First off, to make a character you will have to know the Cream Pie Edition TOON rules and simply fill out the character sheet from there. The only differences that a normal TOON character and an AD&T TOON character have will be explained next.
Species: You can be any species (as opposed to the original four in D&T rules), but your species becomes your "Race" and is thus capitalized. You are not a "hamster", you are a "Hamster", or whatever. Races no longer have any effects on your character, it is more for descriptive purposes.
Occupation: This has been reworded to "Class" in mockery of D&D. This now no longer has any effect on your character, so feel free to pick any "Class" more for descriptive purposes. The three major Classes would be: Fighter, Kleptomaniac, and Magic-Abuser (beat people up, backstab them, or zap 'em with magic).
Funny Munny: Wealth in Dungeon World is called "Lead Points", like "Gold Points" but snice there's so much more lead than gold, it made more sense to make lead precious and gold worthless instead of vice versa. The number of Lead Points you start with is equal to your CHUTZPAH score times 100. You can use this to buy weapons and equipment to start with.
For the Fighters (combat rules)
Your MUSCLE affects how much damage you do when you successfully hit someone with a Fight or Throw Skill. 1 Point of damage is the minimum that you'll ever do, even if the result was less than 1. If you use a melee weapon that requires more MUSCLE than you have, you have to make a Pick Up Heavy Thing Roll to use it each turn!
MUSCLE = Amount of damage
12 = 3d
11 = 2d+2
10 = 2d+1
*9 = 2d
8 = 1d+3
7 = 1d+2
6 = 1d+1
5 = 1d
4 = 1d
3 = 1d-1
2 = 1d-2
1 = 1 point
*Above this level requires Incredible Strength
Whenever you use the Fire Gun Skill, your damage dealt is based on the "gun." Here are a list of common "guns" and their damage. If you use a ranged weapon with a MUSCLE requirement beyond your current MUSCLE, you do 1 less damage (minimum 1) and are at a -1 to your Skill for each point of MUSCLE you need!
Blow Pipe = 1 point (usually poisoned)
Sling = 1d-2
Short Bow = 1d-1 (MUSCLE 2)
Regular Bow = 1d (MUSCLE 3)
Longbow = 1d+1 (MUSCLE 4)
Really Long Bow = 1d+2 (MUSCLE 5)
Composite Bow = 2d (MUSCLE 6)
Crossbow = (based on the MUSCLE of the person who loaded it)
Each of the above "guns" take 1 Action to load and 1 Action to shoot.
For the Kleptomaniacs (The Art of Trickery)
Picking Pockets: You must get close enough to your "mark" and make a Prestidigitation Roll, they then get a See/Hear/Smell Roll to notice what you're up to. If you both fail your rolls, nothing is stolen and no one notices. If you succeed and they fail, you get whatever item from their Back Pockets you wanted or their Lead Points (the amount is from
any one source, such as one Coin Purse or one Belt Pouch). If you both succeed, you steal the item, but they notice you! Most likely this will result in a Fight or Chase.
Picking Locks: Oh, so this is your house and you just got yourself locked out? All you have to do is make a Traps roll to unlock anything (or lock it, if that's what you want to do). It's best advised to not use this in any illegal fashion (unless no body's watching), and also to check for any boobytraps as a precaution (see below). Note that Break Down Door works just as well in opening doors, but will always set off any set traps and will be heard by anyone close by (and it's just so unsophisticated).
Finding and Disabling Traps: The Animator will roll against your Identify Dangerous Thing Skill whenever a trap is about to be sprung. If you succeed, you see the trap before it's too late. If you fail, well, it's too late. When you've discovered a trap, you can make a Traps roll to disable it. If you feel like it, you can make another one to reset it so it will be primed for the next sap. You can also build your own trap (tell the Animators the details) by using the usual rules.
Stealth: Whenever no one has you in their line of sight, you can make a Hide roll. If you succeed, no one can see you anymore unless they look around and make a See/Hear/Smell Roll. If you want to go from where you are to somewhere close-by without being seen (or heard), you'll need to make a Sneak roll. This works the same as Hiding, but you can take your full Speed movement. Remember that someone can Track you unless you covered up your trail with a Cover Tracks Roll (also good for making misleading footprints).
Conning: You can make someone else believe anything and do anything as long as you make a Fast-Talk Roll and they fail their Resist Fast-Talk Roll. A good "Get Rich Quick" scheme, but also handy for explaining why you have your hand in someone else's pockets.
For the Magic-Abusers (Magic Rules)
Spells no longer have their own levels. Instead, the Shtick "Abuse Magic" is bought (10 points), and is used whenever casting a spell (it starts at Level 5 just like other Shticks). From now on whenever you buy (at normal cost) a Spell you cast it at your Abuse Magic's shtick level.
Basic Magic Rules: Only Magic Abusers can cast spells (see Abuse Magic Shtick, below). Anybody can use an item with magic in it, if they know what they're doing. Typically scrolls are used with the Read Skill, and wands are used with the Fire Gun Skill. Potions just have to be drunk, and rings have their own activation (such as just putting them on). Other magic item activation is determined by The Animator.
There are six important aspects to each spell: Spelling Points (how much power required to cast it), Range (how far it will reach), Duration (how long it lasts), Casting Time (how many Actions are required to cast it), Area of Effect (how much is effected), and Damage (this is obvious). Yes, this is quite a lot, even Magic Abusers spend years studying this, and they still don't understand all of it!
Spelling Points: Whenever you cast a spell you must spend the amount of Spelling Points the spell requires. If you do not have enough for the spell, something bad will happen to you (such as your eyes falling out). Spelling Points return at the rate of 1 per turn that you are not taking any Actions.
Sometimes you'll be able to find Spellingstones which have a certain number of Spelling Points in them. You can use these when casting a spell, but when a Spellingstone's points are all used up it turns into a rutabaga. Mm!
Spell Fumbles: If you fail an Abuse Magic roll (or a Skill when using wands and scrolls), you only lose one Spelling Point (regardless of how much was required for the spell) and the Animator will tell you what horrible thing you have just caused to happen (usually by rolling on the "I Botched a Spell" or "Spell Fumbles" Table).
Touch Attacks: If the spell requires you to touch your target, then you have to make a Fight roll to do so (but the target cannot protect himself with a Fight, since all you're doing is touching, not really Fighting). The Abuse Magic's roll also has to succeed, of course.
The fun part of being a Magic-Abuser is that you can rename a bunch of your skills to give them a more mystical feel. For instance, Break Down Door could be "Blast Down Door" and "Dodge" could be "Deflect Arrows"; this just adds flavor as long as the basic rules don't change. As noted earlier, you could also use: "Fire Gun/Wave Wand" and "Read/Invoke Scroll".