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@@ -98,18 +98,18 @@
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or cost.
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\end{basicmove}
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-\begin{basicmove}{Circles}
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- When \condition{you go looking for someone you know}, Roll
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- +CHA. \onSuccess, choose 2. \onPartial, choose one.
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+% \begin{basicmove}{Circles}
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+% When \condition{you go looking for someone you know}, Roll
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+% +CHA. \onSuccess, choose 2. \onPartial, choose one.
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- \begin{itemize}
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- \item You don't owe them a favour
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- \item They're not already in some sort of trouble
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- \item They don't have a dangerous secret
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- \end{itemize}
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+% \begin{itemize}
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+% \item You don't owe them a favour
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+% \item They're not already in some sort of trouble
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+% \item They don't have a dangerous secret
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+% \end{itemize}
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- \onMiss, you might wish you'd never found them in the first place.
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-\end{basicmove}
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+% \onMiss, you might wish you'd never found them in the first place.
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+% \end{basicmove}
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\end{multicols}
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\clearpage
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@@ -140,14 +140,14 @@
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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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+ When you \condition{have downtime (hours or days) and XP equal to
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+ (or greater than) your current level + 7}, subtract your current
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+ level +7 from your XP, increase your level by 1, and choose a new
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+ advanced move from your class. If you are the wizard, you also get
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+ to add a new spell to your spellbook. Choose one of your stats and
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+ increase it by 1 (this may change your modifier). Changing your
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+ Constitution increases your maximum and current HP. Ability scores
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+ can’t go higher than 18.
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\end{basicmove}
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@@ -305,7 +305,7 @@
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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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+ 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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@@ -445,136 +445,6 @@
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\end{multicols}
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\clearpage
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-\topbanner{Downtime Rules}
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-
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-\begin{multicols}{2}
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-
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- \textbf{Important note: the rules in this section are speculative
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- and are subject to change as they are tested!}
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-
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- This campaign is designed around the idea that your character won't
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- be present at every game, and that's okay! However, just because
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- your character wasn't involved in an active expedition, that doesn't
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- mean your character was static. To find out what your character has
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- been up while other expeditions happened---that is, when other
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- sessions happened that you weren't present for---you can use these
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- \textbf{Downtime Moves}.
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-
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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 doing the activities that constitute
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- downtime.
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-
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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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- expedition.
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- \begin{itemize}
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- \item If you last played \textbf{two sessions ago}, then +0.
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- \item If you last played \textbf{more than two sessions ago but in
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- the past month}, then +1.
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- \item If you last played \textbf{more than a month ago}, then +2.
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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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-
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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 \move{Attend to Home}, which carries no risk but only a
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- modest reward, or \move{Cultivate Saplings}, which has benefits in
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- subsequent sessions.
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-
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- \begin{basicmove}{Attend to Home}
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- If you \condition{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 \condition{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. \onSuccess, choose 3. \onPartial, choose 2. \onMiss, choose
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- 1, but the GM will likely give you another complication: maybe you
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- agreed to an ill-considered bet, are on the hook for a job, or
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- simply have attracted some attention that will make things hard
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- for you in the future.
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-
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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 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 \move{Recruit} roll, with the first
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- session's cost paid. Explain how you met this hireling and why
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- their first cost is paid. If you want to travel with them
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- after this session, regardless of whether you take them now,
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- you'll have 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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- \columnbreak
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- \vfill\null
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-
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- \begin{basicmove}{Crafting}
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- When you \condition{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. \onSuccess, you
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- create the object you wanted. \onPartial, 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
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- \itag{shoddy} to the item.
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- \item The object isn't going to last: add the tag \itag{fragile}
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- to the item. If you created something that has uses, like a
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- bottle of 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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- \onMiss, you fail to create the object, but you can learn from the
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- attempt: take \forward{+1} the next time you try to create the
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- 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 \condition{spend time in research on a topic}, roll
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- +INT. \onSuccess, take 3 hold when dealing with that
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- topic. \onPartial, take 1 hold instead. You can spend 1 hold to
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- ask one of the following questions; take \forward{+1} whenever
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- 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 \condition{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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-
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- \vfill\null
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-\end{multicols}
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-\clearpage
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\topbanner{Tags}
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@@ -778,6 +648,138 @@
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\clearpage
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+
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+\topbanner{Downtime Rules}
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+
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+\begin{multicols}{2}
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+
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+ \textbf{Important note: the rules in this section are speculative
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|
+ 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
|
|
|
+ mean your character was static. To find out what your character has
|
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|
+ been up while other expeditions happened---that is, when other
|
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|
+ sessions happened that you weren't present for---you can use these
|
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|
+ \textbf{Downtime Moves}.
|
|
|
+
|
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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 doing the activities that constitute
|
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|
+ downtime.
|
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|
+
|
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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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|
+ expedition.
|
|
|
+ \begin{itemize}
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+ \item If you last played \textbf{two sessions ago}, then +0.
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+ \item If you last played \textbf{more than two sessions ago but in
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+ the past month}, then +1.
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+ \item If you last played \textbf{more than a month ago}, then +2.
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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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+
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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
|
|
|
+ consequence of your roll. If you don't want to risk it, you can
|
|
|
+ always \move{Attend to Home}, which carries no risk but only a
|
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|
+ modest reward, or \move{Cultivate Saplings}, which has benefits in
|
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|
+ subsequent sessions.
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+
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+ \begin{basicmove}{Attend to Home}
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+ If you \condition{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 \condition{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. \onSuccess, choose 3. \onPartial, choose 2. \onMiss, choose
|
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+ 1, but the GM will likely give you another complication: maybe you
|
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|
+ agreed to an ill-considered bet, are on the hook for a job, or
|
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|
+ simply have attracted some attention that will make things hard
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|
+ for you in the future.
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+
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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 per session missed,
|
|
|
+ and explain what job you did and who you did it for.
|
|
|
+ \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
|
|
|
+ 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
|
|
|
+ explain where and how you heard it.
|
|
|
+ \item You met a potential travelling-partner: treat this as an
|
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|
+ 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
|
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|
+ after this session, regardless of whether you take them now,
|
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+ you'll have 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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+ \columnbreak
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+ \vfill\null
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+
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+ \begin{basicmove}{Crafting}
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+ When you \condition{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. \onSuccess, you
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+ create the object you wanted. \onPartial, 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
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+ \itag{shoddy} to the item.
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|
+ \item The object isn't going to last: add the tag \itag{fragile}
|
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+ to the item. If you created something that has uses, like a
|
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|
+ 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.
|
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+ \end{itemize}
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+ \onMiss, you fail to create the object, but you can learn from the
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+ attempt: take \forward{+1} the next time you try to create the
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+ 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 \condition{spend time in research on a topic}, roll
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+ +INT. \onSuccess, take 3 hold when dealing with that
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|
+ topic. \onPartial, take 1 hold instead. You can spend 1 hold to
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+ ask one of the following questions; take \forward{+1} whenever
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|
+ 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?
|
|
|
+ \item What do I know about the origin of this thing?
|
|
|
+ \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}
|
|
|
+ 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
|
|
|
+ grow a \textbf{botanical} discovered on a previous expedition, in
|
|
|
+ which case you can start all subsequent expeditions with access to
|
|
|
+ 1d4 of that botanical without charge. Tell the GM what you're
|
|
|
+ growing, and mark on your sheet what your garden contains.
|
|
|
+ \end{basicmove}
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+
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+ \vfill\null
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+\end{multicols}
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+\clearpage
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+
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\topbanner{Mount and Vehicle Rules}
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\begin{multicols}{2}
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|