So I pitched my Dungeon World campaign to my regular RPG group and they are interested, which means I'll have to spend my ~2 month break from GMing ensuring I have things ready for the first session. I might as well ramp up the character sheet previews, so here's two of them at once: The Scavenger and the Skald.
I needed a support class that was useful out in the ruined buildings and substructures of an urban wasteland, someone focused on sneaking around, spotting dangers, and keeping the rest of the party out of trouble. The standard Thief in the Dungeon World rulebook was pretty close but seemed split between spotting traps and causing mischief in more populous, civilized environments.
The Scavenger ended up being a merger of both the Thief and the Spy class (from the Compendium), using the Spy's hardier hitpoints and lower base damage (made up in a higher backstab bonus) with the Thief's broader backstab options and trap skills. I ditched the Thief's poison-application and hidden morality moves to make way for the ability to find useful tools and food when the group sets up camp.
The result should be an adventurer who stays away from the spotlight or the front of the party, but is quite useful skulking around the edge of the light or just out of sight further along the path.
Meanwhile, the Skald was a case of re-contextualizing the traditional abilities of the Bard into a broader fantasy archetype. In this world the Skald is foremost a storyteller; one who travels and collects bits of ancient knowledge and tech and weaves them into stories, a mix of morale-boosting epics, tactical anecdotes, and a smattering of technomagical spell-commands. The Skald is one of the last few romantics left in a post-civilization world, a drifter who believes in providing a positive experience.
Give me a day or two and I'll show off one of the two true experts in technology (or what passes for an expert for an environment too big to fail but too complex to understand): the Spell-Coder.

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