Adventure World Rules


Basic Rules
Click here for some maps tailored for Adventure World Sessions.

For the Adventure World Character Sheet, click here

///Character Creation///


+New characters get +2, +1, +0, -1 to assign to chosen stats.
+New Characters Choose 2 skills from the Skills list
+New Characters Choose a race from the Races list
+Stats are:
Strength(STR)
Dexterity(DEX)
Intelligence(INT)
Spirit(SPI)
Resilience(RES)

+New characters start with 2d6 Gold
+New Characters start with 2d6 HP
+Characters start with 6+(STR Mod) item slots, as well as 6 equipment slots.Each item slot can hold up to 3 uses of an item
+Equipment slots are:
-Weapon 1
-Weapon 2
-Armor
-Accessory 1
-Accessory 2
-Accessory 3

To level up characters need 5 × their level XP

/////Player Moves/////


+All player moves are made by rolling 2d6 and adding the relevant stat modifier to the final result
+2-6 is a failure and the dm makes a move, 7-9 is a success but something happens, and 10+ is a total success often with beneficial additional effects


Races



Human


+1 Skill at creation

Elf


+1 INT or DEX skill at creation

Dwarf


+1 STR or INT skill at creation

Halfling


+1 DEX or INT Skill

Netherling


+1 INT or STR skill at creation

Beastling


+1 Natural weapon
+1 skill relevant to your beast type

Skills List


Axe(STR)
Blunt(STR)
Unarmed(STR)
Shield(STR)
Smithing(STR)
Sword(STR)
Dagger(DEX)
Throw(DEX)
Bow(DEX)
Spear(DEX)
Stealth(DEX)
Lockpick(DEX)
Healing(INT)
Invent(INT)
Arcane(INT)
Trap(INT)
Summon(INT)
Alchemy(INT)
Bard(SPI)
Divine(SPI)
Necromancy(SPI)
Nature(SPI)
Speech(SPI)
Piety(SPI)

Spells/ Abilities



Arcane


Level 1:


Scorch
1 action
Near
Instantaneous
You conjure flames around your hand and touch a nearby creature dealing 1D8 Fire Damage. The touched creature must make a CON save. If they succeed they take half damage
This spell deals and additional D8 of damage at level 3, 5, 7, and 9

Static