r/WWN • • Jun 01 '26

The Book of Unnumbered Worlds Kickstarter Now Live

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97 Upvotes

r/WWN • • Apr 27 '21

Resources for Worlds Without Number

272 Upvotes

If there's anything you feel I've missed or that you think should be added feel free to let me know. The goal here is to have as useful a repository as possible to list resources that have been created for WWN. I'd especially like to add a link to some of the rules clarifications I've seen here and there, if you've gathered this into one place let me know so I can get a link up!

Special Section for Resources from Kevin Crawford

Player's map of The Gyre (no cities/deeps)

Atlas of the Latter Earth preview, low and no magic


Rules Resources

Latter.Earth created by the one and only u/ReapingKing.

WWN Mechanics Overview + Homebrew essentially a series of helpful "cheat sheets" and an introduction to OSR for people new to the style put together by u/Boondoggle_Colony


Campaign Resources

Region Terrain Generator by u/wwnregen Details available in reddit thread here

Community Created Bestiary created by Studbeasttank on the Discord, Undead by MrDixon on Discord.

If you want to contribute to the bestiary please read the style guide WWN_Monster_Formatting.docx first.

Point Crawl Generator by u/CamaxtliLopez


Info about Latter Earth

A Primer to Latter Earth thanks to u/realspandexandy

Latter Earth Timeline thanks to u/droidavoid


Character Sheets

Combined Character Sheet for WWN and SWN thanks to u/yilmas

SWN Revised Style Character Sheet for WWN thanks to u/heavenloveaugustus

Character Randomizer for quickly generating characters to get you back into the action. Thanks to u/cleaveittobeaver


VTT Resources

WWN for Foundry VTT thanks to u/sobrandm

Adjusted Map of the Gyre for Foundry thanks to u/johnvak01


r/WWN • • 2d ago

Gem's Innumerable Inklings - Week 4 2026

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8 Upvotes

Back again. Every October I use the Inktober word list to write material for Worlds Without Number. This is Week 4 of the series. Here and the previous weeks: Week 1, Week 2, and Week 3. If you want to see more of my homebrew, including previous years of this, check out the link in my bio.

Next post will be the final one and I'll put all the previous weeks together in it.

Day 22: Beacon

Veil-Piercing Gaze of the Divine (Level 2 High Magic Spell)

Take a scene to ward an area 10ft square per level, drawing out lines in the ground, on the floor with chalk, or some other way. The drawings are resistance to being disturbed by accident but can be purposely ruined - triggering the spell's effect. When anyone enters the area or manipulates the linework without the caster's permission there is a crack of thunder and any trespassers are struck blind, deaf, and illuminated for 24 hours. Once warded the spell lasts until the ward is triggered or the spell is cast elsewhere.

Day 23: Dapper

Shared Grandeur (High Mage Art)

Prerequisite: Wizard's Grandeur

A dapper mage with a drab party is something of a sore thumb. Now you can share your immaculate upkeep with others. You can now commit additional effort with Wizard's Grandeur, applying the art's effects to one additional ally per point of effort committed.

Day 24: Bake

Auntie Baker's Restcakes

These hard dough briquettes are a preserved ration made at a renowned bakery in a major city. Auntie Baker's secret recipes and techniques allow for an easy-to-store dehydrated bun that can be revitalized with as little as some water and a campfire. They're quite expensive, usually several thousand silver, but offer a unique reprieve from meagre trail rations. When resting after having one of Auntie Baker's Restcakes you restore twice as many hitpoints.

Day 25: Fracture

Boneshatter (Level 2 Necromancy Spell)

Commanding your foe's body to betray itself, you point at a target within 30ft and choose ones of it's arms or legs to break. A broken leg incurs a Physical save versus falling prone and always halves their move speed. A broken arm incurs a Physical save versus dropping anything held by it and always comes with a -2 to all attacks and skill checks that use the arm.

Day 26: Zip

Zipper-Stitch Reinforcement (Level 2 Necromancy Spell)

As a Main action you quickly sew up an arcane pattern across an armorless meaty undead ally you can touch. This grants them a +3 bonus to their Armor Class that degrades by 1 point each time they are struck. After being struck three times, the bonus is gone and the stitching bursts releasing a horrible smell. Anyone adjacent to the stitched undead at this time must make a Physical save or lose their next Main action as they spend it retching. The effects of this spell last until the stitching pops or the undead is slain - which also pops the stitching.

Day 27: Dumb

Siphon Speech (Level 1 High Magic Spell)

This spell targets someone who you can hear actively speaking and lets you rob them of their voice. They must make a Mental save, on a failure they are struck mute for a Day and you can perfectly mimic their voice for the duration of this curse. If they pass their save the spell has the same effects but only last for the rest of the Scene.

Day 28: Trophy

Trophy Keeper (Focus)

Level 1: You know how to craft magical tokens from the creatures you kill. If you participate in striking down something you can fashion a trophy to display from its remains. You must keep the trophy as a visible part of your attire or else it loses its effect and you need a fresh kill to make a new one. There are three types of trophies you can craft: Fear, Hunt, and Warding. Each of these has different effects on creatures of the same or similar type to the one you made the trophy from. You and your allies always have a -2 penalty to Reaction Rolls when dealing with trophied creatures and those sympathetic to them.

Fear Trophy - Similar creatures fear and loathe you. They have -2 penalty to their Morale checks when you're around and are more likely to flee instead of surrender when they fail.

Hunt Trophy - Similar creatures become easier to track. Checks you make to Notice them have the Difficulty lowered by 1.

Warding Trophy - Similar creatures have a harder time damaging you. You are immune to Shock damage from their attacks.

In addition to choosing one of these effects you also have a +1 to hit and to damage against them.


r/WWN • • 2d ago

Mundane property improvement ideas

9 Upvotes

My party have recently earned a large amount of money (10,000GP each, I was feeling very generous, but they did basically conquer a city), and a large mansion in a city (with only minor bloodstains on the carpets). I've provided them with a list of possible things to spend money on (Workings, spell creation, enchanting, etc.), but one thing that I noticed is rather lacking is any base building with mechanical benefits. So I'm looking for ideas for non-magical improvements they could make, with fairly tangible benefits.

A couple that I've already come up with (partly inspired by SWN shipbuilding):

Armoury: 15,000SP Contains sufficient stock of all (non-hurlant) weapons and armours to outfit the party as needed. Can not be used to arm NPCs

Store cupboards: 5,000SP Contains a supply of every type item of Adventuring Gear.

Library: 50,000SP Well stocked with books on every topic, provides +2 to any Know rolls on a subject that there conceivably be a book about.

Map Room: 25,000SP Detailed charts and maps from around the world are gathered here, +1 to any skill checks for navigating or exploring, provided the journey started at the mansion

Improved workshop: 50,000SP More advanced tools for everything from blacksmithing to leatherworking. Add +1 to rolls to craft Masterwork equipment, half

Secret Passages: 10,000SP Retrofitted behind wall panels and chimneys, allows unseen movement between any rooms in the house, and convenient peepholes allow observation of any room undetected.

Ballroom: 20,000 A large space specifically designed for hosting extravagant parties, +1 to any social skill checks while hosting a party

I'm open to any kinds of ideas, and criticisms. Most of the OSR resources on base-management seem to be more focused on acquiring and improving land, than on what to actually do with your new home, and how it can provide real benefits.


r/WWN • • 8d ago

Gem's Innumerable Inklings - Week 3 2026

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17 Upvotes

Back with Week 3 of my Inktober ideas.

Week 1

Week 2

Day 15: Hooray

Laughter in the Face of Death (Level 2 Necromancy Spell)

As a Main action you cause the harsh reality of adventuring life to drape a funeral shroud over the those present, a grim feeling in the air. For the next three rounds any allies within sight who loudly cheer, to shake off the call of the grave, heal for 1d6 + the caster's Heal skill in hit points when they do so. This accrues one System Strain. For the duration of the spell foes have a -1 to hit anyone who has cheered as they are shaken by the contrasting display.

Day 16: Gangly

Long Goblin

A small green creature with a face twisted into a grotesque smile. It has exceptionally long arms and fingers. They are often first heard before they are seen, having a distinct unnerving laugh they can't resist using when potential victims are around. Legends say they are born of laughter that fell on deaf ears and embody the shame and frustration of the scenario. They are supernaturally hard to focus on and delight in cruel taunting.

2 HD, AC 16 (Immune to Shock), Atk +2, Damage As Weapon +1, Shock As Weapon +1, Move 30, ML 7, Instinct 3, Skill 1, Save 14+

They usually use scavenged weapons and any used by them gain the Long trait.

They can turn invisible as long as no one is looking at them. This invisibility breaks if they manipulate any objects, including their own weapons, closed doors, or the party's belongings.

Day 17: Contraption

Rube's Ruse

The first thing you notice is a bar of gold. It's on a pedestal. In a sealed cage. A rope leads from an eyelet on top of the cage to the ceiling where it stretches out across a relay of pulleys and weights that makes no sense to the casual observer. This room is full of junk trinkets, visual noise, and half built mechanisms. In front of you is a lever. It's currently in the upright position which is labelled "Off" as opposed to the downward labelled "On." This switch is mechanical in nature and is attached to a system that looks like it would lower a panel from the bottom of a wooden box. The box is positioned over a tin funnel that outputs into a dusty wooden tray that contains traces of rock and dust. The cage does not open and is bolted to the floor. The lever opens the door on the box and causes rocks to pour out and loudly clang into the funnel. This is a self report alarm system designed to allow greedy fools to announce themselves.

Day 18: Flightless

Gwyns (Origin Foci)

Gwyns are a species of human-stock created for cold aquatic weather operation. They can be found deep into the northern regions where they were kept to operate alien oil rigs and other deep sea devices. They generally human-like with broader than normal hands, the countershaded camouflage plumage of a penguin, and black avian eyes. They're stubborn people, used to doing things the way they were drilled to, and have a strong appreciation for the beauty of nature.

Your DEX modifier is reduced by 1 while you are above water.

Your CON modifier is increased by 1.

You are cold and aquatic adapted and have no trouble surviving in their extremes.

You can swim as easily as you can walk and your actions aren't hindered by being in water.

You have a +1 bonus on skill checks made to hide from sight and skill checks related to swimming.

Once in a lifetime you can gift someone a pretty rock to form a telempathic bond with them - being able to sense each others emotions. Accepting this bond from someone else also consumes your use.

Day 19: Confused

Conflation of the Tide and Stars (Level 1 High Magic Spell)

Stand your ground and conjure visions of a great typhoon to befuddle a foe. One target within 100ft of you must make a Mental save or be rendered helpless and suffocating as their senses are overwhelmed with the power of churning surf. The target falls to the ground, flailing for something solid, and isn't able to breathe for the duration of the spell. The spell lasts for as many rounds as you keep focusing your energies on it, taking a Main action each time, and is disrupted by anything that would normally prevent you from casting a spell.

Day 20: Lounge

Lazy Crab

The lazy crab isn't a crab, nor is it actually lazy. It's a beefy spider that generally behaves as most spiders do with a few exceptions. It enjoys the sunlight and will often make webs that allow it to sunbathe easily. This can cause a shock as a bulky hand-sized spider that weaves strong and nearly invisible webs. It also has a terrible habit of "lazily" coming to a rest in doorways or in halls where traffic is common. This most likely leads to it being stepped on and killed in the process. This is intentional on the Lazy Crab's part though. It carries it's young internally and when they are near birth they end up slowly killing off their mother. The mother seeks a populated place to try to get squished and release her babies and herself from life. It's a terrible day when you get out of bed and end up popping a Lazy Crab. They are generally unharmful to people outside of the terror they cause.

Day 21: Hero

The Hero (Adventurer Expert/Warrior)

When you play an Adventurer comprised of the core Partial Expert and Warrior, you may don the mantle of The Hero and select an alternative to the Partial Expert's Class Ability: Masterful Expertise.

Heroic Expertise (Replaces Masterful Expertise)

When making checks with skills you're trained in you can take a point of System Strain to give yourself a +1 on the roll. This is an Instant action, can be used multiple times per roll, and can be used after you know if you pass or fail.


r/WWN • • 10d ago

WWN SRD in Markdown and Spanish translation

32 Upvotes

Hi all, I converted the WWN SRD to markdown and to Spanish

https://github.com/ecruzolivera/wwn-srd

The English markdown files are here: https://github.com/ecruzolivera/wwn-srd/tree/main/en

the spanish pdf and html are here: https://github.com/ecruzolivera/wwn-srd/releases

Maybe someone finds it useful.

Regards


r/WWN • • 12d ago

Are there any plans for additional gazetteer books?

43 Upvotes

I would kill for more details on Runom in particular... but I would be happy with a closer look at any part of the Latter Earth, really.

Is this something that might be in the pipeline someday, or is WWN largely "done"?


r/WWN • • 15d ago

Gem's Innumerable Inklings - Week 2 2026

16 Upvotes

Hello again! Changing the name of Prompts Without Number to Innumerable Inklings to help avoid the association with AI prompting. My name being Gemini doesn't so me any favors either but I'm not changing that. This work is 100% human made.

You can find Week 1 HERE

You can find my previous years work HERE

Here's the 2nd week

Day 8: Stinky

Staff of the Smellbinder

A four foot long natural wood rod whose tip has been carved into the shape of a large nose. When brandished it can be used to smell things at a distance but also impresses upon the wielder the ability to inhale a scent for storage or exhale a stored scent. Two scents can be stored at a time, one per nostril. Exhaling a scent fills the room or a roughly 30x30ft area and it dissipates over 10 minutes.

When found, roll 1d4 twice to check for stored scents: 1 - None, 2 - Skunk Spray, 3 - Wildfire Smoke, 4 - Fresh Baked Bread.

Day 9: Ram

Giant's Key

A battering ram made of dense grey stone, carved into a simple but unmistakable key shape. It weights 2 encumbrance and can be used to quickly but loudly open any mundane door. Magically sealed or reinforced portals are typically possible to force open with more time and effort.

Day 10: Mystical

Magic Pigment

Paint with the color of magic! This paint is suitable for nearly any surface and appears in a wide variety of colors - everyone sees their own unique one! It can be used to cover an object no larger than any normal weapons or armor. Anything so coated appears to be magical with even casual observation. The items counts as magic for harming or resisting when that might matter but the Magic Pigment bestows no additional effects.

Day 11: Rescue

Vital Transfer (Healer art)

Prerequisite: Vital Furnace

Vital Furnace allows you to negate damage from an injury that does not reduce you to 0 hit points. Vital Transfer allows you to instead do this for an ally within 10ft per character level. The Vital Furnace art is unaltered, this just adds another way to use it.

Day 12: Toss

Don't Tell The Elf (Focus)

Level 1: Gain Exert as a Bonus Skill. If an ally successfully aids you with a skill check to jump you can add +2 instead of +1 to your roll.

Level 2: If an ally successfully aids you with a skill check to jump and your result is 12 or more you gain a fly speed of 30 for one round.

Day 13: Flimsy

Flimsy (Cursed Weapons Property)

When a weapon cursed with the Flimsy property is used to attack in combat is has a 50% chance to strike at the location to the left or right of the intended target instead. You can roll 1d4 for 1 - Left, 2 - Right, 3 or 4 - Target.

Day 14: Lady

Lady Victoria Gaston

This slim ivory wand functions as a calyx with four uses of Damnation of the Senses. It is an intelligent magic item possessed by the personality of a panicked noblewoman. She can communicate telepathically with whoever is holding the wand and is terrified and confused, having no idea how or why she became trapped in this small dark place.

In truth, she was an attempt at a magical pepper spray-like tool that would only function for a specific user and a fragment of Lady Victoria Gaston was trapped inside with the magic. The personality inside is just an imprint and not any piece missing from the actual Lady Victoria Gaston and will fade away the charges of the calyx are used up.


r/WWN • • 15d ago

Genre Mash-Ups

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4 Upvotes

r/WWN • • 20d ago

Characters Without Number 0.9.0 - New campaign tooling look and all deluxe content ready for testing

33 Upvotes

Hi all, Characters Without Number is now at 0.9.0. This update focuses on renovating the campaign tools, giving you a setting to start with, and making GM preparation easier.

Campaign tooling restyle — The campaign now opens around your map, with the party's location, ship, crew and shared objectives together. There were already in 0.8.0 at my players request but kind of all of the place, and this makes it neater. Session recaps and approved sector news help everyone pick up where the last game left off. All existing campaigns have been updated to the new layout.

I'm looking to incorporate pre-built settings and sectors into CWN to help GMs get off to a start. I have incorporated a community-built sector for SWN, so if there's one for WWN that you would like to see, do let me know!

Deluxe content across all four books — ready for testing — I've now implemented all the deluxe content for Stars, Worlds, Cities and Ashes Without Number. This builds on the deluxe options already available in earlier releases. Please try the options and let me know if you spot any bugs, either through here or through the feedback button.

Thanks again to everyone who's been testing and sharing feedback—it helps me keep improving the app. If you'd like to support continued development, you can support the project here.


r/WWN • • 22d ago

Gem's Prompts Without Number - Week 1 2026

24 Upvotes

Hello! I'm here to celebrate Inktober in my own way, as seen HERE. So, here's my first week of prompts done up in a post together so I don't spam you all every day.

Day 1: Apple

The Scented Censer

A small brass thurible designed to look like an apple pie. When lit, you can spend 10 minutes walking the perimeter of a small location swinging the chamber and spreading the smoke to enchant it with the scent of fresh baked apple pie for 24 hours. Anyone within a mile of the location (50% more or less depending on wind) can track the scent to the location you performed the ritual.

Day 2: Relic

Linear Banishment (Level 2 High Magic Spell)

When you cast this spell, designate an object or collection no bigger than a 1ft cube and weighting less than 10 pounds. Then specify a time in the future, such as "the dawn of October 2nd." The target of the spell will be removed from your current timeline until that moment which is when it returns without having aged to the spot it left. If something is occupying the space when it returns there is a catastrophic shunting of matter that forcibly separates them with a loud noise. If the thing interrupting the space is a creature it takes 5d8 damage as their flesh rips and stretches to detach from the payload.

Day 3: Miniature

Pocket Sword

This magical dagger has a uniform utilitarian design. It's double edged and straight with little embellishment. Once per turn it can be transformed from a dagger, to a short sword, long sword, or great sword, and used as such until roughly 10 minutes has passed or another form is chosen.

Day 4: Cactus

Calling of the Cactus (Level 1 High Magic Spell)

The caster calls forth a cactus, causing it to sprout from the ground at a designated point within 100ft. It is firmly rooted in whatever materials it's called upon but is only as durable as normal vegetation. It can act as a temporary barricade, taking 1d6 turns to clear with a bladed weapon. If someone runs into or tramples it they take 2d6 damage and it is cleared immediately.

Day 5: Smack

Conjure Beating (Level 1 High Magic Spell)

This spell creates a club made of magical force that automatically smacks a target for 1d4 + the Caster's level turns. It deals 1d4 damage which can be completely avoided with a successful Evasion save. If the target is ever more than 30ft from the mage or is dropped to 0 hp the spell ends.

Day 6: Ogre

Ogre Magi

The Ogre Magi is a giant, of the ogre variety, with both weapon experience and spellcasting capabilities. They usually favor clubs and staves and take care to decorate themselves and their equipment in a manner befitting a spellcaster - crystals, trinkets, skulls, and colorful garb. Their mannerism are often those of an exaggerated eclectic and they favor those who praise their magical prowess. They are generally born with magical talent, rather than having sought it out, and can be identified by their vibrant blue skin. In combat they cast every spell they can and then wade into the fray.

6 HD, AC 10, Atk +6, Damage As Weapon +3, Shock As Weapon +3, Move 30, ML 9, Instinct 4, Skill 2, Save 12+

When combat begins they cast spells for 1d4 turns. Each turn they can two spells randomly chosen from the list below.

1 - The Coruscating Coffin (Level 1 High Magic)

2 - Wardpact Invocation (Level 1 High Magic)

3 - Boreal Wings (Level 2 Elementalism)

4 - Pact of Stone and Sea (Level 2 Elementalism)

5 - Festering Curse (Level 3 Necromancy)

6 - Forgetting the Grave (Level 3 Necromancy)

Day 7: Panic

Skitters (Origin Foci)

Skitters are an offshoot of humanity designed by Beings From Beyond to be used as an early warning system for their facilities. These folk typically have a small, wiry build and are quick to act but are generally frail and paranoid.

Level 1

Gain Notice as a Bonus Skill and roll it with 3d6 taking the highest 2, as you're always on the lookout for hidden dangers.

Your base movement speed is increased to 40ft, this helps you find someone more capable of dealing with threats you detect.

Your personal Wisdom Score is set to 7 and cannot be modified. You can use what you rolled for Wisdom in place of any other rolled Ability Score if you wish. Your mind has been severely warped leaving your judgement questionable though whatever you once might have been capable of could have shifted elsewhere.

When you bond with a group, requiring swearing allegiance, you can use the Wisdom modifier of whoever has the highest bonus as if it was your own when making Skill Checks. The long lost masters of your people wanted you to be alert and always near-panic but needed some way of filtering your findings so they used their own minds to aid you in your tasks. This was simple for them but might prove uncomfortable for a more mundane creature.


r/WWN • • 22d ago

Faction management for many small groups

7 Upvotes

Hi, I'm planning my new campaign and this time I would like to use the faction play in WWN that I never used.
My problem is that I don't know how to manage many small groups in my campaign. I mean, the campaign will be a sandbox campaign where players will likely explore a semi-unknown new island. On the island, there will be three main factions plus many indigenous groups. The idea is that the three factions will interact not only with each other, but also with various indigenous groups, so what would be the best approach to model them? I need the indigenous to play the faction game, but I can't model each group as a separate faction. It would be a big mess (I think) if I have to manage like 8 or 9 factions every time I play a faction turn. But if I model them as a single faction, how can I "model" the fact that they are independent and sometimes in contrast with each other?
Think about a scenario where some settlers are conquering a new land (that probably is the more similar thing to my campaign). Some indigenous people will resist the conquerors, some others will try to join the settlers, and so on...

How would you manage that? Thanks


r/WWN • • 22d ago

Mage Duel

19 Upvotes

Looking to source the community for ideas and inspiration as the GM to pull off a high level magical duel between a PC and powerful NPC. Hoping to make it like solving a puzzle for both sides of the duel (intellect verus intellect) and not just who wins initiative and casts evert inwardness. Maybe a complex cat and mouse to see who can get the first save or suck spell off. The PC and NPC both have Counter Magic and I think using it once or twice would be on theme but I don't want it to be the substance of the duel.

Looking for advice or inspiration. If anyone has had a duel before magical or not I'd love to know how it went and what you would do differently.

Don't want to subvert expectations in the form of no duel. Art work and memes have been made in anticipation of the showdown.


r/WWN • • 24d ago

I invite you to participate in Prompts Without Number 2026

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24 Upvotes

It's almost October. For a lot of artists online, particularly those who draw, it means participating in some form of Inktober: a selection of daily drawing prompts for the month of October.

Since 2023 I've been taking Inktober's prompts and using them to write TTRPG material for Worlds Without Number.

Well, another October is upon us and I'd like to once again invite you all to join me. Feel free to post your creations in this thread or make your own posts about them. Have fun!


r/WWN • • 24d ago

Do variant expert classes like Wise and Bard qualify for taking expert-only foci?

12 Upvotes

And likewise for mageslayer and warrior-only foci, I suppose.

For example, could a warrior/bard take Polymath and Godsblood Foci?

Personally, I would lean towards no, since it seems to me that these foci are intended to allow non-mage classes to compete in more supernatural environments, which the variant classes can already do.

I could have sworn there was a post about this before, but I have searched the subreddit up and down and I cannot seem to find it.


r/WWN • • 24d ago

Doubts about factions

8 Upvotes

Hi there. I am starting with wwn and i am loving it.

In fact, I habe fun more building world and npc that playing lol

Doubt about factions: if i have a powerful king. Make it sense I set his army and their rivals as assets ?


r/WWN • • 25d ago

Just sharing the 1st page of my personal campaign notes because I'm overly proud of the clever chapter headings. I have almost certainly butchered the Traditional Chinese, but my players won't know the difference either.

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45 Upvotes

r/WWN • • 26d ago

Vowed?

16 Upvotes

Hi all, last question from me, because I’m afraid I’m doing it wrong. I have player who is trying to play a Vowed. Do their level bonuses stack with the Partial Vowed table *and* the Warrior/Mage table (since he's an Adventurer), or just the Partial Vowed table? Will he therefore get +1 to hit at Level 1 and +3 to hit at Level 2? Any help would be greatly appreciated, because I don't know!


r/WWN • • 28d ago

Undead shock

19 Upvotes

Does anyone else exempt undead from Shock damage? To me, it seems like those kinds of creatures — unrelenting, unfeeling, unafraid — would be highly resistant or immune to shock. Automatons as well, for the same reason.

This also seems to make them very threatening, which I quite like, but I’m wondering if this skews the game too much? Thoughts?


r/WWN • • 29d ago

The Gyre Map Files?

15 Upvotes

I swear the map files for The Gyre used to be floating around somewhere, does anyone have them and if not, does anyone have a good recreation or some such? Working on something and would like to be able to edit my own stuff on the map with no hassle.


r/WWN • • Sep 22 '26

Unliving Persistence questions

5 Upvotes

Unliving Persistence is an on turn action. Which, to my understanding isn't normally available to a mortally wounded / dying character.

Does this alteration to that standard apply also to the secondary aspect, stabilizing others? That is, if the Necromancer is currently mortally wounded, can they use Unliving Presence to stabilize another mortally wounded character they happen to be touching? Such as if they only have 1 effort available and choose to save the other person?


r/WWN • • Sep 19 '26

WWN Armour as DR instead of AC

7 Upvotes

I've done some digging, but I haven't seen anyone try to do Armour as Damage Reduction instead of Armour Class. From 35+ years of sport sword fighting, I'd say this is much more how armour works. I'm still pretty new to WWN, so I'm not so sure how much this collides with "Shock". Shields and Dex should still help with AC.


r/WWN • • Sep 19 '26

Atlas of the Latter Earth coming to Characters Without Number!

62 Upvotes

Hi everyone—here’s a quick update on what's coming and what I’ve been working on for Characters Without Number.

First, Kevin Crawford has given me the go-ahead to implement paid, character-facing content. Before committing to that work, I’d like to see whether there’s genuine demand for it, so I’ve added two public goals based on the number of active Supporters and Patrons:

  • 25 Supporters & Patrons: unlock development of Codex of the Black Sun (SWN supplement)
  • 35 Supporters & Patrons: unlock development of The Atlas of the Latter Earth

The current total and both goals are visible on the Supporter page.

If the count moves, I’ll take that as a clear signal to begin bringing this character-facing content into CWN. If it doesn’t, that’s useful information too, and I’ll keep concentrating on the free tools people are already using.

EDIT: To clarify once the goals are met and the content are implemented, they will be free for everyone to use in the character builder!

Next, I’m testing a new character-syncing system, couple of my own players encountered syncing issues, so I've been working on improving it. However you may encounter issues while I refine it, do let me know if you're experiencing any problems using the Feedback link on the page.

Finally, I’m streamlining the campaign tools as it's currently abit all over the place, intent is to make it easier for a GM to go from creating a campaign to actually running it. I'll be importing a community sector made by the SWN reddit, but for WWN I'm not sure if something similar exists; if anyone knows of a WWN setting I can use, let me know!

Thanks to everyone using the app, reporting problems, and supporting its development. Since I've been given the greenlight, I’d also love to hear which of Kevin books you’d most like to see implemented next!


r/WWN • • Sep 18 '26

Gem's WWN Swordtember 2026

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25 Upvotes

Swordtember 2026

Hello, Everyone. Swordtember is a yearly drawing prompt like Inktober (See you for that next month) but with swords. It seems to be organized by someone who goes by Faith Schaffer though I know nothing about them. I heard about it and decided to look into it and write up some WWN weapon ideas inspired by the list. Not strictly swords but close enough in most cases. Please enjoy.

1. Brush - Painter's Parry

A stubby wooden sword splattered with basic colors like a well-used palette.

It functions as a magical short sword with the Forfending property and is able to cut as well as any blade despite it's nature.

2. Harvest - Thorn

What appears at first glance to be a simple laborer's sickle hides a thorned handle under it's rag-wrapped grip.

It functions as a magical hand axe with the Bloodthirsty property and painfully pricks the wielder for 1 damage on a Natural 1 attack roll.

3. Wax - Din's Candle

This handheld candelabra functions as the hilt for a long stick of wax, tipped with a ready wick.

It functions as a magical club with the Energetic and Illuminating properties, though these powers can only be active for 6 Scenes in a Day before Din's Candle has melted down and must regenerate.

4. Comedy - Edge of Greatness

A large, shining sword that strikes viewers with impressions of might and skill. It features intricate metalworking and high quality materials.

It functions as a magical great sword with the Penetrating and Piercing properties but is also cursed with Enfeebled rendering them mostly useless. Carrying it openly grants you a +1 on Reaction Rolls when being armed is understood as a necessity.

5. Tragedy - Masque

A slender pointed weapon that can veil itself as a child's toy when willed.

It functions as a magical stiletto and can, for a Scene per Day, disguise it's wielder as a tear-streaked sobbing child and itself as a beloved trinket. They may interact mostly as normal but the heavy crying and running nose is persistent.

6. Circus - Acrobat's Staff

This lengthy pole is well balanced and has a high-visibility red finish.

It functions as a magical staff with the Longarm property and grants a +1 bonus on skill checks made to balance while under pressure.

7. Gamble - Backup Plan

A simple packed sack of sand sewn up with purple thread, usually a rarity.

It functions as a magical blackjack with the Lucky property and a Calyx that contains 3 uses of The Wind of the Final Repose. When the Calyx is used roll a Luck save, on a success the spell is not expended.

8. Crane - Swiftwater

A body-length spear with a long striking point and several decorative white feathers.

It functions as a heavy spear with the Effortless and Versatile properties and once a Day the bearer may accept a point of System Strain to walk on water as if it was land for a Scene.

9. Mandrake - Root Siren

This blunt weapon has the knobby characteristics of a root vegetable. Some of the unsettling lumps and crevices resemble humanoid faces.

It functions as a magical mace with the Shrieking and Toxic properties. If left in the ground for a day it will turn into a unremarkable mandrake plant until harvested and boiled which transforms it back into the Root Siren weapon.

10. Crustacean - The Crabstaff

The Crabstaff is a towering pillar of crabshell-like material, having the ridges and serration one might expect of such a thing.

It functions as a non-magical staff though crustaceans in the presence of a brandished Crabstaff must pass a Mental save or regard the wielder as an ally for the rest of the Scene.

11. Bake - Cookie Cutter

A bizarrely shaped metal frame of cutting sharpness. It can be bent into different shapes to represent silhouettes.

It functions as a magical short sword with the Baffling property and has supernatural precision when used to carve or cut with.

12. Surgical - Reginald's Point

A lightweight, balanced blade with no extra decor. Just a simple knife made of quality steel.

It functions as a magical dagger with the Effortless and Merciful properties. If cutting tissue is needed as part of a Heal skill check, Reginald's Point can give you a +1 to the roll.

13. Nest - Ovipuncturers

A set of dart-like daggers with bone tips adorned with vulture feathers

They function as magical throwing blades with the Returning property. When you roll a Natural 20 on an attack roll, the target somehow manages to lay an egg containing another single Ovipuncturer.

14. Ship - Sailor's Best Friend

This sturdy cutlass has a salt-worn blade and grip repaired with rigging. Hidden in the pommel is a dubious compass.

If functions as a magical short sword with the Omened and Shieldbreaking properties.

15. Seed - Weedwalker

A seed-shaped club that is slightly awkward for fighting but provides some useful utility.

It functions as a magical club with the Skittering property and a Calyx that contains a single use of The Verdant Vallation that may be refilled with another casting of The Verdant Vallation.

16. Portal - GladiOS

This gladius has a sharp, white ceramic blade and threads of spiraling orange and blue down the haft.

It functions as a magical short sword with the Phasing and Skittering properties.

17. Monkey - Silvergrasp

A large double-edged sword with alchemical silver worked into the blade. Tufts of fur decorate the hilt and pommel.

It functions as a magical silver great sword that can be wielded in one hand instead of two as long as the other hand does not carry another weapon or a shield.

18. Serpent - Fork Tongue

This black iron bident carries an acrid smell and is wrapped in coarse green-dyed leather.

It functions as a magical heavy spear with the Toxic property and when brandished grants a +1 on skill checks to deceive others who are at best "unfriendly."

19. Game - Gambleblade

A stunning work of art in the form of a dagger. The blade features an intricately etched scene of a goddess of fortune bestowing her blessings.

It functions as a magical dagger but only if you won it through some sort of gamble. When the Gambleblade changes hands in this way it often gets entirely new special abilities. Roll on the Special Weapon Abilities - Major table (WWN pg. 267) for how many random special abilities it has and then roll on the d100 Abilities (pg. 169) table for what they are.

20. Amber - The Long Amber Morningstar

A smooth crystalline bludgeon of solid amber. The leather grip is worn soft from heavy use.

It functions as a magical mace with the Longarm property and a Calyx that contains a single use of The Long Amber Moment that may be refilled with another casting of The Long Amber Moment.

21. Bovine - Bullspike

A spear tipped with the horn of a wildebeest, the haft ringed with decorations of alternating black and white.

It functions as a magical heavy spear and after a charge grants a +1 to Str/Exert checks made to shove.

22. Vegetable - The Leek Blade

This variation of the leek is a naturally occurring plant that grows ready to be used as a sword.

It functions as a non-magical short sword that can be cooked and eaten as any leek could.

23. Fruit - Grenato

A bright, ripe tomato streaked with yellow that seems nearly ready to burst. In fact, it is. It grows in the shadow of volcanoes.

It functions as an Elixir of Wrathful Detonation and is thankfully very rare.

24. Tidepool - Wavecrasher

This sword has a blade of razor-edged pink coral and a comfortable grip of worn-smooth driftwood.

It functions as a magical long sword with the Shattering and Shieldbreaking properties and on a Natural 20 attack roll it conjures a 10-ft cube of water above the combatants, as a first level caster's Beckoned Deluge Elementalist art.

25. Pearlescent - Thunderpeal

There is some debate over the name of this pearl-colored staff thought it has never worked for anyone calling it Thunderpearl.

It functions as a magical staff with the Illuminating and Energetic properties. If the wielder ever calls it by the wrong name they are struck by a bolt of lightning for 5d6 damage and the staff vanishes.

26. Seal - The Trespasser

A solid dirk inscribed with magical circles. It has silver embellishments and a dark wood handle.

It functions as a magical dagger with the Penetrating and Nightwalking properties.

27. Lily - Cat's Bane

A lightweight claw-like weapons forged of pastel colors and a blooming motif.

It functions as a magical claw blade with Devoted and Merciful properties and most mundane felines will not approach the wielder.

28. Acidic - Rottendeath

This rotted and fungus-ridden bow is supernaturally tough despite first glance. When held you can hear the howling of spirits.

It functions as a magical small bow with the Souleating, Terrifying, and Toxic properties and when in use the wielder take a -2 penalty to hearing based Notice checks.

29. Kelpie - Drowner

This pole-arm stinks of the bog and is constantly draped in swamp plants.

It functions as a magical halberd with the Blighted property and on a Natural 20 attack roll water fills the targets throat and lungs causing them to suffocate for 1d10 rounds.

30. Unicorn - Glitterhorn

This thick spear is a glittering spiral of bone adorned with gossamer and whimsy.

It functions as a magical heavy spear with the Barring and Bloodbound properties. While upon a mount it also gains the Harmonius property.


r/WWN • • Sep 13 '26

Should I remove the skill cap based on level in WWN

8 Upvotes

I love the skill aspect of worlds without number. I really do. I think I would like to lean more into it by removing the cap on skills ranks based on level? Should I do it? Has anyone done it?