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Add travel rules as well

Getty Ritter 5 years ago
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3d54c388ce
2 changed files with 298 additions and 0 deletions
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      figuras/templateRuleHeader.png
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      travelrules.tex

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figuras/templateRuleHeader.png


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travelrules.tex

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+\documentclass[8pt]{extarticle}
+\usepackage{color}
+\usepackage{lmodern}
+\usepackage{amssymb,amsmath}
+\usepackage{ifxetex,ifluatex}
+\usepackage{anyfontsize}
+\usepackage[percent]{overpic}
+\usepackage[margin=0.5in]{geometry}
+\usepackage{multicol}
+\setlength{\columnsep}{0.05cm}
+\usepackage[T1]{fontenc}
+\usepackage[utf8]{inputenc}
+\usepackage{fontspec} % For loading fonts
+\usepackage{titlesec}
+\setmainfont{PT Serif}
+\newfontfamily\headingfont[]{Metamorphous}
+\titleformat*{\section}{\LARGE\headingfont}
+\titleformat*{\subsection}{\Large\headingfont}
+
+\newenvironment{amove}[1]
+{\Checkbox{6pt}\ {\headingfont #1}\begin{quote}
+}
+{\end{quote}
+}
+
+\newenvironment{basicmove}[1]
+{\begin{quote}{\headingfont #1}\begin{quote}
+}
+{\end{quote}\end{quote}
+}
+
+\pagestyle{empty}
+\IfFileExists{upquote.sty}{\usepackage{upquote}}{}
+% use microtype if available
+\IfFileExists{microtype.sty}{%
+\usepackage[]{microtype}
+\UseMicrotypeSet[protrusion]{basicmath} % disable protrusion for tt fonts
+}{}
+\PassOptionsToPackage{hyphens}{url} % url is loaded by hyperref
+
+\makeatother
+% Scale images if necessary, so that they will not overflow the page
+% margins by default, and it is still possible to overwrite the defaults
+% using explicit options in \includegraphics[width, height, ...]{}
+\setkeys{Gin}{width=\maxwidth,height=\maxheight,keepaspectratio}
+\IfFileExists{parskip.sty}{%
+\usepackage{parskip}
+}{% else
+\setlength{\parindent}{0pt}
+\setlength{\parskip}{6pt plus 2pt minus 1pt}
+}
+\setlength{\emergencystretch}{3em}  % prevent overfull lines
+\providecommand{\tightlist}{%
+  \setlength{\itemsep}{0pt}\setlength{\parskip}{0pt}}
+\setcounter{secnumdepth}{0}
+% Redefines (sub)paragraphs to behave more like sections
+\ifx\paragraph\undefined\else
+\let\oldparagraph\paragraph
+\renewcommand{\paragraph}[1]{\oldparagraph{#1}\mbox{}}
+\fi
+\ifx\subparagraph\undefined\else
+\let\oldsubparagraph\subparagraph
+\renewcommand{\subparagraph}[1]{\oldsubparagraph{#1}\mbox{}}
+\fi
+
+% set default figure placement to htbp
+\makeatletter
+\def\fps@figure{htbp}
+\makeatother
+
+
+\date{}
+
+\usepackage{etoolbox}
+\patchcmd{\quote}{\rightmargin}{\leftmargin 1em \rightmargin}{}{}
+
+\usepackage{tikz}
+\newcommand{\Checkbox}[1]{\tikz{\path[draw=black] (0,0) rectangle (#1,#1);}}
+
+% Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
+\newcommand{\Class}{Bard}
+\newcommand{\BaseHP}{6}
+\newcommand{\BaseLoad}{9}
+\newcommand{\Damage}{6}
+
+% Don't replace here, replace before every section
+\newcommand{\SectionTitle}{4}
+
+
+
+
+\begin{document}
+\openup -0.3em
+
+%\input{figuras/TopBanner}
+%\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces
+
+\begin{overpic}[width=7.47986in,height=1.0in]{figuras/templateRuleHeader.png}
+  \put (1,2) {\fontsize{32}{40}\selectfont\headingfont \textcolor{white}{Travel Rules}}
+\end{overpic}
+
+\begin{multicols}{2}
+
+  The rules in this section replace the standard Dungeon World moves
+  \textbf{Make Camp}, \textbf{Take Watch}, \textbf{Undertake a
+    Perilous Journey}, and \textbf{End of Session}.
+
+  \begin{basicmove}{Undertake a Safe Journey}
+    When you \textbf{travel by a safe route} through safe or dangerous
+    lands, indicate your path and destination on the map. You can
+    reliably travel 4 hexes per day during good weather, and 3 in poor
+    weather, before you need to \textbf{Make Camp} and \textbf{Manage
+      Provisions}.
+  \end{basicmove}
+
+  \begin{basicmove}{Undertake a Perilous Journey}
+    When you \textbf{travel through dangerous land} and not on a safe
+    route, indicate the course you want to take on the map and the
+    destination you'd like to reach. Then, choose one party member to
+    \textbf{scout ahead} and another one to \textbf{navigate},
+    resolving the moves in that order.
+  \end{basicmove}
+
+  \begin{basicmove}{Forage}
+    When you \textbf{spend a day seeking food in the wild}, roll
+    +WIS. \textbf{On a 10+}, collect 1d4 rations and choose 2 from the
+    list below. \textbf{On a 7--9}, collect 1d4 rations and choose 1
+    from the list below.
+
+    \begin{itemize}
+    \item You find an extra +1d4 rations.
+    \item You find 1d4 supply of a useful botanical; ask the GM what
+      it is.
+    \item You avoid attracting unwanted attention or a troublesome
+      situation.
+    \end{itemize}
+
+    If you are foraging in a \textbf{barren} location, then reduce the
+    number of rations you find by 2.
+  \end{basicmove}
+
+  \begin{basicmove}{Make Camp}
+    When you \textbf{settle in to rest}, choose one member of the
+    party to \textbf{Manage Provisions}. Then, if you eat and drink,
+    and have enough XP, you may level up.
+
+    Choose who is on watch for the evening. The GM asks that person to
+    roll +nothing. \textbf{On a 10+}, choose 2 from the list
+    below. \textbf{On a 7-9}, choose 1 from the list below.
+
+    \begin{itemize}
+    \item Everyone sleeps soundly; if you ate and drank, then heal
+      damage equal to half your max HP.
+    \item Your camp didn't draw unwanted attention.
+    \end{itemize}
+  \end{basicmove}
+
+  \begin{basicmove}{Stay Sharp}
+    When you are \textbf{on watch and something approaches}, roll
+    +WIS. \textbf{On a 10+}, you notice in time to alert everyone and
+    prepare a response; all party members take +1 forward. \textbf{On
+      a 7--9}, you manage to sound the alarm, but no one has time to
+    prepare.
+  \end{basicmove}
+
+  \begin{basicmove}{Scout Ahead}
+    When you \textbf{take point and look for anything out of the
+      ordinary}, roll +WIS. \textbf{On a 10+}, choose 2 from the list
+    below. \textbf{On a 7--9}, choose 1 from the list below.
+
+    \begin{itemize}
+    \item You get the drop on whatever lies ahead.
+    \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
+      tactical advantage. Describe it.
+    \item You make a useful discovery; ask the GM what.
+    \item You notice sign of a nearby danger—ask the GM what the sign
+      is, and what it might signify.
+    \end{itemize}
+  \end{basicmove}
+
+  \begin{basicmove}{Navigate}
+    When you \textbf{plot the best course through dangerous or
+      unfamiliar lands}, roll +INT. \textbf{On a 10+}, you avoid
+    dangers and distractions and make good time; travel 3
+    hexes. \textbf{On a 7-9}, choose 1 from the list below:
+
+    \begin{itemize}
+    \item You make poor time; travel 2 hexes instead.
+    \item You get lost and don't end up where you intend: you'll need to
+      \textbf{Survey} again to find out where you are.
+    \item You run into something dangerous. Better hope your scout has
+      the drop on it!
+    \end{itemize}
+  \end{basicmove}
+
+  \begin{basicmove}{Manage Provisions}
+    When you \textbf{prepare and distribute food for the party}, roll
+    +WIS. \textbf{On a 10+}, choose from the list below:
+
+    \begin{itemize}
+    \item Careful management reduces the amount of rations consumed (ask the
+      GM by how much)
+    \item The party consumed the expected amount and the food you prepare is
+      excellent—describe it, and everyone who ate it takes +1 forward.
+    \end{itemize}
+
+    \textbf{On a 7--9}, the party consumes the expected amount of
+    rations. \textbf{On a miss}, in addition to any other mishaps or
+    misfortunes, one party member must choose spend an extra ration or
+    go without food.
+  \end{basicmove}
+
+\vfill\null
+\columnbreak
+
+  \begin{basicmove}{Survey the Land}
+    When you \textbf{survey the land to find out where you are and
+      what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3
+    questions from the list below. \textbf{On a 7--9}, ask the GM 1
+    question from the list below.
+
+    \begin{itemize}
+    \item Where exactly on the map are we?
+    \item What can I tell about an adjacent hex to us?
+    \item What's interesting to us in this area?
+    \item What's valuable or useful to us in this area?
+    \item What direction is the nearest settlement?
+    \end{itemize}
+
+    The GM will tell answer the questions honestly, and then ask you
+    how you learned these things. \textbf{On a miss}, ask 1 anyway,
+    but be prepared for the worst.
+  \end{basicmove}
+
+  \begin{basicmove}{Bail}
+    When the session is about to end and \textbf{you need to get
+      yourself or your whole party out of a situation right goddamn
+      now}, roll +CON. \textbf{On a 10+}, you and your party make it
+    out with yourselves and your stuff intact. \textbf{On a 7--9}, you
+    and each member of your party must one from the list below:
+
+    \begin{itemize}
+    \item You lose a piece of equiment: tell the GM what it was and
+      how it got lost.
+    \item You lose one-tenth of the Coin you have on you.
+    \item You take 1d6 damage.
+    \item You draw the attention of someone or something who will
+      remember you.
+    \end{itemize}
+  \end{basicmove}
+
+  \begin{basicmove}{End of Session}
+    When you reach the end of a session, choose one your bonds that
+    you feel is resolved (completely explored, no longer relevant, or
+    otherwise). Ask the player of the character you have the bond with
+    if they agree. If they do, mark XP and write a new bond with
+    whomever you wish.
+
+    Once bonds have been updated look at your alignment. If you
+    fulfilled that alignment at least once this session, mark XP.
+
+    Then answer these three questions as a group:
+
+    \begin{itemize}
+    \item Did we discover a new place to put on the map?
+    \item Did we learn a new piece of lore about the world or its inhabitants?
+    \item Did we overcome a difficult or interesting situation?
+    \end{itemize}
+
+    For each ``yes'' answer everyone marks XP.
+
+    Finally, choose two actions from the following list. The same
+    action can be chosen twice as long as it targets different hexes.
+
+    \begin{itemize}
+    \item The Empress sends a scout to a particular location on the
+      map: reveal the content of one hex.
+    \item The Guild of Engineers constructs roads, facilitating safe
+      travel in one hex. Treat travel on this hex as taking a
+      \textbf{Safe Journey}.
+    \item The Guild of Engineers builds an Outpost, facilitating safe
+      stay in one hex. You do not need to \textbf{Make Camp} on this
+      hex, but you still consume rations as usual.
+    \item The Guild of Engineers builds a Keep on top of an Outpost,
+      leading way to a town in that hex. The Explorer's Guild in this
+      town will house and feed you, so you do not need to either
+      \textbf{make camp} or \textbf{manage provisions} while staying
+      in this hex.
+    \end{itemize}
+
+    If the players pool together 500 coin, they can also choose a
+    third action from the above list.
+  \end{basicmove}
+
+\vfill\null
+\end{multicols}
+
+\end{document}