DW Lexicon

* **+N Forward**(move mechanic)- add +N to your next move (not damage) roll result which might be any or apply to a specific move (*like +1 forward to hack and slash*). The +3 modifier cap still applies.
* **+N Hold** (move mechanic)- allows you to make N choices later on by hold. Hold must be spent on move that generated it; hold from defend can't be used on trap expert or vice versa, for example
* **+N Ongoing** (move mechanic)- take +N to all move rolls (not damage) roll result until the condition specified takes place.
* **Ability Scores** (system component) - measures an adventurer's possession of strength, dexterity, constitution, intelligence, wisdom and charisma on a scale of 3-18 for mortals.
* **Ability Modifiers** - derived from current ability score on a +3 to -3 scale.
* Adept (hireling ) - has at least apprenticed to an arcane expert but is still a novice and not especially powerful.
* **Adventure** - a fiction that is only intended to last one or a couple of game sessions. Has a simple plot.
* **Adventurers**- the player characters
* **Alignment** - a few words that depict your character's moral outlook and behavior they consistently aspire to.
* **Almanac** (sheet) - written record for a region kept by the GM
* **Areas**- smaller pieces of geography within a region with at least one distinct feature and point of interest.
* **Attack** - any action you can interfere with that has harmful effect: swords, arrow, spells, grabs, charges, etc.
* **Bolster** (move)
* Bonds - feelings, thoughts and shared history that tie characters together.
* Burglar (hireling ) - skilled at larceny, disabling traps and other criminal or shady deeds but not very good at combat.
* **Campaign** - longer fiction intended to last for an extensive period of time, possibly ending if/when the player characters reach 10th level and complete world-changing events.
* **Cantrips** - very simple wizard spells which can be cast without counting towards allotment.
* **Carouse** (move)
* **Characteristics**- any information like name, race, ability scores, bonds, starting moves, etc., which is displayed in playbook and directly relates to who and what your character is or is capable of.
* **Characters** - can mean the adventurers (the player characters) or everyone presented in the fiction: adventurers, hirelings, monsters and other NPCs.
* **Clerics** (class) -  warrior-healers who are sworn to the service of a deity.
* **Confused** (debilities) - causes -1 to wisdom modifier until recovery
* **Creature**- Living (and Unliving) beings subdivided into **beasts**, **humans**, **humanoids** and **monsters**.
* **Custom Moves** - moves created by GM or borrowed from second-party source to enhance an adventure or campaign.
* **Damage** - anything done to a character which reduces their HP.
* **Danger** (front component) - five types of threats included in creating and using fronts .
* **Danger** (encounter component) - Anything, such as monster or trap, that if left unchecked may be harmful.
* **Death** - 1. what happens to a character who is reduced to 0 HP and fails their Last Breath roll; 2. the entity Death who holds dominion beyond the Black Gates.
* **Debilities**- hard to heal impairments caused by certain types of attacks.  There is one for each ability score.
* **Defend**  (move)
* **Defenses** (steading) - characteristic of a steading which relates to the quality and quantity of its armed defenders.
* **Defy Danger** (move)
* **Discern Realities** (move)
* **Discovery** - anything the party finds interesting but not immediately threatening.
* **Druid** (class) - semi-feral shapeshifters who are spiritually tied to nature.
* **Dungeon Gear**  - collection of named items that a character possesses to facilitate adventuring; adventuring gear is a "catch-all" DG item with expendable uses.
* **Dungeons** - any place where adventurers face monsters and other perils.
* **Edged weapon** - a sword or dagger. (Paladins can be granted invulnerability to such weapons.)
* **Encounters** (component) - dangers and discoveries which the party are exposed to while exploring.
* **Encumbrance** (move)
* **End of Session** (move)
* **Equipment/Gear** - physical items carried or worn by a character
* **Fighter** (class) - warrior class with a signature weapon which plays a role in their personal story.
* **GM** - the Game Master who organizes the game, abitrates disputes and interpets/enforces the rules.
* **Grim Portents** (danger component) - the result of a danger going unchecked; part of a Front .
* **Hack & Slash**  (move)
* **Hirelings** - minor DM-controlled characters who travel with the adventurers in exchange for payment.
* Hit Points (HP) - a characteristic that defines how much health/life a character possesses.  For PCs, it is influenced by class and constitution modifier.
* **Impending Doom** (danger component) - the final catastrophic outcome of a Front if all the grim portents come to pass.
* **Instinct** (Monsters) - a monster characteristic which describes an an innate, typically fixed pattern of behavior. Also used in creating Instant NPCs
* **Keeps**(steadings) - steadings found on the edges of civilization specifically built for defense.
* **Knacks** (NPCs) - way to pursue an Instant NPC instinct.
* **Last Breath** (move)
* **Level** - characteristic that is raised through spending XP which grants access to advanced moves and other benefits. Classic DW focusses on level 1 to level 10 adventurers.
* **Level Up** (move)
* **Magic** - any ability that goes beyond the physical possible
* **Magic Items** - non-mundane items that have intrinsic power.
* **Make Camp** (move)
* **Manors**(custom steading) - smaller than a village, generally a nobleman's family and servants.
* **Map**- drawing or diagram with shows spatial relations between places.
* **Mark XP** - Add 1 to your current XP total.
* **Minstrel** (hireling) - mundane musicians willing to work for the adventurers.
* Monsters - The advesaries, typically (humanoids, beasts, the undead and planar creatures), that adventurers face in dungeons.
* Moves - Rules that say when they trigger and what effect they have.  Always depend on some fictional action and produce a fictional result.
* **Outstanding Warrant** (move) -
* **Paladin** (class) - martial servants of divine law and order.
* **Parley** (move)
* **The Perilous Wilds** - 1. the dangerous uncivilized wilderness between steadings and dungeons; 2. a popular second-party sourcebook
* Places- regions, areas, steadings and sites.
* **Population** (steading) - a characteristic of a steading which determines its size and available resources.
* Priest (hireling ) - lower ranking clergy within your realm's organized religions capable of a few minor blessings.
* Protector (hireling ) - mundane bodyguards.
* **Prosperity**(steading) - a characteristic which determines the economic well-being of a steading.
* **Range -** generally the distance a character's weapon can reach and harm a target.
* Ranger (class)
* **RAW** -  "Rules As Written" aka a very literal interpretation of published rules, opposed to rules adjusted,  altered or otherwise customized by a GM.
* **Recover** (move)
* **Regions**- large areas of landscape characterized by its dominant natural feature or political aspect.
* **Recruit** (move)
* **Rotes -**simple cleric spells that don't count towards spell allotment.
* **Shaky** (debilities ) - causes -1 to dexterity modifier until recovery.
* **Sick** (debilities ) - causes -1 to constitution modifier until recovery.
* **Sites**- a point of interest within a region, area, steading, etc.,Generally contain an encounter.
* **Spellcasting -**the arcane and divine magic of the wizard and cleric classes.
* **Spells -** specific magics that include a name, tag, level and an effect.
* **Spout Lore** (move)
* **Stunned** (debilities) - causes -1 to intelligence modifier until recovery.
* **Supply** (move)
* **System Components** - the "puzzle pieces" of Dungeon World which work together to create the complete game system.  Replacing or customizing one in might require modifying an aspect of another.
* **Tags** - keywords applied to a variety of game elements like weapons, armor, steadings, and monsters.
* **Take Watch**  (move)
* **Thief** (class) - stealthy, deceptive adventurer class specializing in poisons and disarming traps.
* **Towns  -**medium-sized steadings with a hundred or so citizens.
* **Tracker** (hireling) - mundane scouts with only rudimentary camping and hunting skills.
* Treasure - precious metals, gems, or other valuable objects collected in Dungeons or from NPCs elsewhere.
* **Undertake Perilous Journey** (move)
* **Villages -**small steadings near some easily exploitable resource, typically off the main roads.
* **Volley**  (move)
* **Weak** (debility ) - causes -1 to strength modifier until recovery
* **Warrior** (hireling ) - ordinary mercenaries and men-at-arms.
* **Wizard** (class) - adventurer class educated in the arcane arts and sciences.
* **World Bulding**- the GM process of developing a fictional setting and presenting it to players.
* **XP** - slang for experience points.  XP are collected and then spent to acqure new character levels.