Dungeon World - Urban Modern Fantasy - Core Rulebook (v1).pdf
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35986 KB
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Pobierz
TAM H
Special thanks to chief play-tester, Eric M., without whom this game wouldn’t
exist. The world we created together with the early homebrew version
shaped and inspired these pages.
Also inspired by my first modern campaign,
Urban Shadows, Monster of
the Week,
and a ton of TV shows, books, and movies. Notably:
Buffy
(movie and show), early
Supernatural,
Laurel K. Hamilton’s mysteries, Si-
mon Green’s
Nightside, Blade,
Tanya Huff’s urban fantasy,
Bloodnet, For-
ever Knight,
P.N. Elrod’s vampires, Nick Pollotta’s
Bureau 13.
Urban/Modern/Fantasy
is by Tam H. The text is licensed under Creative
Commons Attribution 4.0. The for use with DW logo by Mike Weem is
licensed under CC Attribution-NoDerivs 3.0 Unported.
UMF is based on Dungeon World by Sage LaTorra and Adam Koebel, which
is licensed for use under Creative Commons Attribution 3.0.
Make Camp, Get Some Rest, Recover, and condensed debilities adapted
from
Revised Debilities
(CC-BY) by Jeremy Strandberg:
https://docs.google.com/document/d/18HVXpyAiWP-q9dh2W3G8ni8vj7gJJGc_souVWmT3kqA/
Art courtesy of the photographers of Unsplash and Pexels:
Amistad, Andrew
Benz, Andre
Blackeye, Jason
Chaozzy, Lin
Cheek, Blake
Cooper, Jonathan
Cordoba, Frankie
de Klerk, Geran
de Nadai, Rafael
del Cuesta, Jc
Detroit, Tony
Donaghy, Tyler
Eckersley, Scott
Filipe, Joel
Franco, Camila Q.
Gill, Dollar
Graham, Drew
Grizzell, Andy
Hayder, Bayar
Heyerlein, H
High, Christopher P.
Intraversato, A.
Jensen, Daniel
Korpa, Jr
Kotyk, Olenka
Kuzu, Emre
Lincoln, Daniel
Link, Holger
Lykruwe
Mariana, Isabella
Mendoza, Luz
Negele, Tobias
Nevozhai, Denys
Newhall, Marten
O’Donnell, Elijah
Popov, Alexander
Rivera, Hermes
Salvino, John
Saunders, Frank
Troupe, Hannah
V, Franck
van Rensburg, Tertia
Wittstock, Lennart
Wong, Warren
Zayane, Zakaria
This LaTeX document uses Lora, Monserrat, and Being Human.
Thanks to everyone on the Dungeon World and RPGTalk Discords
who put up with me endlessly talking about this. Y’all are saints.
Contents
Introduction
How to Play, Briefly . . . . . . . . . . . . . . . . . . . . . . . . .
Character Generation
The Playbooks
The Charismatic .
The Dedicated . .
The Fast . . . . . .
The Genius . . . .
The Strong . . . . .
The Tough . . . . .
The Supernaturals
The Vampire . . . .
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3
4
7
13
14
20
26
32
40
46
53
95
105
105
105
113
116
117
121
122
122
123
124
132
133
145
146
149
150
151
152
153
154
161
Playing the Game
The Implied Setting
Basic Moves . . . . .
Minor Moves . . . .
Recuperation Moves
Gear . . . . . . . . .
Running the Game
Agenda . . . . . . . . . . . . . .
Principles . . . . . . . . . . . .
GM Moves . . . . . . . . . . . .
Common Situations . . . . . .
Challenging Mortals . . . . . .
Challenging the Supernatural
Setting & Campaigns
Those Who Hunt Monsters
Major Crimes Unit . . . . .
Invasion . . . . . . . . . . .
Trapped . . . . . . . . . . .
My Bloody Valentine . . . .
The Long Con . . . . . . . .
Missions & Cases . . . . . .
Tables & Generators
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Introduction
U
rban/Modern/Fantasy (UMF)
is a toolkit for running mod-
ern adventures using the rules laid out in
Dungeon World,
a fantasy game derived from
Apocalypse World.
It is is
more or less compatible with Dungeon World, with a few caveats,
and a little imagination.
If you know how to play Dungeon World, you already know the
basics of how to play UMF. If you don’t, you may find the informa-
tion in the following chapters enough to manage, but you’ll have an
easier time of it if you read Dungeon World as well. Especially the
chapter on how to play, the GM’s chapter, and the play example.
In this book you’ll find rules adjustments for Dungeon World, ad-
vice for handling modern situations like gunfights and car chases,
and tools for running meaningful NPCs and developing a mod-
ern setting, whether that’s one with paranormal elements or not.
You’ll also find six new playbooks and sixteen supernatural paths
(similiar to compendium classes).
A few things to keep in mind:
Dungeon World is the heart of this game; you can, and should,
always fall back to Dungeon World rules as needed.
Specific always wins over general. Use the most specific Move
available for a given situation.
If two Moves conflict, try to use the best interpretation for the
player. And always round up. Remember: be a fan!
3
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