NAME LEVEL CALLING ANCESTRY
If you chose Human, the first time you Level Up, instead of taking an Advanced
Gnome: Fizzle, Bramble, Lixie, Jinx, Gizmo, Tinker, Wizzle
Celestia - Altruistic Move, you may instead discover a latent heritage and take a second Ancestry Move.
Halfling: Pippin, Lily, Faelen, Bram, Cora, Tansy, Elinor
Sidhari: Seraphina, Aurelius, Lysandra, Thaelin, Aria, Solon, Elara XP Cleansing Grace: Purify or neutralise a Human
Gorgon: Medusa, Stheno, Euryale, Phorcys, Ceto, Scylla, Charyb harmful substance.
Humans are versatile and
Salamander: Ember, Blaze, Flicker, Scorch, Kindle, Flame, Pyra
THE ALCHEMIST
start with any ability.
Human: Albert, Elara, Cedric, Morgana, Victor, Hazel, Beatrice Level Up at Current lvl +7
Morbax - Malevolent Gnome
Cobbler’s Gift: You can conjure a simple
invisible construct that can do nothing but
Toxic Catalyst: Infect something or someone carry items (Load 3) for a scene.
BONDS Max: 4 Bonds
with a contagion or toxin.
Fill in at least one with the name of a companion, or write your own. Resourceful: Gain a +1 ongoing to any rolls
Halfling that involve improvising with limited
has seen my most valuable has dealt with me before, Boread - Chaotic
resources.
formula and now owes me for my trust. and I need to repay their kindness. Elemental Mastery: Demonstrate prowess
through the elements. Celestial Legacy: You may treat Light as an
has learned a thing or two doesn't understand the
from me; they should be grateful. power of alchemy, but I'll show them.
Sidhari additional element you can manipulate
through alchemy.
Custom Calling
Envenomed Tongue: You have complete
Gorgon immunity to all poisons, and can identify
them by taste.
LOOK ARMOUR
Choose one for each, or write your own: Flame Warden: You automatically succeed
Salamander on any roll to Extinguish a Fire within
EYES: Analytical, Enigmatic, Intense, Hazy
reach.
HAIR: Dishevelled, Silver, Tousled, Wispy
VOICE: Melodic, Soothing, Raspy, Whispers HIT POINTS GEAR
BODY: Lean, Stooped, Agile, Frail 100 Coin, 5 Rations, Max Load
Max (6 + Constitution) 3 Ammo = 1 weight (10 +STR)
SKIN: Pallid, Tattooed, Scarred, Translucent Custom ancestry
OUTFIT: Tattered, Eccentric, Lab Coat, Tunic Starting Gear:
EMBLEM: Gemstone, Catalytic, Pendant, Stained Alchemical materials (5 uses, 1 weight)
A Bag of Books (5 uses, 2 weight)
DAMAGE Leather Armour (1 Armour, worn, 1 weight) COIN RATIONS
Healing Potion (0 weight)
Spent Eaten
t 3 Potions (1 weight each), each has one an
effect from the Brew Potions move.
Notes and other Gear:
Choose your armament:
Strength Dexterity Constitution Dagger (hand, 1 weight)
Staff (close, two-handed, 1 weight)
STR Weak -1 DEX Shakey -1 CON Sick -1
Intelligence Wisdom Charisma
INT Stunned -1 WIS Confused -1 CHA Scarred -1
Overworld is a Dungeon World Setting by Angelus Morningstar
STARTING MOVES ADVANCED MOVES
You begin with all of the marked moves. When you gain a level from 2-10, you may choose from these moves.
Transmutation Circle (INT) Mental Insight Lightning in a Bottle Gift for Gold
When you draw an arcane circle it is capable of Your study of the mind grants you the ability to When you Brew Potions, you can store elemental When you spend an alchemical charge, you can
allowing alchemical transmutations, roll+INT. create potions with potent mental effects. When effects in a flask with an alchemical charge. You transmute base matter into something valuable,
THE ALCHEMIST
you Brew Potions, you can also make: can spend multiple charges to store the same either Coin or Rations. Roll 2d6 to determine the
On a hit (10+), the circle is perfect and will hold 3
• Thoughtweaver: weave thoughts and element multiple times in a a single flask. number of Coins or Rations you create.
charges.
communicate mentally with others nearby. The GM will provide you with a move based on
On a swing (7-9), it's functional but holds only 1 • Mindward: make an impenetrable ward
charge.
the element, which is applied when unbottled. Half Metal
against psychic attacks or intrusions.
• Fire: ignite a fire or illuminate surroundings.
On a miss (6-), the circle is flawed, and backfires. • Idealoom: recall memories with exceptional When you spend an alchemical charge, you can
• Lightning: release a bolt for 1d6 damage. manipulate the properties of materials within
It creates some wild effect described by the GM. clarity, and ask GM for insights from the past.
• Water: create a plentiful source of water. your circle, they change at your touch. You can
• Thoughtsift: sift through the surface thoughts
You may spend these alchemical charges on • Air: generate a powerful blast of wind. spend charges within the circle, and choose one
of those they focus on.
various effects defined by other moves. If you of the following simple effects to apply to a
• Mindpulse: gain +1 ongoing to a mental Trait
leave or otherwise lose contact with the circle, material substance:
you lose all charges. To prepare a circle, you need
for the scene (chosen by the Alchemist). Fortified Body
• Brittle and prone to shattering.
a minute to draw one on a suitable surface. Your experiments have imbued you with • Exceptionally hard and resistant to damage.
Careful Inscription unnatural resilience against the elements. You • Malleable and easily shaped or moulded.
have +2 Armour for all elemental damage.
Brew Potion Your transmutation circles now hold an • Weakened and corroded, losing its strength.
additional charge. • Transparent and see-through.
When you spend an alchemical charge, you can
take a liquid and convert it into a potent potion.
Each potion has 1 weight. When you gain a level from 6-10, you may choose from these moves.
Choose one of the following effects below. The
drinker gains access to that move for the scene.
Tempest in a Teacup Midas Touch Homunculus
• Windstrider: Move rapidly, act first in combat, Requires: Lightning in a Bottle Replaces: Gift for Gold When you create a sentient homunculus within a
and scale walls or climb with ease. You may now store greater elemental effect into You now roll 4d6 to determine the number of bottle using your Transmutation Circle, you
• Shadowsilk: Move with unnatural stealth, a flask. When you release an elemental brew, you Coins or Rations you create. create a small hominid abomination. Treat this as
making them difficult to detect. may augment the effect. Choose one: a character, but with access to only the basic
• Stonecloak: gain +1 Armour. moves. It has a +1 modifier for all stats and 1 HP.
• The effects are doubled. Physical Prowess
• Pyreguard: become immune to a specific • The targets are doubled. You can invest charges into the creation process
element, chosen by the Alchemist at creation. Requires: Mental Insight to imbue the homunculus with one or more of the
• Waterbreath: breathe underwater. Your mastery over Mental Insight allows you to following qualities. Each charge spent adds a
• Blightfang: lace attacks with venom, and Elemental Form (INT) extend your control over physical attributes. unique quality to the homunculus.
touch based attacks gain +2. Requires: Fortified Body When you Brew Potions, you can also make: • The homunculus is talented, granting it a +2
• Philtre: heal 1d8 damage. modifier to one chosen stat.
When you assume an elemental form, roll+INT. • Morphshift: change size, growing or shrinking
On a hit (10+) hold 3. On a swing (7-9) hold 2. On at will. • The homunculus is vital, granting it +2 HP.
a miss (6-) hold 1, but the GM gives you some • Aeroflare: stride through the air effortlessly. • The homunculus can carry a Load of 12.
Poison Tolerance
problems. • Blinkwick: vanish from sight. • The homunculus is smart and can be ordered
You have +1 ongoing to any Defy Danger move to carry out complex tasks independently.
The GM will assign you special moves relevant to • Thoughtsift: gain +2 Armour.
involving common poisons - Oil of Tagit,
to your new form, and you may spend 1 hold to • Bodypulse: gain +1 ongoing to a physical Trait
Bloodweed, Goldenroot, & Serpent’s Tears.
use one. If you run out of hold (or at any time at for the scene (chosen by the Alchemist). Full Metal
will), return to your original form. • Greater Philtre: a Healing Potion.
Requires: Half Metal
Gilded Eye Fire Earth
• Engulf with flame • Travel through soil You can now use a charge to animate and control
When you analyse a material substance, you can Treated Materials material substances, making them move
ask the GM what it is made of and what it’s • Project fiery darts • Immobilise enemies
Replaces: Careful Inscription according to your will. With this power, you can
properties are, and the GM will answer honestly. Water Air manipulate and control objects crafted from
• Pass through gaps • Take flight Your transmutation circles now holds two more
When you Discern Realities you can ask "What metal, stone, or other materials.
additional charges, even on a miss (6-).
here is useful or valuable to me?" for free, even • Ignore harm • Move unseen
on a miss (6-).
Overworld is a Dungeon World Setting by Angelus Morningstar