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\begin{document}
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\openup -0.2em
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-\topbanner{Travel Rules}
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+\topbanner{Basic Moves}
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+\begin{multicols}{2}
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+
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+\begin{basicmove}{Hack and Slash}
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+ When you \condition{attack an enemy in melee}, roll
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+ +STR. \onSuccess, you deal your damage to the enemy and avoid their
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+ attack. At your option, you may choose to do +1d6 damage but expose
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+ yourself to the enemy’s attack. \onPartial, you deal your damage to
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+ the enemy and the enemy makes an attack against you.
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+\end{basicmove}
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+
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+\begin{basicmove}{Volley}
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+ When you \condition{take aim and shoot at an enemy at range}, roll
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+ +DEX. \onSuccess, you have a clear shot—deal your damage. \onPartial,
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+ choose one (whichever you choose you deal your damage):
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+ \begin{itemize}
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+ \item You have to move to get the shot placing you in danger of the
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+ GM’s choice
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+ \item You have to take what you can get: -1d6 damage
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+ \item You have to take several shots, reducing your ammo by one.
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+\end{itemize}
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+\end{basicmove}
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+
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+\begin{basicmove}{Defy Danger}
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+ When you \condition{act despite an imminent threat or suffer a
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+ calamity}, say how you deal with it and roll. If you do it...
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+ \begin{itemize}
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+ \item ...by powering through, +STR
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+ \item ...by getting out of the way or acting fast, +DEX
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+ \item ...by enduring, +CON
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+ \item ...with quick thinking, +INT
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+ \item ...through mental fortitude, +WIS
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+ \item ...using charm and social grace, +CHA
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+ \end{itemize}
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+
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+ \onSuccess, you do what you set out to, the threat doesn’t come to
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+ bear. onPartial, you stumble, hesitate, or flinch: the GM will offer
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+ you a worse outcome, hard bargain, or ugly choice.
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+\end{basicmove}
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+
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+\begin{basicmove}{Defend}
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+ When you \condition{stand in defense of a person, item, or location
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+ under attack}, roll+CON. \onSuccess, hold 3. \onPartial, hold
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+ 1. So long as you stand in defense, when you or the thing you defend
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+ is attacked you may spend hold, 1 for 1, to choose an option:
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+ \begin{itemize}
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+ \item Redirect an attack from the thing you defend to yourself
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+ \item Halve the attack’s effect or damage
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+ \item Open up the attacker to an ally giving that ally +1 forward
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+ against the attacker
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+ \item Deal damage to the attacker equal to your level
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+ \end{itemize}
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+\end{basicmove}
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+
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+\begin{basicmove}{Spout Lore}
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+ When you \condition{consult your accumulated knowledge about
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+ something}, roll +INT. \onSuccess, the GM will tell you something
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+ interesting and useful about the subject relevant to your
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+ situation. \onPartial, the GM will only tell you something
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+ interesting—it’s on you to make it useful. The GM might ask you “How
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+ do you know this?” Tell them the truth, now.
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+\end{basicmove}
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+
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+\begin{basicmove}{Discern Realities}
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+ When you \condition{closely study a situation or person}, roll
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+ +WIS. \onSuccess, ask the GM 3 questions from the list
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+ below. \onPartial, ask 1. Take +1 forward when acting on the
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+ answers.
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+ \begin{itemize}
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+ \item What happened here recently?
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+ \item What is about to happen?
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+ \item What should I be on the lookout for?
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+ \item What here is useful or valuable to me?
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+ \item Who’s really in control here?
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+ \item What here is not what it appears to be?
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+ \end{itemize}
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+\end{basicmove}
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+
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+\begin{basicmove}{Parley}
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+ When you \condition{have leverage on a GM character and manipulate
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+ them}, roll +CHA. Leverage is something they need or
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+ want. \onHit, they ask you for something and do it if you make them
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+ a promise first. \onPartial, they need some concrete assurance of
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+ your promise, right now.
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+\end{basicmove}
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+
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+\begin{basicmove}{Aid or Interfere}
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+ When you \condition{help or hinder someone you have a bond with},
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+ roll +Bond with them. \onSuccess, they take +1 or -2, your
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+ choice. \onPartial, you also expose yourself to danger, retribution,
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+ or cost.
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+\end{basicmove}
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+
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+\columnbreak
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+\begin{basicmove}{Last Breath}
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+ When you’re \condition{dying}, you catch a glimpse of what lies
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+ beyond the Black Gates of Death’s Kingdom (the GM will describe
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+ it). Then roll (just roll, +nothing—yeah, Death doesn’t care how
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+ tough or cool you are). \onSuccess, you’ve cheated death—you’re in a
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+ bad spot but you’re still alive. \onPartial, Death will offer you a
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+ bargain. Take it and stabilize or refuse and pass beyond the Black
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+ Gates into whatever fate awaits you. \onMiss, your fate is
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+ sealed. You’re marked as Death’s own and you’ll cross the threshold
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+ soon. The GM will tell you when.
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+\end{basicmove}
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+
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+
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+\begin{basicmove}{Encumbrance}
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+ When you \condition{make a move while carrying weight up to or equal
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+ to Load}, you’re fine. When you \condition{make a move while
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+ carrying weight equal to load+1 or load+2}, you take -1. When you
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+ \condition{make a move while carrying weight greater than load+2},
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+ you have a choice: drop at least 1 weight and roll at -1, or
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+ automatically fail.
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+\end{basicmove}
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+
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+
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+\begin{basicmove}{Level Up}
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+ When you have downtime (hours or days) and XP equal to (or greater
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+ than) your current level + 7, subtract your current level +7 from
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+ your XP, increase your level by 1, and choose a new advanced move
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+ from your class. If you are the wizard, you also get to add a new
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+ spell to your spellbook. Choose one of your stats and increase it
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+ by 1 (this may change your modifier). Changing your Constitution
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+ increases your maximum and current HP. Ability scores can’t go
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+ higher than 18.
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+\end{basicmove}
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+
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+
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+\begin{basicmove}{Carouse}
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+ When you \condition{return triumphant and throw a big party}, spend
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+ 100 coin and roll + extra 100s of coin spent. \onSuccess, choose
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+ 3. \onPartial, choose 1. On a miss, you still choose one, but things
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+ get really out of hand.
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+ \begin{itemize}
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+ \item You befriend a useful NPC
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+ \item You hear rumors of an opportunity
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+ \item You gain useful information
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+ \item You are not entangled, ensorcelled, or tricked
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+ \end{itemize}
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+\end{basicmove}
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+
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+
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+\begin{basicmove}{Supply}
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+ When you \condition{go to buy something with gold on hand}, if it’s
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+ something readily available in the settlement you’re in, you can buy
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+ it at market price. If it’s something special, beyond what’s usually
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+ available here, or non-mundane, roll +CHA. \onSuccess, you find what
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+ you’re looking for at a fair price. \onPartial, you’ll have to pay
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+ more or settle for something similar.
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+\end{basicmove}
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+
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+
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+\begin{basicmove}{Recover}
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+ When you \condition{do nothing but rest in comfort and safety},
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+ after a day of rest you recover all your HP. After three days of
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+ rest you remove one debility of your choice. If you’re under the
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+ care of a healer (magical or otherwise) you heal a debility for
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+ every two days of rest instead.
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+\end{basicmove}
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+
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+
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+\begin{basicmove}{Recruit}
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+ When you \condition{put out word that you’re looking to hire help},
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+ roll. If you make it known...
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+ \begin{itemize}
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+ \item ...that your pay is generous, take +1
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+ \item ...what you’re setting out to do, take +1
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+ \item ...that they’ll get a share of whatever you find, take +1
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+ \end{itemize}
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+
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+ If you have a useful reputation around these parts take an
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+ additional +1. \onSuccess, you’ve got your pick of a number of
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+ skilled applicants, your choice who you hire, no penalty for not
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+ taking them along. \onPartial, you’ll have to settle for someone
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+ close or turn them away. \onMiss, someone influential and ill-suited
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+ declares they’d like to come along (a foolhardy youth, a
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+ loose-cannon, or a veiled enemy, for example), bring them and take
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+ the consequences or turn them away. If you turn away applicants you
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+ take -1 forward to Recruit.
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+\end{basicmove}
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+
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+\begin{basicmove}{Outstanding Warrants}
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+ When you \condition{return to a civilized place in which you’ve
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+ caused trouble before}, roll +CHA. \onHit, word has spread of your
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+ deeds and everyone recognizes you. \onPartial, that, and, the GM
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+ chooses a complication:
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+ \begin{itemize}
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+ \item The local constabulary has a warrant out for your arrest
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+ \item Someone has put a price on your head
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+ \item Someone important to you has been put in a bad spot as a result of your actions
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+ \end{itemize}
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+\end{basicmove}
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+
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+\begin{basicmove}{Bolster}
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+ When you \condition{spend your leisure time in study, meditation, or hard
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+ practice}, you gain preparation. If you prepare for a week or two, 1
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+ preparation. If you prepare for a month or longer, 3
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+ preparation. When your preparation pays off spend 1 preparation for
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+ +1 to any roll. You can only spend one preparation per roll.
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+\end{basicmove}
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+
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+\end{multicols}
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+
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+\clearpage
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+
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+\topbanner{Travel Moves}
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\begin{multicols}{2}
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The rules in this section replace the standard \textit{Dungeon
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- World} moves \textbf{Undertake a Perilous Journey} and \textbf{End
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- of Session}. The moves \textbf{Undertake a Safe Journey},
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- \textbf{Undertake a Perilous Journey}, \textbf{Forage},
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- \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
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- Provisions} are inspired by the Dungeon World supplement
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- \textit{The Perilous Wilds}, modified to accomodate concrete
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- distances. The move \textbf{Bail} is inspired by Justin Alexander's
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- \textit{escape check}. The \textbf{Botanicals} referenced here are
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- borrowed from the role-playing game \textit{Ryuutama}.
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+ World} moves \move{Undertake a Perilous Journey} and \move{End of
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+ Session}.
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+
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+ % The moves \textbf{Undertake a Safe Journey},
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+ % \textbf{Undertake a Perilous Journey}, \textbf{Forage},
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+ % \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
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+ % Provisions} are inspired by the Dungeon World supplement
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+ % \textit{The Perilous Wilds}, modified to accomodate concrete
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+ % distances. The move \textbf{Bail} is inspired by Justin Alexander's
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+ % \textit{escape check}. The \textbf{Botanicals} referenced here are
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+ % borrowed from the role-playing game \textit{Ryuutama}.
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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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+ When you \condition{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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+ reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor
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+ weather, before you need to \move{Make Camp} and \move{Manage
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Provisions}.
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\end{basicmove}
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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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+ When you \condition{travel through dangerous land} and not on a
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+ safe route, indicate the course you want to take on the map and
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+ the destination you'd like to reach. Then, choose one party member
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+ to \move{Scout ahead} and another one to \move{Navigate},
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resolving the moves in that order.
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\end{basicmove}
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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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+ When you \condition{spend a day seeking food in the wild}, roll
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+ +WIS. \onSuccess, collect 1d4 rations and choose 2 from the list
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+ below. \onPartial, collect 1d4 rations and choose 1 from the list
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+ below.
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\begin{itemize}
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\item You find an extra +1d4 rations.
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@@ -49,17 +257,16 @@
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situation.
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\end{itemize}
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- If you are foraging in a \textbf{barren} location, then reduce the
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+ If you are foraging in a \itag{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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\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}. If you're somewhere
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- dangerous, then choose someone to \textbf{Take Watch}. If you have
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- enough XP you may level up. When you wake from at least a few
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- uninterrupted hours of sleep heal damage equal to half your max
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- HP.
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+ When you \condition{settle in to rest}, choose one member of the
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+ party to \move{Manage Provisions}. If you're somewhere dangerous,
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+ then choose someone to \move{Take Watch}. If you have enough XP
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+ you may level up. When you wake from at least a few uninterrupted
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+ hours of sleep heal damage equal to half your max HP.
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You usually make camp so that you can do other things, like
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prepare spells or commune with your god. Or, you know, sleep
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@@ -73,20 +280,19 @@
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\end{basicmove}
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\begin{basicmove}{Take Watch}
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- When you are \textbf{on watch and something approaches the camp},
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- roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone
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- and prepare a response; all party members take +1
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- forward. \textbf{On a 7--9}, you react just a moment too late;
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- your companions in the camp are awake but haven't had time to
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- prepare. They have weapons and armor but little else. \textbf{On a
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- miss}, whatever lurks outside the campfire's light has the drop
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- on you.
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+ When you are \condition{on watch and something approaches the
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+ camp}, roll +WIS. \onSuccess, you notice in time to alert
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+ everyone and prepare a response; all party members take +1
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+ forward. \onPartial, you react just a moment too late; your
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+ companions in the camp are awake but haven't had time to
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+ prepare. They have weapons and armor but little else. \onMiss,
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+ whatever lurks outside the campfire's light has the drop on you.
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\end{basicmove}
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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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+ When you \condition{take point and look for anything out of the
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+ ordinary}, roll +WIS. \onSuccess, choose 2 from the list
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+ below. \onPartial, choose 1 from the list below.
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\begin{itemize}
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\item You get the drop on whatever lies ahead.
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@@ -99,24 +305,25 @@
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\end{basicmove}
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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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+ When you \condition{plot the best course through dangerous or
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+ unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and
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+ distractions and make good time; travel \hexes{3}. \onPartial,
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+ choose 1 from the list below:
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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 make poor time; travel \hexes{2} instead.
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\item You get lost and don't end up where you intend: the GM will
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- decide where you ended up, and you'll need to \textbf{Survey} to
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+ decide where you ended up, and you'll need to \move{Survey} to
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get your bearings.
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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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+ \columnbreak
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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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+ When you \condition{prepare and distribute food for the party},
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+ roll +WIS. \onSuccess, choose from the list below:
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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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@@ -126,17 +333,17 @@
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+1 forward.
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\end{itemize}
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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 to spend an extra ration
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- or go without food.
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+ \onPartial, the party consumes the expected amount of
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+ rations. \onMiss, in addition to any other mishaps or misfortunes,
|
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+ one party member must choose to spend an extra ration or go
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+ without food.
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|
\end{basicmove}
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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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+ When you \condition{survey the land to find out where you are and
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+ what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions
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+ from the list below. \onPartial, ask the GM 1 question from the
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+ list below.
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\begin{itemize}
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\item Where exactly on the map are we?
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@@ -147,16 +354,16 @@
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\end{itemize}
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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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+ how you learned these things. \onMiss, ask 1 anyway, but be
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+ prepared for the worst.
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|
\end{basicmove}
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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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|
+ When \condition{the session is about to end and 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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|
+ now}, roll +CON. \onSuccess, you and your party make it out with
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|
+ yourselves and your stuff intact. \onPartial, you and each member
|
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|
+ 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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@@ -175,8 +382,8 @@
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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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|
+ Once bonds have been updated look at your alignment or drive. If
|
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+ you 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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|
@@ -193,18 +400,18 @@
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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}
|
|
|
- \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 Explorers sends a scout to a particular
|
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|
+ location on the 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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|
+ \move{Safe Journey}.
|
|
|
\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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|
+ stay in one hex. You do not need to \move{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,
|
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|
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
|
|
|
+ \move{Make Camp} or \move{Manage Provisions} while staying
|
|
|
in this hex.
|
|
|
\end{itemize}
|
|
|
|
|
@@ -219,6 +426,10 @@
|
|
|
\topbanner{Downtime Rules}
|
|
|
|
|
|
\begin{multicols}{2}
|
|
|
+
|
|
|
+ \textbf{Important note: the rules in this section are speculative
|
|
|
+ and are subject to change as they are tested!}
|
|
|
+
|
|
|
This campaign is designed around the idea that your character won't
|
|
|
be present at every game, and that's okay! However, just because
|
|
|
your character wasn't involved in an active expedition, that doesn't
|
|
@@ -247,24 +458,24 @@
|
|
|
which means that it's possible to fail them! You should still mark
|
|
|
XP on failure, and the GM will still introduce a negative
|
|
|
consequence of your roll. If you don't want to risk it, you can
|
|
|
- always \textbf{Attend to Home}, which carries no risk but only a
|
|
|
- modest reward, or \textbf{Cultivate Saplings}, which has benefits
|
|
|
+ always \move{Attend to Home}, which carries no risk but only a
|
|
|
+ modest reward, or \move{Cultivate Saplings}, which has benefits
|
|
|
going forward.
|
|
|
|
|
|
\begin{basicmove}{Attend to Home}
|
|
|
- If you \textbf{spent time quietly, managing your affairs and
|
|
|
+ If you \condition{spent time quietly, managing your affairs and
|
|
|
working around the explorer's guild}, then take 5 gold per
|
|
|
session since you last played.
|
|
|
\end{basicmove}
|
|
|
|
|
|
\begin{basicmove}{Get That Bread}
|
|
|
- When you \textbf{spend time doing odd jobs in the city between
|
|
|
+ When you \condition{spend time doing odd jobs in the city between
|
|
|
expeditions}, roll +absence and select from the following
|
|
|
- list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose
|
|
|
- 2. \textbf{On a 6-}, choose 1, but the GM will likely give you
|
|
|
- another complication: maybe you agreed to an ill-considered bet,
|
|
|
- are on the hook for a job, or simply have attracted some attention
|
|
|
- that will make things hard for you in the future.
|
|
|
+ list. \onSuccess, choose 3. \onPartial, choose 2. \onMiss, choose
|
|
|
+ 1, but the GM will likely give you another complication: maybe you
|
|
|
+ agreed to an ill-considered bet, are on the hook for a job, or
|
|
|
+ simply have attracted some attention that will make things hard
|
|
|
+ for you in the future.
|
|
|
|
|
|
\begin{itemize}
|
|
|
\item You had a memorable experience: take 1 XP, and explain
|
|
@@ -278,41 +489,45 @@
|
|
|
wilderness: the GM will tell you the rumor, and you'll have to
|
|
|
explain where and how you heard it.
|
|
|
\item You met a potential travelling-partner: treat this as an
|
|
|
- automatic 10+ on a /Recruit/ roll, with the first session's
|
|
|
- cost paid. Explain how you met this hireling and why their
|
|
|
- first cost is paid. If you want to travel with them after this
|
|
|
- session, regardless of whether you take them now, you'll have
|
|
|
- to pay their cost as normal.
|
|
|
+ automatic 10+ on a \move{Recruit} roll, with the first
|
|
|
+ session's cost paid. Explain how you met this hireling and why
|
|
|
+ their first cost is paid. If you want to travel with them
|
|
|
+ after this session, regardless of whether you take them now,
|
|
|
+ you'll have to pay their cost as normal.
|
|
|
\end{itemize}
|
|
|
\end{basicmove}
|
|
|
|
|
|
+ \columnbreak
|
|
|
+ \vfill\null
|
|
|
+
|
|
|
\begin{basicmove}{Crafting}
|
|
|
- When you \textbf{spend time in the city creating an object}, seek
|
|
|
+ When you \condition{spend time in the city creating an object}, seek
|
|
|
the GM's approval that this is feasible, spend an amount of gold
|
|
|
equal to one-quarter the market price of the object in order to
|
|
|
- acquire the raw materials and roll +DEX. \textbf{On a 10+}, you
|
|
|
- create the object you wanted. \textbf{On a 7--9}, choose 1:
|
|
|
+ acquire the raw materials and roll +DEX. \onSuccess, you
|
|
|
+ create the object you wanted. \onPartial, choose 1:
|
|
|
\begin{itemize}
|
|
|
\item The object was costlier than expected: spend an extra 10
|
|
|
gold.
|
|
|
- \item The object is of a mediocre quality: add the tag /shoddy/ to
|
|
|
- the item.
|
|
|
- \item The object isn't going to last: add the tag /fragile/ to the
|
|
|
- item. If you created something that has uses, like a bottle of
|
|
|
- poison, then give it one fewer use.
|
|
|
+ \item The object is of a mediocre quality: add the tag
|
|
|
+ \itag{shoddy} to the item.
|
|
|
+ \item The object isn't going to last: add the tag \itag{fragile}
|
|
|
+ to the item. If you created something that has uses, like a
|
|
|
+ bottle of poison, then give it one fewer use.
|
|
|
\item The object required a favor: the GM will tell you who you
|
|
|
had to call on and what they expect in return.
|
|
|
\end{itemize}
|
|
|
- \textbf{On a miss}, you fail to create the object, but you can
|
|
|
+ \onMiss, you fail to create the object, but you can
|
|
|
learn from the attempt: take +1 forward the next time you try to
|
|
|
create the object in question.
|
|
|
\end{basicmove}
|
|
|
|
|
|
\begin{basicmove}{Nose In A Book}
|
|
|
- When you spend time in research on a topic, roll +INT. On a 10+,
|
|
|
- take 3 hold when dealing with that topic. On a 7--9, take 1 hold
|
|
|
- instead. You can spend 1 hold to ask one of the following
|
|
|
- questions; take +1 forward whenever asking on the answers
|
|
|
+ When you \condition{spend time in research on a topic}, roll
|
|
|
+ +INT. \onSuccess, take 3 hold when dealing with that
|
|
|
+ topic. \onPartial, take 1 hold instead. You can spend 1 hold to
|
|
|
+ ask one of the following questions; take +1 forward whenever
|
|
|
+ asking on the answers
|
|
|
|
|
|
\begin{itemize}
|
|
|
\item What is valuable to me about this thing?
|
|
@@ -325,7 +540,7 @@
|
|
|
\end{basicmove}
|
|
|
|
|
|
\begin{basicmove}{Cultivate Saplings}
|
|
|
- When you \textbf{spend time growing and cultivating a plant}, tell
|
|
|
+ When you \condition{spend time growing and cultivating a plant}, tell
|
|
|
the GM what you'd like to grow. You can grow food crops, in which
|
|
|
case you can start all subsequent expeditions with access to 2d4
|
|
|
dungeon rations without charge. Alternately, you can choose to
|
|
@@ -334,6 +549,8 @@
|
|
|
1d4 of that botanical without charge. Tell the GM what you're
|
|
|
growing, and mark on your sheet what your garden contains.
|
|
|
\end{basicmove}
|
|
|
+
|
|
|
+ \vfill\null
|
|
|
\end{multicols}
|
|
|
|
|
|
\end{document}
|