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