUR MOVES
ruination of all) and plenty)

things)
DM Moves for grotesques:

DM Moves for landscapes:

desecrate, corrupt, adulter it.


someone, with strings attached.
else by implication.

BRUTES
A brutes threat is a group of people, with or without a leader, acting in crude, perhaps provisional, BASIC MOVES
A FEW MORE THINGS TO DO When you go into combat to get what you want by force, roll STR (melee) or DEX (range).
When you get violent with someone, roll STR (melee) or DEX (range).
When you test your courage in the face of adversity or danger, roll CON.
incorporate people) When you act stealthily to stay hidden, infiltrate, or steal, roll DEX.

scapegoats) When you open your psyche to the Dragon, the DM will tell you something new and interesting
about the current situation and might ask you a question or two; answer them. Then, roll INT.
DM Moves for brutes: When you read a charged situation, roll WIS.
When you read a person in a charged interaction, roll WIS.
When you have leverage on someone and seduce or coerce them, tell them what you want and roll
power. CHA.

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