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@@ -2,10 +2,7 @@
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\input{prelude.tex}
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\begin{document}
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-\openup -0.3em
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-
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-%\input{figuras/TopBanner}
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-%\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces
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+\openup -0.2em
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\topbanner{Travel Rules}
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@@ -135,9 +132,6 @@
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or go without food.
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\end{basicmove}
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-\vfill\null
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-\columnbreak
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-
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\begin{basicmove}{Survey the Land}
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When you \textbf{survey the land to find out where you are and
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what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3
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@@ -235,7 +229,8 @@
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If you were present at the last session, then don't use any of these
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moves: your character is still fresh off their last adventure, and
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- hasn't had time to spend in town.
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+ hasn't had time to spend doing the activities that constitute
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+ downtime.
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The rules given here will often tell you to roll +absence, which is
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a modifier based on how long since your character took part in an
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@@ -248,11 +243,21 @@
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\item If you last played \textbf{more than two months ago}, then +3.
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\end{itemize}
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- You're also not obliged to do a downtime move at all: maybe you just
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- lived as usual! Most of these offer you potential rewards, but as
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- they involve rolling, there's always the chance of failure.
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-
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- \begin{basicmove}{Hustle}
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+ Note also that the rolls described here are Dungeon World rolls,
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+ which means that it's possible to fail them! You should still mark
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+ XP on failure, and the GM will still introduce a negative
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+ consequence of your roll. If you don't want to risk it, you can
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+ always \textbf{Attend to Home}, which carries no risk but only a
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+ modest reward, or \textbf{Cultivate Saplings}, which has benefits
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+ going forward.
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+
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+ \begin{basicmove}{Attend to Home}
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+ If you \textbf{spent time quietly, managing your affairs and
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+ working around the explorer's guild}, then take 5 gold per
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+ session since you last played.
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+ \end{basicmove}
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+
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+ \begin{basicmove}{Get That Bread}
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When you \textbf{spend time doing odd jobs in the city between
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expeditions}, roll +absence and select from the following
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list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose
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@@ -264,10 +269,71 @@
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\begin{itemize}
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\item You had a memorable experience: take 1 XP, and explain
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what happened to you in the intervening weeks.
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- \item You did a lucrative job: take 10 gold, and explain what
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- job you did and who you did it for.
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+ \item You did a lucrative job: take 10 gold per session missed,
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+ and explain what job you did and who you did it for.
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+ \item You found an interesting object: the GM will tell you what
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+ object you found, and you'll have to explain how you came
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+ across it.
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+ \item You heard an interesting rumor about some place in the
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+ wilderness: the GM will tell you the rumor, and you'll have to
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+ explain where and how you heard it.
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+ \item You met a potential travelling-partner: treat this as an
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+ automatic 10+ on a /Recruit/ roll, with the first session's
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+ cost paid. Explain how you met this hireling and why their
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+ first cost is paid. If you want to travel with them after this
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+ session, regardless of whether you take them now, you'll have
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+ to pay their cost as normal.
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+ \end{itemize}
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+ \end{basicmove}
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+
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+ \begin{basicmove}{Crafting}
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+ When you \textbf{spend time in the city creating an object}, seek
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+ the GM's approval that this is feasible, spend an amount of gold
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+ equal to one-quarter the market price of the object in order to
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+ acquire the raw materials and roll +DEX. \textbf{On a 10+}, you
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+ create the object you wanted. \textbf{On a 7--9}, choose 1:
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+ \begin{itemize}
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+ \item The object was costlier than expected: spend an extra 10
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+ gold.
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+ \item The object is of a mediocre quality: add the tag /shoddy/ to
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+ the item.
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+ \item The object isn't going to last: add the tag /fragile/ to the
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+ item. If you created something that has uses, like a bottle of
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+ poison, then give it one fewer use.
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+ \item The object required a favor: the GM will tell you who you
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+ had to call on and what they expect in return.
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+ \end{itemize}
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+ \textbf{On a miss}, you fail to create the object, but you can
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+ learn from the attempt: take +1 forward the next time you try to
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+ create the object in question.
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+ \end{basicmove}
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+
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+ \begin{basicmove}{Nose In A Book}
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+ When you spend time in research on a topic, roll +INT. On a 10+,
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+ take 3 hold when dealing with that topic. On a 7--9, take 1 hold
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+ instead. You can spend 1 hold to ask one of the following
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+ questions; take +1 forward whenever asking on the answers
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+
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+ \begin{itemize}
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+ \item What is valuable to me about this thing?
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+ \item What is dangerous to me about this thing?
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+ \item What do I know about the origin of this thing?
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+ \item What's my best way towards/way away from/way past this
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+ thing?
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+ \item What lost knowledge have I recovered concerning this thing?
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\end{itemize}
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\end{basicmove}
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+
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+ \begin{basicmove}{Cultivate Saplings}
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+ When you \textbf{spend time growing and cultivating a plant}, tell
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+ the GM what you'd like to grow. You can grow food crops, in which
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+ case you can start all subsequent expeditions with access to 2d4
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+ dungeon rations without charge. Alternately, you can choose to
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+ grow a \textbf{botanical} discovered on a previous expedition, in
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+ which case you can start all subsequent expeditions with access to
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+ 1d4 of that botanical without charge. Tell the GM what you're
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+ growing, and mark on your sheet what your garden contains.
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+ \end{basicmove}
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\end{multicols}
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\end{document}
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