recursal/Fanatic-Fandom huggingface dataset:
NPC Tables

Roll to determine context (where they are encountered or where they come from) if it hasn’t already been established, then 1d12 for Occupation if needed. Use the other tables below for traits and followers .

Context

* 1-3 Wilderness
* 4-9 Rural
* 10-12 Urban

Roll to determine Context (where they are encountered or where they come from) if it hasn’t already been established, then 1d12 for Occupation if needed. Use the tables on the next page for traits and followers.

Occupation

* 1 Criminal
* 2-6 Commoner
* 7-8 Tradesperson
* 9-10 Merchant
* 11 Specialist
* 12 Official

## NPC Trait

Roll 1d12 for category and 1d12 for prompt if you want something quick to say. If you want someone more memorable, roll once in each category.

1-6 Physical Appearance

* 1 disfigured (missing teeth, eye, etc.)
* 2 lasting injury (bad leg, arm, etc.)
* 3 tattooed/pockmarked/scarred
* 4 unkempt/shabby/grubby
* 5 big/thick/brawny
* 6 small/scrawny/emaciated
* 7 notable hair (wild, long, none, etc.)
* 8 notable nose (big, hooked, etc.)
* 9 notable eyes (blue, bloodshot, etc.)
* 10 clean/well-dressed/well-groomed
* 11 attractive/handsome/stunning
* 12 they are [roll again] despite [a contradictory detail of your choice]

**7-9 Personality**

* 1 loner/alienated/antisocial
* 2 cruel/belligerent/bully
* 3 anxious/fearful/cowardly
* 4 envious/covetous/greedy
* 5 aloof/haughty/arrogant
* 6 awkward/shy/self-loathing
* 7 orderly/compulsive/controlling
* 8 confident/impulsive/reckless
* 9 kind/generous/compassionate
* 10 easygoing/relaxed/peaceful
* 11 cheerful/happy/optimistic
* 12 they are [roll again] despite [a contradictory detail of your choice]

**10-12 Quirk**

* 1 insecure/racist/xenophobic
* 2 addict (sweets, drugs, sex, etc.)
* 3 phobia (spiders, fire, darkness, etc.)
* 4 allergic/asthmatic/chronically ill
* 5 skeptic/paranoid
* 6 superstitious/devout/fanatical
* 7 miser/pack-rat
* 8 spendthrift/wastrel
* 9 smart aleck/know-it-all
* 10 artistic/dreamer/delusional
* 11 naive/idealistic
* 12 they are [roll again] despite [a contradictory detail of your choice]

## NPC Follower

Roll 1d12 for each category; reconcile to the fiction, tag, and equip as you see fit.

**Competence**

* 1-3 A liability: Quality -1, +0 tags
* 4-9 Competent: Quality +0, +1 tags
* 10-11 Fully capable: Quality +1, +2 tags
* 12 Exceptional: Quality +2, +4 tags

**Background**

* 1-2 Life of servitude/oppression: +Meek
* 3 Past their prime: -1 to Quality, +1 Wise
* 4-5 Has lived a life of danger: +2 tags
* 6-9 Unremarkable
* 10 Has lived a life of privilege: +1 tag
* 11 Specialist: +1 to Quality, -2 tags
* 12 Roll twice on this table

**Loyalty**

* 1-2 0 (little faith in leader’s cause)
* 3-10 +1
* 11-12 +2 (great faith in leader’s cause)

**Instinct**

* 1 Loot, pillage, and burn
* 2 Hold a grudge and seek payback
* 3 Question leadership or authority
* 4-5 Lord over others
* 6-7 Act impulsively
* 8-9 Give in to temptation
* 10-11 Slack off
* 12 Avoid danger or punishment

**Cost**

* 1 Debauchery
* 2 Vengeance
* 3-5 Lucre
* 6-7 Renown
* 8-9 Glory
* 10 Affection
* 11 Knowledge
* 12 Good

**Hit Points Damage Die**

* 1-3 3 HP d4
* 4-9 6 HP d6
* 10-12 9 HP d8
Drowning

When you plunge beneath the waves, hold Breath equal to CON mod+2 (minimum 1). If you take a deep breath first, hold Breath equal to CON mod+5 (min 3). Each time you roll 2d6 to make a move, pick 1 (after you roll):

* Spend 1 Breath
* Mark a debility (that you haven’t marked yet)
* Take your Last Breath
Serving Notice

When you warn people (NPCs) of an Impending Doom or Grim Portent ...Roll+CHA

* On a 10, they believe you and do what they can to help.
* On a 7-9 pick one:
	+ They are hesitant to believe you until there is more evidence.
	+ Some panic and do something foolish.
	+ The trouble will arrive sooner than any expected.﻿
Gear

Gear is synonymous for Equipment .  It covers anything that the adventurers are carrying or wearing.  Clothes, weapons , armor , spellbooks, musical instruments, bandages, poisons , etc., are all classified as gear.  Dungeon Gear is used more narrowly to include Adventuring Gear and other **comsuables**: items that a character will have to restock from time to time.  Anything but the smallest pieces of gear typically adds load though clothing and specific item's like a bard's musical instrument may be excluded.
Class-Based Resources

The following are community-created resources for the Classic DW core classes including links to alternative playbooks.

## Barbarians

* good forum discussion on What Are You Waiting For starting move.
* good forum discussion onHerculean Appetites starting move.
* Missing Paths: Barbarian
* Dwarfware Barbarian
* InfiniteRolePlay'sHow To Make A Barbarian  video

## Bards

* good discussion of Arcane Art
* Awful Good Games Bard
* additional Bard Racial Moves by Lemon Curdistan

## Clerics

* good forum discussion onDivine Guidance
* Awful Good Games Cleric
* additional Cleric Racial Moves by Lemon Curdistan

## Druids

* Druid Shapes Sheets
* Moves For Animals

## Wizards

* Extra DW Wizard Spells by Jarrah James
* Ritual Observations by T. Franzke
Marvelous Pigments

*3 uses, 1 weight*

Created by a mage who was gifted in both arcane and classical art, anything you paint with them will become real. Painting a door on a wall allows you to pass through it. Painting a feast makes real, edible food. When you paint a creature, place, or object with the marvelous pigments, spend 1 use and Roll:

* +1 if you have something to reference.
* +1 if you use high quality art brushes.
* +1 if you have plenty of time and don't rush.
* +1 if you have an artistic background.

* On a 10+ the painting is a masterpiece! When it becomes real, it is as if it were the original subject in every way.
* On a 7-9 it looks real enough, but upon close inspection some flaws and imperfections can be seen (painted food tastes a bit off, a person may have strange proportions, etc)
Hack and Slash

When you attack an enemy in melee, roll+Str.

* On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.
* On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.

Hack and slash is for attacking a prepared enemy plain and simple. If the enemy isn’t prepared for your attack—if they don’t know you’re there or they’re restrained and helpless—then that’s not hack and slash. You just deal your damage or murder them outright, depending on the situation. Nasty stuff.

The enemy’s counterattack can be any GM move made directly with that creature. A goblin might just attack you back, or they might jam a poisoned needle into your veins.

Note that an “attack” is some action that a player undertakes that has a chance of causing physical harm to someone else. Attacking a dragon with inch-thick metal scales full of magical energy using a typical sword is like swinging a meat cleaver at a tank: it just isn’t going to cause any harm, so hack and slash doesn’t apply. Note that circumstances can change that: if you’re in a position to stab the dragon on its soft underbelly (good luck with getting there) it could hurt, so it’s an attack.

**If the action that triggers the move could reasonably hurt multiple targets roll once and apply damage to each target (they each get their armor).**

Some attacks may have additional effects depending on the triggering action, the circumstances, or the weapons involved. An attack could also knock someone down, restrain them, etc.
Blade's Champion

The blade chooses a champion, be it the person that finds it, or someone it knows will accept the task of helping it in its strange quest. When the champion holds the blade they can hear it speak to them, and give instruction or guidance on simple matters and those related to the quest. The blade acquires the ability to cut through steel, stone and magic while held by its champion.

Gain the tag "Ignores Armor" when carried by the champion, this tag applies to magical armor as well.﻿
Custom Bard Racial Moves

**Dwarf**

You are a chronicler of your people’s histories. In addition to any other categories of Bardic Lore
you have mastered, you always know about The Dwarves & Their Affairs.

**Halfling**

Everyone always underestimates you. When you Defy Danger or Parley and use your
disarming appearance, take +1.

**Orc**

Being an outsider has its advantages. When you first enter a civilised settlement, the GM will
tell you something that troubles it; describe a solution they haven’t thought of.
The Perilous Wilds

The Perilous Wilds by Jason Lutes is a Dungeon World supplement that expands upon that games rules for dungeon building and wilderness travel. Like Dungeon World itself, it is published under the Creative Commons Attribution-ShareAlike 3.0 Unported license.  As such, it is used as a important informational source for AWW.  Information borrowed from TPW is noted.  Some is very cut & paste.  Other material is altered or adapted.

## Reviews

* On Save Vs. Total Party Kill

* On RPG NET

## Other Resources

* Random Table Generator

* Lumbering Elephant's TPW-based campaign
Keeps

A keep is a steading built specifically for defense—sometimes of a particularly important location like a river delta or a rich gold mine. Keeps are found at the frontier edges of civilization. Inhabitants are inured to the day-to-day dangers of the road. They’re tough folks that number between a hundred and a thousand, depending on the size of the keep and the place it defends. Keeps won’t often have much beyond their own supplies, traded to them from nearby villages, but will almost always have arms and armor and sometimes a rare magical item found in the local wilds.

By default a keep's tags are *Poor, Shrinking, Guard, Need* (Supplies), *Trade* (someplace with supplies), *Oath* (your choice). If the keep is owed fealty by at least one settlement choose one:

* The keep belongs to a noble family: +Prosperity, Power (Political)
* The keep is run by a skilled commander: Personage (the commander), +Defenses
* The keep stands watch over a trade road: +Prosperity, Guild (trade)
* The keep is used to train special troops: Arcane, -Population
* The keep is surrounded by fertile land: remove Need (Supplies)
* The keep stands on a border: +Defenses, Enmity (steading on the other side of the border)

Choose one problem:

* The keep is built on a naturally defensible position: Safe, -Population
* The keep was a conquest from another power: Enmity (steadings of that power)
* The keep is a safe haven for brigands: Lawless
* The keep was built to defend from a specific threat: Blight (that threat)
* The keep has seen horrible bloody war: History (Battle), Blight (Restless Spirits)
* The keep is given the worst of the worst: Need (Skilled Recruits)
Humans

Classic DW intentionally avoids characterizing the races.  Instead, individual GMs are giving free rein to make all of them as unique as they wish.  Here are some questions that GMs can think about either while prepping for their first game session or to ask the players during First Session.

1. Are humans the most common race in the known world ?

2. Do humans have the same general height, weight, skin tones, hair color, eye color and anatomy as actual people?

3. Are humans culturally diverse in the known world?  What is important or interesting about the specific human culture of the region where the game session/campaign begins?

4. Are any of the adventurers humans from a different region?  What are three things that are strikingly different about where they come from and the nearest human settlements?

5.Do the humans of the starting area have good relations with the elves?  The dwarves?  The halflings?  Why? Is this also true for any human adventurers and the region they come from?

6. Do the humans of the starting region worship a particular god or pantheon?  What are three important or interesting things about the local human religion or religions?
Collected Hacks

Dungeon World was designed to be easily customized by GMs and/or game designers who wish to make changes, additions, or alterations to the RAW or "read-as-written" corebook rules.  Below is material that has been released online to encourage customization.  Like the suggestions provided elsewhere in the wiki, the collected hacks might be useful for some people but not everyone.

## Custom Hirelings

* Custom Hireling Skills by Hannah Forster
* Book of Hirelings by Antonio Ferron

## Custom Components

Custom Mechanics are a category of "hacks" which remove a core system component from Dungeon World and replace it with an alternative way of doing things.  Generally, this means modification to other elements of the system like certain moves or playbook format.

* Abilities without Scores (Replace Stat Scores) by Yochai Gal
* Battlefield Moves by CrudelyDrawnSwords
* Conscripting An Army by Steelsmiter
* Drives (Replace Alignment)
* Madness by Andrew Fish
* Monster Creation Revised by Ray Otus
* Flags (Replace Bonds)
* Simplifying Fronts from Mike Shea of Sly Flourish
* Stress by Oron Wright
* Followers (Replace Hirelings ) from Perilous Wilds
* Travel & Exploration (replace several Special Moves) from Perilous Wilds

## DW Hacking Guides

* Drowning and Falling" for detailed commentary from Jeremy Strandberg about his custom moves and general design philosophy.
* When You Want To Make A Move  by David Guyll
Signature Weapon

*"The weapon isn't the weapon. It's the Fighter's spirit. It's their willingness to fight. It's their desire for victory. It's as much part of their legend as Excaliber is to King Arthur. Taking a fighter's weapon is stealing their soul, and should be treated with the same reverence and care.  They should never be able to leave a fight without their blade, lest they leave a piece of them forever on the battlefield. They should never let an enemy wield their blade, nor should they give it to anyone without cause. They will treasure it, protect it, revere it.*
It's not just a weapon. It's who they are."*- JimmyDaBomb on r/Dungeon World*

This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.

Choose a base description, all are 2 weight:

* Sword
* Axe
* Hammer
* Spear
* Flail
* Fists

Choose the range that best fits your weapon:

* Hand
* Close
* Reach

Choose two enhancements:

* Hooks and spikes. +1 damage, but +1 weight.
* Sharp. +2 piercing.
* Perfectly weighted. Add precise.
* Serrated edges. +1 damage.
* Glows in the presence of one type of creature, your choice.
* Huge. Add messy and forceful.
* Versatile. Choose an additional range.
* Well-crafted. -1 weight.

Choose a look:

* Ancient
* Unblemished
* Ornate
* Blood-stained
* Sinister

* good forum discussion on Signature Weapons improving over time
Crafting New Spells

## Spell Research (Or: Creating a Spell for Your Spellbook)

When you create a spell for your spell book (one not available on your class spell list), tell the GM what you’re trying to achieve. The GM will give you one to four of the following conditions:

* It’s going to take days/weeks/months
* First you must \_\_\_\_
* You’ll need help from \_\_\_\_
* It will require a lot of money
* It will also require \_\_\_\_\_
* The best you can do is a lesser version, unreliable and limited
* It will cost you a point of \_\_\_\_
* You’ll have to disenchant \_\_\_\_ to do it

## Spellcraft

When you finish spell research, roll+Int

* On 10+, the spell is created and works as intended
* On 7-9, choose two
	+ The spell research is successful but costs you a point of Constitution
	+ The spell research is successful but costs you a point of Intelligence
	+ Complication of sorts (?)
	+ Complication of sorts (?)
* On 6- the spell research is ruined and must be started again as well as any other moves the GM takes
Player characters

PCs, or player characters, are the great heroes of Dungeon World.  They are typically a group of 2-6 adventurers who, along with hirelings and other companions, are traveling within the game world together.  The fate of regions, if not nations or the entire cosmos, are dependent upon the choices and actions they make.  Each PC has their own unique playbook , which provides them with a class .  Classic DW uses the premises that the player character is uniquely gifted or empowered: an NPC wizard will not have the same starting moves as the PCwizard .
Compendium Class List

(7/7/16 This is not yet a definitive list of DW Compendium Classes.  Resources will be added as time allows.  -LAS)

## Free Compendium Classes

* Alternative Thief Classes by Justin Schmid
	+ the Burglar, the Con Artist, the Muscle, the Leader
* The Enchanter CC by Unknown

* Masters of the Wild
	+ Beast Caller, Druid of the One Form, Druid Ritualist, Elemental Druid, Geomancer, Giant Killer,Jungle Stalker, Warden, Weather Ward, Wild One
* Monster Tamer by blue
* Night-Crusader by Shamblecow
* Spellthief by 20d12HD

## Purchaseable Compendium Classes

* Delver, Explorer, Hunter, Leader, Scout - The Perilous Wilds
* Dungeon World CCC - Compendium Class Collection 1
	+ The Assassin, The Cursed Knight, The Demiurge, The Firebrand, The Juggernaut, The Swashbuckler
* The Model CC - by Nothing Ventured Games
* The Wyrd of Stromgard
	+ The Seidr, The Runecaster, The Fae-Touched, The Voyager, The Ulfhednar, The Unsavage, The Ghost Rider
Poisoner

You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are **applied**, meaning you have to carefully apply it to the target or something they eat or drink. **Touch** poisons just need to touch the target, they can even be used on the blade of a weapon .

* Oil of Tagit (applied): The target falls into a light sleep
* Bloodweed (touch): The target deals -1d4 damage ongoing until cured
* Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise
* Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.
Creature Tables

Roll 1d12 for **creature type** if it hasn’t already been established, then 1d12 on indicated subtable for specific prompt. Roll additional details as indicated, and/or at whim.

* 1-4 **Beast** Activity, Disposition, No. Appearing, Size
* 5-6 **Human** Activity, Alignment, Disposition, No. Appearing, NPC tables
* 7-8 **Humanoid** Activity, Alignment, Disposition, No. Appearing, NPC tables
* 9-12 **Monster** Activity, Alignment, Disposition, No. Appearing, Size
* Optional: Ability, Adjective, Age, Aspect, Condition, Feature, Tags

## Beast Table

Start with a real-world creature, then put a spin in it to make it fantastical.

## Humanoid Chart

If you roll a classic fantasy species, adapt it to your setting
Discerning Trouble Ahead

When you announce a significantly dangerous ability {or resource} a potential foe is rumored to have, roll + WIS.

* On 10+, that rumor is probably true; should you ever find that it is, your foreknowledge lets you take +1 when acting in response. Meanwhile, right now the GM will tell you a weakness that foe also has; you take +1 forward the first time you act on either the rumor or revealed weakness.
* On 7-9, that rumor is probably correct, and your foreknowledge will grant +1forward if you ever have to act in response.
* On 6-, who knows how reliable that rumor is? Moreover, right now the GM will reveal an unwelcome truth .
Reaction Check

When you approach a wary or hostile NPC and try to communicate, roll +CHA:

* on 10+, they'll hear you out and choose 2
* on 7-9, they'll hear you out and choose 1
	+ They are impressed, intrigued, or amused by you, as the GM sees fit (otherwise, they remain wary or hostile)
	+ You've got their complete attention, for now at least (otherwise, they remain alert)
	+ You glean a valuable insight; ask a question from the Discern Realities list at take **+1 forward** to act on the answer
Seth of Gisborne

## Family/Relationships

### Parent(s):

Guy of Gisborne (Father)
Annie of Locksley (Mother)
Regina Mills (Step-Mother)

### Sibling(s):

Emma Mills (Half-Sister)
Henry Mills (Adoptive Brother)

### Other Family:

Ella Mills (adoptive sister-in-law)
Rose Mills (adoptive niece)
Lucy Mills (adoptive niece)
Ghislaine (paternal grandmother)
Roger (paternal grandfather)
Cora Mills (step-grandmother)
Henry Mills Sr. (step-grandfather)
Zelena (maternal step-aunt)
Robin Hood II (maternal step-cousin)

**Seth of Gisborne** is the infant brother of Emma and Henry Mills.
Homelands

The barbarian's homelands should be far from the immediate area where the game session or chronicle begins.  If using the regions mentioned in Born of the Soil, some possible choices might be:

* The Vast Desert
* The Sapphire Islands
* The Frozen North
* The Blasted Wasteland

The homeland should have a culture that is distinct and less civilized than what the other adventurers are accustomed to.  If the general setting itself is somewhat barbaric, then the homelands are still a far distance from the starting campaign map, unique and likely exotic and alien by contrast.
Halflings

Classic DW intentionally avoids characterizing the races . Instead, individual GMs are giving free rein to make all of them as unique as they wish. Here are some questions that GMs can think about either while Prepping for their first game chronicle or to ask the players during First Session.

1. How common are halflings in the the Known World compared to humans, dwarves and elves?

2. What are the three physical traits that more distinguish halflings from the other player races? Is there anything physically unique about them compared to Tolkien or D&D?

3. Are halflings found in multiple regions in the Known World? What is three important or interesting about the specific halfling culture closest to where the game session/campaign begins?

4. Are any of the adventurers halflings from this or a nearby region? What are three things they were taught about the human race? And the elves? And the dwarves?

5.Do the halflings starting area have good relations with the humans? The dwarves? The elves? Is there a different race they have good relations with? What about a non-player race or creature that they especially fear or dread?

6. Do the halflings of the starting region celebrate any special holidays or worship a deity of any kind? What are three important or interesting things about the local halfling religion or holidays?
Replacing A Signature Weapon

When you acquire a new weapon to replace your lost signature weapon , Roll +Int

* On 10+ You are able to quickly adapt to this new weapon. It fits you almost as well as your lost Signature Weapon. Choose the new base description, range, and look. Then choose 1 new enhancement from the normal signature list. After your nextMake Camp or Recover move, choose the second enhancement.
* On 7-9: This weapon may be similar, but it's just not the same. Use a d8 damage die until your next "Make Camp" or "Recover" move. This becomes your new Signature Weapon after a few modifications (spend 100 coin in a city with a blacksmith).
* On 6-: This weapon is nothing at all like you are used to. Use a d8 damage die until your next "make camp" or "Recoer" move. This weapon will never become your Signature Weapon. If hunting for a new weapon using the Supply move, treat all 6- as a 7-9
Elita-One

**Elita-One** is a supporting character in the Transformers/Once Upon a Time crossover. She is the leader of the Female Autobot within the franchise, and Sam Witwicky and Bumblebee's foster mother. She is the girlfriend and female counterpart of Optimus Prime.

## Biography

Use this section to give greater details about the character's life.

## Family

Family from this order

* Spouse

* Children

* Grandchildren

* Parents

* Siblings

* Nieces and Nephews

* Grandparents

* Aunts and Uncles

* Cousins

## Trivia

### Behind the scenes

If there's anything you'd like to say that's not derived from episodes, but maybe comes from interviews that actors or crew gave, use this section.
Ceffelwaid

(Horse Wife) by Jeremy Strandberg
{pronounced "KEF-el-rag")

*solitary, large, cautious, organized, magical, spirit*

HP 20, Armor 0

Kicking hoofs: [w]2d8+3 (*hand, close, forceful*)

* Manifest as a majestic, beautiful horse
* Slip free of any restraint
* Guide the herd like it was a single living entity
* Curse someone with wild, unbridled emotions

**Instinct**: to be fiercely independent

A herd of wild horses has a life, nay, a spirit all its own, a spirit as free and fickle as the wind. Take care, you who would poach wild horses for your own purpose, lest you find your heart turned against you!

Something interesting: A ceffylwraig sees herself more as queen than wife: proud and haughty, disdainful of the weak and the slow, the herd her subjects more than her children

Something useful: a ceffylwraig is scornful and suspicious of praise or fancy words, but can be appeased by thoughtful gifts, offered with appropriate respect from proud women of noble bearing

* What sort of gift do the ceffylwraig most value?
* What sort of gift will do in a pinch?
Magic

Dungeon World is a fantastical place.  Elementals spirits can be conjured from source materials.  Prayers for health, might and divine retribution are successful should the gods be willing.  **Magic is the name to all attributes possessed by people, places and things that are not derived from mundane sources but rather forces beyond.**  Bardic song, druidic shapeshifting, the bond a ranger forms with its companion, even the superiority (and shining glow) of a fighter's signature weapon are magical.  .

## Arcane vs Divine Magic

In its simplest definition, **arcane** is magic that wizards learn; **divine** is magic that clerics have gifted to them by their deity. While it is not touched upon in classic DW, **infernal** magic would weilded by the servants of demons and demons themselves. Arcane magic could be considered naturally neutral or chaotic in alignment; divine magic might be lawful or good; infernal magic is evil by default.

## Nature and Death Magic

Classical DW doesn't put any explanation into -why- bards can weave spells through preformance or describe **Nature** as a supernal entity who might have bestowed druids and rangers with Nature magic and created magical creatures for a purpose- but as a GM?  You can certainly explore all these kinds of things with your players through the fiction that develops as you play together.   Does **Death** itself have a hand in the existence of necromancers and the Undead in your world?  Ask yourself (and your players) why.

## White Magic & Black Magic

Healing and Blessings would be white magic- the magic itself might have the alignment of Good.  By contrast, dark or black magic would have the alignment of Evil and be malicious and malevolent by nature.  Such would be curses and  necromancy.

## Magic Types

Magic Types are a holdover from D&D and not explored in classic DW except for tags attached to wizard spells.  They are as follows:

* divination: spells that reveal information
* enchantment: Spells that transform the target in some day or grant the caster mental/emotional power over another being
* evocation: Spells that manipulate energy or create "something" from nothing
* illusion: Spells that alter sensory perception or create false images, sounds, etc.
* necromancy: Spells that manipulate, create, or destroy life or life force
* summoning: Spell that instantly bring a creature or object to you

* see: Spells
* see Magic Items
* see Magical Places
* see Curses
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## Εγκατάσταση του RestoreContributeButton

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε, πλην στο js του Wiki σας (π.χ.MediaWiki:Wikia.js)

Go to wikia.js
Go to common.js
Go to global.js ← Personal use

Go to wikia.js
Go to common.js ← SiteWide use
Κλωκάκι/sitewide code

//

```
// This configuration option makes Κλωκάκι script
// append the button into right rail instead of page header
// so wikis can import this script without breaking the
// customization policy.
window.InTheRail = true;

// Importing the script
importScriptPage('Κλωκάκι/main code', 'el.alpha-styles');
//
```
SkinMover/main code

//

```

// ============================================================
// SkinMover. Allows you to switch between Oasis, Monobook, Uncyclopedia or WowWiki
// ============================================================

jQuery(function ($) {
    'use strict';
    if ($('.ca-skin-a').length) {
        return;
    }
    var elem = mw.html,
        monobook = window.monoBookText || 'See in Monobook',
        uncyclopedia = window.uncyclopediaText || 'See in Uncyclopedia',
        wowwiki = window.wowWikiText || 'See in Wowwiki',
        oasis = window.oasisText || 'See in FANDOM',
        qstring = (window.location.search) ? '&' : '?';

    function skinlink(myskin, skintext) {
        return elem.element('li', {}, new elem.Raw(
        elem.element('a', {
            href: (window.location.href).replace(/#.*/, '') + qstring + $.param({useskin: myskin}),
            title: 'See this page in ' + myskin + ' skin',
            'class': 'ca-skin-a'
        }, skintext)));
    }

    var $monobook = skinlink('monobook', monobook),
        $uncyclopedia = skinlink('uncyclopedia', uncyclopedia),
        $wowwiki = skinlink('wowwiki', wowwiki),
        $oasis = skinlink('oasis', oasis)

    if (mw.config.get('skin') === 'oasis') {
        $('.page-header__contribution-buttons .wds-list').append($monobook, $uncyclopedia);
    } else if (mw.config.get('skin') === 'monobook') {
        $('#p-cactions > .pBody > ul').append($oasis, $uncyclopedia);
    } else if (mw.config.get('skin') === 'uncyclopedia') {
        $('#p-cactions > .pBody > ul').append($oasis, $monobook);
    } else if (mw.config.get('skin') === 'wowwiki') {
        $('#p-cactions > .pBody > ul').append($oasis, $monobook, $uncyclopedia);
    } else {
    $('#p-cactions > .pBody > ul').append($oasis, $monobook, $uncyclopedia, $wowwiki);
    }
});
//
```
Core Playbook Looks

## Barbarian

* Tormented Eyes, Haunted Eyes, Wild Eyes, or Shrouded Eyes
* Mighty Thews, Long Shanks, Scrawny Body, or Supple Body
* Strange Tattoos, Unusual Jewelry, or Unmarred by Decoration
* Scraps, Silks, Scavenger’s Outfit, or Weather Inappropriate Clothes

## Bard

* Knowing Eyes, Fiery Eyes, or Joyous Eyes
* Fancy Hair, Wild Hair, or Stylish Cap
* Finery, Traveling Clothes, or Poor Clothes
* Fit Body, Well-fed Body, or Thin Body

## Cleric

* Kind Eyes, Sharp Eyes, or Sad Eyes
* Tonsure, Strange Hair, or Bald
* Flowing Robes, Habit, or Common Garb
* Thin Body, Knobby Body, or Flabby Body

## Druid

* Wise Eyes, Wild Eyes, or Haunting Eyes
* Furry Hood, Messy Hair, or Braided Hair
* Ceremonial Garb, Practical Leathers, or Weathered Hides

## Fighter

* Hard Eyes, Dead Eyes, or Eager Eyes
* Wild Hair, Shorn Hair, or Battered Helm
* Calloused Skin, Tanned Skin, or Scarred Skin
* Built Body, Lithe Body, or Ravaged Body

## Immolator

* Smoldering Eyes, Warm Eyes, Searing Eyes
* Strange Brands, Ritual Scars, Perfect Skin
* Imperious Bearing, Manic Attitude, Barely-Hidden Rage
* Crackling Voice, Whispering Voice, Roaring Voice

## Paladin

* Kind Eyes, Fiery Eyes, or Glowing Eyes
* Helmet, Styled Hair, or Bald
* Worn Holy Symbol or Fancy Holy Symbol
* Fit Body, Bulky Body, or Thin Body

## Ranger

* Wild Eyes, Sharp Eyes, or Animal Eyes
* Hooded Head, Wild Hair, or Bald
* Cape, Camouflage, or Traveling Clothes
* Lithe Body, Wild Body, or Sharp Body

## Thief

* Shifty Eyes or Criminal Eyes
* Hooded Head, Messy Hair, or Cropped Hair
* Dark Clothes, Fancy Clothes, or Common Clothes
* Lithe Body, Knobby Body, or Flabby Body

## Wizard

* Haunted Eyes, Sharp Eyes, or Crazy Eyes
* Styled Hair, Wild Hair, or Pointed Hat
* Worn Robes, Stylish Robes, or Strange Robes
* Pudgy Body, Creepy Body, or Thin Body
RandomWikiButton

**Μπορείτε να το βάλετε στο δικό σας js αλλά όχι στο άδικό σας (π.χ. MediaWiki:Wikia.js + MediaWiki:Common.js) γιατί θα παραβιάσει την πολιτική προσαρμογης του ΦΑΝΤΟΜ.**

## Skinning

### Can be used on these Layers

Τέταρτης Εμφάσεως

Βάζει ένα RANDOM Wiki button. Στο Oasis στο Fan Feed. Στο Monobook στο FANDOM portlet. Αυτό μπορεί να μπει μόνο για προσωπική χρήση γιατί παραβιάζει την Πολιτική Προσαρμογής της ΦΑΝΤΟΜ αλλά όχι όμως για το Monobook.

## Εγκατάσταση του RandomWikiButton

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε

Go to common.js
Go to global.js ← Personal use

Go to common.js
 ← SiteWide use
Κλωκάκι

Βάζει έναν σύνδεσμο με το ρολόι που θα κάνει ανανέωση σελίδας. Στο FANDOM εμφανίζεται δεξιά από την πρώτη κεφαλίδα όπως ακριβώς και στο MonoBook. Στο Oasis, πάνω από το μενού ενέργειων για προσωπική χρήση και στην δεξιά πλευρά για απρόσωπη. Διαθέσιμο για FANDOM και Monobook.

## Εγκατάσταση του Κλωκάκι

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε

Go to common.js
Go to global.js ← Personal use

Go to common.js
 ← SiteWide use
Fishing

When you spend some time fishing in a spot where the fish are biting, roll+WIS.

* On 7-9, you take in enough to feed yourself and your companions; these count as rations if you Make Camp in that same day.
* If you roll 10+, choose 1 additional:
	+ You find a mysterious item as you clean your catch – an engraved ring, a crystal key, a treasure map, or whatever the GM tells you
	+ One of the fish you reel in speaks your tongue, and offers you a boon if you will spare its life.
	+ You gain a new understanding of a companion that fishes with you – you can rewrite a bond you have with them, or they can rewrite a bond they have with you
	+ You attract the attention of a curious and mostly benign creature or spirit.
	+ One of these fish swam through the Well of Wisdom in the land of Faerie; the next time you Spout Lore, treat a 6- as a partial success.
	+ You become familiar with the countryside and wildlife around you – take +1 ongoing to whichever role you choose when you Undertake a Perilous Journey in this area.
	+ Tell the GM what person, place, or thing you recently encountered and are spending your time thinking about, and ask them one question from the Discern Realities list about it.
NewLooksOld

**Μπορείτε να το βάλετε στο δικό σας css αλλά όχι στο άδικό σας (π.χ. MediaWiki:Wikia.css + MediaWiki:Common.css) γιατί θα παραβιάσει την πολιτική προσαρμογης του ΦΑΝΤΟΜ.**

## Skinning

### Can be used on these Layers

Τρίτης Εμφάσεως

Αυτό θα κάνει το καινούριου Navbar σαν παλιό. Αυτό μπορεί να μπει μόνο για προσωπική χρήση γιατί παραβιάζει την Πολιτική Προσαρμογής της ΦΑΝΤΟΜ

## Εγκατάσταση του NewLooksOld

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε, πλην στο css του Wiki σας (π.χ.MediaWiki:Wikia.css)

Go to wikia.css
Go to common.css
Go to global.css ← Personal use

Go to wikia.css
Go to common.css ← SiteWide use
MobileOasis

**Μπορείτε να το βάλετε στο δικό σας css αλλά όχι στο άδικό σας (π.χ. MediaWiki:Wikia.css + MediaWiki:Common.css) γιατί θα παραβιάσει την πολιτική προσαρμογης του ΦΑΝΤΟΜ.**

## Cascading Style Sheets

### Main

MediaWiki:MobileOasis/main.css + MediaWiki:MobileOasis/fixed.css

## Skinning

### Can be used on these Layers

Τρίτης Εμφάσεως

Κάνει το Oasis κατάλληλο για Κινητές συσκευές. Κάνει μερικές αλλαγές σε πλήκτρα στην περιοχή λήμματος που έχουν SVG ώστε να μην υπάρχει κείμενο. Αυτό μπορεί να μπει μόνο για προσωπική χρήση γιατί παραβιάζει την Πολιτική Προσαρμογής της ΦΑΝΤΟΜ. Στο 2018 A υπάρχει επίσης αλλά με κάποιες αλλαγές.

## Εγκατάσταση του MobileOasis

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε, πλην στο css του Wiki σας (π.χ.MediaWiki:Wikia.css)

Go to wikia.css
Go to common.css
Go to global.css ← Personal use

Go to wikia.css
Go to common.css ← SiteWide use
BetterLandscapeCommunityHeader

**Αυτό το CSs δεν είναι κατάλληλο να χρησιμοποιηθεί για τον εξής λόγο:** *(Τέλος το Oasis)* **. Παρακαλούμε να μην το χρησιμοποιήσετε κι αν το χρησιμοποιήστε ήδη, να το καταργήσετε όσον το δυνατόν γίνεται**

**Μπορείτε να το βάλετε στο δικό σας css αλλά όχι στο άδικό σας (π.χ. MediaWiki:Wikia.css + MediaWiki:Common.css) γιατί θα παραβιάσει την πολιτική προσαρμογης του ΦΑΝΤΟΜ.**

## Cascading Style Sheets

### Main

MediaWiki:BetterLandscapeCommunityHeader/main.css

## Skinning

### Can be used on these Layers

Τρίτης Εμφάσεως

Μετατρέπει την καινούρια κεφαλίδα σε οθόνες 1024px με 1083px να είναι σαν τις μεγάλες οθόνες, κάτι που υπήρξε λίγο παλιότερα. Αυτό μπορεί να μπει μόνο για προσωπική χρήση γιατί παραβιάζει την Πολιτική Προσαρμογής της ΦΑΝΤΟΜ

## Εγκατάσταση του BetterLandscapeCommunityHeader

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε, πλην στο css του Wiki σας (π.χ.MediaWiki:Wikia.css)

Go to wikia.css
Go to common.css
Go to global.css ← Personal use

Go to wikia.css
Go to common.css ← SiteWide use
Commune

When you **spend uninterrupted time (an hour or so)** in quiet communion with your deity, you:

* Lose any spells already granted to you.
* Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
* Prepare all of your rotes, which never count against your limit.
Lara Lor-Van

**Lara Lor-Van** is a character in the fanon universe of ABC's *Once Upon a Time*. She is the mother of Kal-El and Tal-Rho, the wife of Jor-El and the paternal aunt/mother figure of Kara Danvers.

## History

Lara Lor-Van was a scientist who grew up the daughter of Lor-Van with Alura In-Ze and was genetically matched with Zeta-Rho, having their son, Tal-Rho together. However, she broke off her relationship with him and married Jor-El.

By 1966, Lara became the aunt and godmother of Kara Zor-El and married Jor-El. She loved Kara as if she were their daughter due to her and her husband not having children of their own yet. However, Lara learned that she had another son with her ex-husband. While Jor-El supported her plan to see Tal-Rho, Zeta refused as an act of revenge for leaving him. Because of this, Lara was initially skeptical of having Jor-El's baby. However, she was willing to take the risk, eventually were blessed with the child, a son, Kal-El in 1979. Lara and Jor-El's feelings for Kara never changed, in fact, letting her change Kal-El's diapers.

### Legacy

After learning the truth of his heritage, Clark commissioned two ice statues of his parents standing in front of Krypton in their honor. He later had Alura and Zor-El commemorated in another room after he discovered his cousin, Kara Danvers, had been living on Earth for a while with the Amazons.
GM Tools

The following are links to miscellaneous articles, cheat sheets, lists and other useful websites created to assist new GMs or help generate game content very quickly. Most but not all of them are DW-specific.  Some work for any generic fantasy tabletop game.

* All the Random Tables by Zak S
* Adventuresmith  App for Android by Steve Christensen
* Basic Adventure Worksheet by Dawit Thepchatree
* Character Background Hooks
* Creating A Random Adventure using MtG Cards by Baldr12
* d100 Minor Magical Items posted by Arnold K.
* Dungeon World GM Screen by David Thiel
* Dungeon World Improv Tool by RobotAcid
* Dungeon World Magic Items Living Doc
* Dungeon World Tool Kit by Josh McGraw and Michael Pearce
* Incunabuli Campaign Setting by Benton Molina
* Item Cards by Captain-Sandwich
* Inspirations and Starting Questions To Ask Players by Yochai Gal
* Keeping NPCs Unique by Greg Soper
* GM Flow Chart by Ciel Ferma
* Fantasy Name Generator
* Front, NPC & Steadling Sheets by Ciel Ferma
* Front Template
* Magic Items for Dungeon World by AgnateHearthstone
* Medieval Fantasy City Generator  by Watabou
* Net Libram of Random Magical Effects by Orrex
* Perilous Wilds Table Random Generator by Alexander Graefe
* Spell Name Generator
* What Are Your NPCs AIMs? by Brian Holland
* Worst Outcomes Sheet by Colin Roald

Old/Outdated Links:

* Citygrid by Greg Gorgonmilk (Google+ Community no longer exist)
* Damage Types Chart by Ray Otus (Google+ Community no longer exist.)
* Die of Fate by Dawit Thepchatree (Requires authorization to access.)
* Dungeonscapes: Caves, Caverns & Catacombs by AJ Ferguson (File no longer exist.)
* Dungeon World Monsters PDF (Google+ Community no longer exist.)
* Dungeon World Steading Generator (Dead link.)
* Dungeon World Treasure Generator (Dead link.)
* GM Reference Sheet by Aaron M. Sturgill (Dead link.)
* Tygart's Dungeon Starters by Mark Tygart (Dead link.)
OldAWikiTheme

**Μπορείτε να το βάλετε στο δικό σας css αλλά όχι στο άδικό σας (π.χ. MediaWiki:Wikia.css + MediaWiki:Common.css) γιατί θα παραβιάσει την πολιτική προσαρμογης του ΦΑΝΤΟΜ.**

## Cascading Style Sheets

### Material Design

MediaWiki:OldAWikiTheme/material design.css

## Skinning

### Can be used on these Layers

Τρίτης Εμφάσεως

Ένα θέμα εμφάνισης που επαναφέρει την Αρχική εμφάνιση του A Wiki - Techno Wiki. Αυτό δεν θα εφαρμοστεί αλλού αλλά A Wiki - Techno Wiki. Αυτό μπορεί να μπει μόνο για προσωπική χρήση γιατί παραβιάζει την Πολιτική Προσαρμογής της ΦΑΝΤΟΜ.

## Εγκατάσταση του OldAWikiTheme

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε, πλην στο css του Wiki σας (π.χ.MediaWiki:Wikia.css)

Go to wikia.css
Go to common.css
Go to global.css ← Personal use

Go to wikia.css
Go to common.css ← SiteWide use
ScrollableFanFeed

**Μπορείτε να το βάλετε στο δικό σας css αλλά όχι στο άδικό σας (π.χ. MediaWiki:wikia.css + MediaWiki:Common.css) γιατί θα παραβιάσει την πολιτική προσαρμογης του ΦΑΝΤΟΜ.**

## Skinning

### Can be used on these Layers

Τρίτης Εμφάσεως

Κάνει το καινούριο FanFeed κυλιούμενο. Μπορεί να πάει μόνο για προσωπική χρήση.

## Εγκατάσταση του ScrollableFanFeed

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε, πλην στο css του Wiki σας (π.χ.MediaWiki:Wikia.css)

Go to wikia.css
Go to common.css
Go to global.css ← Personal use

Go to wikia.css
Go to common.css ← SiteWide use
EnchantedAWikiTheme

**Αυτό το css δεν είναι κατάλληλο να χρησιμοποιηθεί για τον εξής λόγο:** *(Το 2018 A έχει φτάσει παντού και δεν είναι κατάλληλο για χρήση σε αυτό το περιβάλλον χρήστη πια.)* **. Παρακαλούμε να μην το χρησιμοποιήσετε κι αν το χρησιμοποιήστε ήδη, να το καταργήσετε όσον το δυνατόν γίνεται**

**Μπορείτε να το βάλετε στο δικό σας css αλλά όχι στο άδικό σας (π.χ. MediaWiki:Wikia.css + MediaWiki:Common.css) γιατί θα παραβιάσει την πολιτική προσαρμογης του ΦΑΝΤΟΜ.**

## Skinning

### Can be used on these Layers

Τρίτης Εμφάσεως

Ξανακτίζει την εμφάνιση της A Wiki - Techno Wiki με καινούρια. Αυτό μπορεί να μπει μόνο για προσωπική χρήση γιατί παραβιάζει την Πολιτική Προσαρμογής της ΦΑΝΤΟΜ

## Εγκατάσταση του EnchantedAWikiTheme

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε, πλην στο css του Wiki σας (π.χ.MediaWiki:Wikia.css)

Go to wikia.css
Go to common.css
Go to global.css ← Personal use

Go to wikia.css
Go to common.css ← SiteWide use
SkinMover

Βάζει συνδέσμους για προβολή του λήμματος σε άλλο θέμα εμφάνισης. Στο Oasis εμφανίζεται στο μενού ενεργειών ενώ στα MonoBook στις προβολές του λήμματος (Πάνω από την περιοχή του λήμματος). Μπορεί να πάει και στο Oasis σε απρόσωπη χρήση γιατί μια πρόσφατη ενημέρωση το επέτρεψε να κάνουμε αλλαγές στο μενού ενεργειών βάζοντας νέες εντολές.

## Εγκατάσταση του SkinMover

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε

Go to common.js
Go to global.js ← Personal use

Go to common.js
 ← SiteWide use

## Notes

1. ↑ Αν δεν είχαν βάλει στις εξαιρέσεις την ικανότητα να βάλετε εντολές στο μενού ενεργειών στο Oasis, θα ήταν Τέταρτης Εμφάσεως δηλαδή απρόσωπα μπορούσατε μόνο στα Monobook.
2. ↑ Μεταξύ FANDOM, Monobook & Uncyclopedia
CozyHeader

**Αυτό το CSs δεν είναι κατάλληλο να χρησιμοποιηθεί για τον εξής λόγο:** *(Τέλος το Oasis)* **. Παρακαλούμε να μην το χρησιμοποιήσετε κι αν το χρησιμοποιήστε ήδη, να το καταργήσετε όσον το δυνατόν γίνεται**

**Μπορείτε να το βάλετε στο δικό σας css αλλά όχι στο άδικό σας (π.χ. MediaWiki:Wikia.css + MediaWiki:Common.css) γιατί θα παραβιάσει την πολιτική προσαρμογης του ΦΑΝΤΟΜ.**

## Skinning

### Can be used on these Layers

Τρίτης Εμφάσεως

Επιτρέπει την περιοχή καινούρια κεφαλίδα να έχει μικρό μέγεθος κειμένου αλλά μεγαλύτερο για την πλοήγηση και ασπρόμαυρα πλήκτρα ή και πολλά άλλα. Επίσης θα κάνει την επικεφαλίδα άρθρου σαν πριν την εμφάνιση της νέας κεφαλίδας και κάνει τα πλήκτρα ομαλά. Αυτό μπορεί να μπει μόνο για προσωπική χρήση γιατί παραβιάζει την Πολιτική Προσαρμογής της ΦΑΝΤΟΜ

## Εγκατάσταση του CozyHeader

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε, πλην στο css του Wiki σας (π.χ.MediaWiki:Wikia.css)

Go to wikia.css
Go to common.css
Go to global.css ← Personal use

Go to wikia.css
Go to common.css ← SiteWide use
ΡικNews

## RIKNEWS

* Το ΡικNews recreates the παλιά αίσθηση που δώνει το Riknews.com.cy

## Εγκατάσταση του ΡικNews

2. Κατεβάστε όποιο θέμα εσείς επιθυμήστε.
3. Και το βάζετε όπου θέλετε, πλην στο css του Wiki σας (π.χ.MediaWiki:Wikia.css)

Go to monobook.css
Go to common.css
Go to global.css ← Personal use

Go to monobook.css
Go to common.css ← SiteWide use
FullScreenOasis

**Μπορείτε να το βάλετε στο δικό σας css αλλά όχι στο άδικό σας (π.χ. MediaWiki:Wikia.css + MediaWiki:Common.css) γιατί θα παραβιάσει την πολιτική προσαρμογης του ΦΑΝΤΟΜ.**

## Skinning

### Can be used on these Layers

Τρίτης Εμφάσεως

Επιτρέπει την περιοχή Oasis και καινούρια κεφαλίδα καθώς και το παράθυρο επεξεργασίας να ακουμπάνε ολόκληρη την οθόνη. Αυτό σας επιτρέπει να έχετε περισσότερο χώρο διαβάζοντας λήμματα. Αυτό μπορεί να μπει μόνο για προσωπική χρήση γιατί παραβιάζει την Πολιτική Προσαρμογής της ΦΑΝΤΟΜ

## Εγκατάσταση του FullScreenOasis

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε, πλην στο css του Wiki σας (π.χ.MediaWiki:Wikia.css)

Go to wikia.css
Go to common.css
Go to global.css ← Personal use

Go to wikia.css
Go to common.css ← SiteWide use
SuppressΣουπρStyling

**Μπορείτε να το βάλετε στο δικό σας css αλλά όχι στο άδικό σας (π.χ. MediaWiki:Wikia.css + MediaWiki:Common.css) γιατί θα παραβιάσει την πολιτική προσαρμογης της A.**

## Skinning

### Can be used on these Layers

Τρίτης Εμφάσεως

Καταργεί την ενημέρωση Κορα Σουπρ από τα Wiki που έχουν αυτήν την ενημέρωση, ώστε οι άλλοι διαχειριστές να μην χρειαστούν να καταργήσουν CSS από το SiteWide Wikia.css. Αυτό μπορεί να μπει μόνο για προσωπική χρήση γιατί παραβιάζει την Πολιτική Προσαρμογής της AWiki

## Εγκατάσταση του SuppressΣουπρStyling

2. Κατεβάστε το αρχείο που έχει το πακέτο αυτό.
3. Και το βάζετε όπου θέλετε, πλην στο css του Wiki σας (π.χ.MediaWiki:Wikia.css)

Go to wikia.css
Go to common.css
Go to global.css ← Personal use

Go to wikia.css
Go to common.css ← SiteWide use

## Πρόσθετο

* Για να δείτε το εφέ σε όλα τα Wiki που το επηρεάζει, παρακαλούμε να βάλετε αυτό στο Global.js:

```
importStylesheetPage('MediaWiki:SuppressΣουπρStyling/main.css', 'el.alpha-styles');

```