\documentclass[8pt]{extarticle}
\input{assets/prelude.tex}

\begin{document}
\openup -0.2em

\topbanner{Basic Moves}
\begin{multicols}{2}

\begin{basicmove}{Hack and Slash}
  When you \condition{attack an enemy in melee}, roll
  +STR. \onSuccess, you deal your damage to the enemy and avoid their
  attack. At your option, you may choose to do +1d6 damage but expose
  yourself to the enemy’s attack. \onPartial, you deal your damage to
  the enemy and the enemy makes an attack against you.
\end{basicmove}

\begin{basicmove}{Volley}
  When you \condition{take aim and shoot at an enemy at range}, roll
  +DEX. \onSuccess, you have a clear shot—deal your damage. \onPartial,
  choose one (whichever you choose you deal your damage):
  \begin{itemize}
  \item You have to move to get the shot placing you in danger of the
    GM’s choice
  \item You have to take what you can get: -1d6 damage
  \item You have to take several shots, reducing your ammo by one.
\end{itemize}
\end{basicmove}

\begin{basicmove}{Defy Danger}
  When you \condition{act despite an imminent threat or suffer a
    calamity}, say how you deal with it and roll. If you do it...
  \begin{itemize}
  \item ...by powering through, +STR
  \item ...by getting out of the way or acting fast, +DEX
  \item ...by enduring, +CON
  \item ...with quick thinking, +INT
  \item ...through mental fortitude, +WIS
  \item ...using charm and social grace, +CHA
  \end{itemize}

  \onSuccess, you do what you set out to, the threat doesn’t come to
  bear. \onPartial, you stumble, hesitate, or flinch: the GM will offer
  you a worse outcome, hard bargain, or ugly choice.
\end{basicmove}

\begin{basicmove}{Defend}
  When you \condition{stand in defense of a person, item, or location
    under attack}, roll+CON.  \onSuccess, hold 3. \onPartial, hold
  1. So long as you stand in defense, when you or the thing you defend
  is attacked you may spend hold, 1 for 1, to choose an option:
  \begin{itemize}
  \item Redirect an attack from the thing you defend to yourself
  \item Halve the attack’s effect or damage
  \item Open up the attacker to an ally giving that ally +1 forward
    against the attacker
  \item Deal damage to the attacker equal to your level
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Spout Lore}
  When you \condition{consult your accumulated knowledge about
    something}, roll +INT.  \onSuccess, the GM will tell you something
  interesting and useful about the subject relevant to your
  situation. \onPartial, the GM will only tell you something
  interesting—it’s on you to make it useful. The GM might ask you “How
  do you know this?” Tell them the truth, now.
\end{basicmove}

\columnbreak
\begin{basicmove}{Discern Realities}
  When you \condition{closely study a situation or person}, roll
  +WIS. \onSuccess, ask the GM 3 questions from the list
  below. \onPartial, ask 1. Take +1 forward when acting on the
  answers.
  \begin{itemize}
  \item What happened here recently?
  \item What is about to happen?
  \item What should I be on the lookout for?
  \item What here is useful or valuable to me?
  \item Who’s really in control here?
  \item What here is not what it appears to be?
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Parley}
  When you \condition{have leverage on a GM character and manipulate
    them}, roll +CHA.  Leverage is something they need or
  want. \onHit, they ask you for something and do it if you make them
  a promise first. \onPartial, they need some concrete assurance of
  your promise, right now.
\end{basicmove}

\begin{basicmove}{Aid or Interfere}
  When you \condition{help or hinder someone you have a bond with},
  roll +Bond with them.  \onSuccess, they take +1 or -2, your
  choice. \onPartial, you also expose yourself to danger, retribution,
  or cost.
\end{basicmove}

\end{multicols}
\clearpage

\topbanner{Special Moves}
\begin{multicols}{2}
\begin{basicmove}{Last Breath}
  When you’re \condition{dying}, you catch a glimpse of what lies
  beyond the Black Gates of Death’s Kingdom (the GM will describe
  it). Then roll (just roll, +nothing—yeah, Death doesn’t care how
  tough or cool you are). \onSuccess, you’ve cheated death—you’re in a
  bad spot but you’re still alive. \onPartial, Death will offer you a
  bargain.  Take it and stabilize or refuse and pass beyond the Black
  Gates into whatever fate awaits you. \onMiss, your fate is
  sealed. You’re marked as Death’s own and you’ll cross the threshold
  soon. The GM will tell you when.
\end{basicmove}


\begin{basicmove}{Encumbrance}
  When you \condition{make a move while carrying weight up to or equal
    to Load}, you’re fine. When you \condition{make a move while
    carrying weight equal to load+1 or load+2}, you take -1. When you
  \condition{make a move while carrying weight greater than load+2},
  you have a choice: drop at least 1 weight and roll at -1, or
  automatically fail.
\end{basicmove}


\begin{basicmove}{Level Up}
  When you have downtime (hours or days) and XP equal to (or greater
  than) your current level + 7, subtract your current level +7 from
  your XP, increase your level by 1, and choose a new advanced move
  from your class. If you are the wizard, you also get to add a new
  spell to your spellbook.  Choose one of your stats and increase it
  by 1 (this may change your modifier).  Changing your Constitution
  increases your maximum and current HP. Ability scores can’t go
  higher than 18.
\end{basicmove}


\begin{basicmove}{Carouse}
  When you \condition{return triumphant and throw a big party}, spend
  100 coin and roll + extra 100s of coin spent. \onSuccess, choose
  3. \onPartial, choose 1. On a miss, you still choose one, but things
  get really out of hand.
  \begin{itemize}
  \item You befriend a useful NPC
  \item You hear rumors of an opportunity
  \item You gain useful information
  \item You are not entangled, ensorcelled, or tricked
  \end{itemize}
\end{basicmove}


\begin{basicmove}{Supply}
  When you \condition{go to buy something with gold on hand}, if it’s
  something readily available in the settlement you’re in, you can buy
  it at market price. If it’s something special, beyond what’s usually
  available here, or non-mundane, roll +CHA. \onSuccess, you find what
  you’re looking for at a fair price. \onPartial, you’ll have to pay
  more or settle for something similar.
\end{basicmove}


\begin{basicmove}{Recover}
  When you \condition{do nothing but rest in comfort and safety},
  after a day of rest you recover all your HP. After three days of
  rest you remove one debility of your choice. If you’re under the
  care of a healer (magical or otherwise) you heal a debility for
  every two days of rest instead.
\end{basicmove}


\begin{basicmove}{Recruit}
  When you \condition{put out word that you’re looking to hire help},
  roll. If you make it known...
  \begin{itemize}
  \item ...that your pay is generous, take +1
  \item ...what you’re setting out to do, take +1
  \item ...that they’ll get a share of whatever you find, take +1
  \end{itemize}

  If you have a useful reputation around these parts take an
  additional +1. \onSuccess, you’ve got your pick of a number of
  skilled applicants, your choice who you hire, no penalty for not
  taking them along. \onPartial, you’ll have to settle for someone
  close or turn them away. \onMiss, someone influential and ill-suited
  declares they’d like to come along (a foolhardy youth, a
  loose-cannon, or a veiled enemy, for example), bring them and take
  the consequences or turn them away. If you turn away applicants you
  take -1 forward to Recruit.
\end{basicmove}

\columnbreak

\begin{basicmove}{Outstanding Warrants}
  When you \condition{return to a civilized place in which you’ve
    caused trouble before}, roll +CHA. \onHit, word has spread of your
  deeds and everyone recognizes you.  \onPartial, that, and, the GM
  chooses a complication:
  \begin{itemize}
  \item The local constabulary has a warrant out for your arrest
  \item Someone has put a price on your head
  \item Someone important to you has been put in a bad spot as a result of your actions
  \end{itemize}
\end{basicmove}

\begin{basicmove}{Bolster}
  When you \condition{spend your leisure time in study, meditation, or hard
  practice}, you gain preparation. If you prepare for a week or two, 1
  preparation. If you prepare for a month or longer, 3
  preparation. When your preparation pays off spend 1 preparation for
  +1 to any roll. You can only spend one preparation per roll.
\end{basicmove}

  \begin{basicmove}{End of Session}
    When you reach the end of a session, choose one your bonds that
    you feel is resolved (completely explored, no longer relevant, or
    otherwise). Ask the player of the character you have the bond with
    if they agree. If they do, mark XP and write a new bond with
    whomever you wish.

    Once bonds have been updated look at your alignment or drive. If
    you fulfilled that alignment at least once this session, mark XP.

    Then answer these three questions as a group:

    \begin{itemize}
    \item Did we discover a new place to put on the map?
    \item Did we learn something new or interesting about the world or
      its inhabitants?
    \item Did we overcome a difficult or interesting situation?
    \end{itemize}

    For each ``yes'' answer everyone marks XP.

    Finally, choose two actions from the following list. The same
    action can be chosen twice as long as it targets different hexes.

    \begin{itemize}
    \item The Guild of Explorers sends a scout to a particular
      location on the map: reveal the content of one hex.
    \item The Guild of Engineers constructs roads, facilitating safe
      travel in one hex. Treat travel on this hex as taking a
      \move{Safe Journey}.
    \item The Guild of Engineers builds an Outpost, facilitating safe
      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,
      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
      \move{Make Camp} or \move{Manage Provisions} while staying
      in this hex.
    \end{itemize}

    If the players pool together 500 coin, they can also choose a
    third action from the above list.
  \end{basicmove}

  \vfill\null

\end{multicols}

\clearpage

\topbanner{Travel Moves}

\begin{multicols}{2}

  The rules in this section replace the standard \textit{Dungeon
    World} moves \move{Undertake a Perilous Journey} and \move{End of
    Session}.

  % The moves \textbf{Undertake a Safe Journey},
  % \textbf{Undertake a Perilous Journey}, \textbf{Forage},
  % \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
  %   Provisions} are inspired by the Dungeon World supplement
  % \textit{The Perilous Wilds}, modified to accomodate concrete
  % distances. The move \textbf{Bail} is inspired by Justin Alexander's
  % \textit{escape check}. The \textbf{Botanicals} referenced here are
  % borrowed from the role-playing game \textit{Ryuutama}.

  \begin{basicmove}{Undertake a Safe Journey}
    When you \condition{travel by a safe route} through safe or dangerous
    lands, indicate your path and destination on the map. You can
    reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor
    weather, before you need to \move{Make Camp} and \move{Manage
      Provisions}.
  \end{basicmove}

  \begin{basicmove}{Undertake a Perilous Journey}
    When you \condition{travel through dangerous land} and not on a
    safe route, indicate the course you want to take on the map and
    the destination you'd like to reach. Then, choose one party member
    to \move{Scout ahead} and another one to \move{Navigate},
    resolving the moves in that order.
  \end{basicmove}

  \begin{basicmove}{Forage}
    When you \condition{spend a day seeking food in the wild}, roll
    +WIS. \onSuccess, collect 1d4 rations and choose 2 from the list
    below. \onPartial, collect 1d4 rations and choose 1 from the list
    below.

    \begin{itemize}
    \item You find an extra +1d4 rations.
    \item You find 1d4 supply of a useful botanical; ask the GM what
      it is.
    \item You avoid attracting unwanted attention or a troublesome
      situation.
    \end{itemize}

    If you are foraging in a \itag{barren} location, then reduce the
    number of rations you find by 2.
  \end{basicmove}

  \begin{basicmove}{Make Camp}
    When you \condition{settle in to rest}, choose one member of the
    party to \move{Manage Provisions}. If you're somewhere dangerous,
    then choose someone to \move{Take Watch}. If you have enough XP
    you may level up. When you wake from at least a few uninterrupted
    hours of sleep heal damage equal to half your max HP.

    You usually make camp so that you can do other things, like
    prepare spells or commune with your god. Or, you know, sleep
    soundly at night. Whenever you stop to catch your breath for more
    than an hour or so, you've probably made camp.

    Staying a night in an inn or house is making camp, too. Regain
    your hit points as usual, but only mark off a ration if you're
    eating from the food you carry, not paying for a meal or receiving
    hospitality.
  \end{basicmove}

  \begin{basicmove}{Take Watch}
    When you are \condition{on watch and something approaches the
      camp}, roll +WIS. \onSuccess, you notice in time to alert
    everyone and prepare a response; all party members take +1
    forward. \onPartial, you react just a moment too late; your
    companions in the camp are awake but haven't had time to
    prepare. They have weapons and armor but little else. \onMiss,
    whatever lurks outside the campfire's light has the drop on you.
  \end{basicmove}

  \begin{basicmove}{Scout Ahead}
    When you \condition{take point and look for anything out of the
      ordinary}, roll +WIS. \onSuccess, choose 2 from the list
    below. \onPartial, choose 1 from the list below.

    \begin{itemize}
    \item You get the drop on whatever lies ahead.
    \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
      tactical advantage. Describe it.
    \item You make a useful discovery; ask the GM what.
    \item You notice sign of a nearby danger—ask the GM what the sign
      is, and what it might signify.
    \end{itemize}
  \end{basicmove}

  \begin{basicmove}{Navigate}
    When you \condition{plot the best course through dangerous or
      unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and
    distractions and make good time; travel \hexes{3}. \onPartial,
    choose 1 from the list below:

    \begin{itemize}
    \item You make poor time; travel \hexes{2} instead.
    \item You get lost and don't end up where you intend: the GM will
      decide where you ended up, and you'll need to \move{Survey} to
      get your bearings.
    \item You run into something dangerous. Better hope your scout has
      the drop on it!
    \end{itemize}
  \end{basicmove}
  \columnbreak

  \begin{basicmove}{Manage Provisions}
    When you \condition{prepare and distribute food for the party},
    roll +WIS. \onSuccess, choose from the list below:

    \begin{itemize}
    \item Careful management reduces the amount of rations consumed (ask the
      GM by how much)
    \item The party consumes the expected amount and the food you
      prepare is excellent—describe it, and everyone who ate it takes
      +1 forward.
    \end{itemize}

    \onPartial, the party consumes the expected amount of
    rations. \onMiss, in addition to any other mishaps or misfortunes,
    one party member must choose to spend an extra ration or go
    without food.
  \end{basicmove}

  \begin{basicmove}{Survey the Land}
    When you \condition{survey the land to find out where you are and
      what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions
    from the list below. \onPartial, ask the GM 1 question from the
    list below.

    \begin{itemize}
    \item Where exactly on the map are we?
    \item What can I tell about an adjacent hex to us?
    \item What's interesting to us in this area?
    \item What's valuable or useful to us in this area?
    \item What direction is the nearest settlement?
    \end{itemize}

    The GM will tell answer the questions honestly, and then ask you
    how you learned these things. \onMiss, ask 1 anyway, but be
    prepared for the worst.
  \end{basicmove}

  \begin{basicmove}{Bail}
    When \condition{the session is about to end and you need to get
      yourself or your whole party out of a situation right goddamn
      now}, roll +CON. \onSuccess, you and your party make it out with
    yourselves and your stuff intact. \onPartial, you and each member
    of your party must one from the list below:

    \begin{itemize}
    \item You lose a piece of equiment: tell the GM what it was and
      how it got lost.
    \item You lose one-tenth of the Coin you have on you.
    \item You take 1d6 damage.
    \item You draw the attention of someone or something who will
      remember you.
    \end{itemize}
  \end{basicmove}

\vfill\null
\end{multicols}
\clearpage

\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
  mean your character was static. To find out what your character has
  been up while other expeditions happened---that is, when other
  sessions happened that you weren't present for---you can use these
  \textbf{Downtime Moves}.

  If you were present at the last session, then don't use any of these
  moves: your character is still fresh off their last adventure, and
  hasn't had time to spend doing the activities that constitute
  downtime.

  The rules given here will often tell you to roll +absence, which is
  a modifier based on how long since your character took part in an
  expedition.
  \begin{itemize}
  \item If you last played \textbf{two sessions ago}, then +0.
  \item If you last played \textbf{more than two sessions ago but in
    the past month}, then +1.
  \item If you last played \textbf{more than a month ago}, then +2.
  \item If you last played \textbf{more than two months ago}, then +3.
  \end{itemize}

  Note also that the rolls described here are Dungeon World rolls,
  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 \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 \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 \condition{spend time doing odd jobs in the city between
      expeditions}, roll +absence and select from the following
    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
        what happened to you in the intervening weeks.
      \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
        object you found, and you'll have to explain how you came
        across it.
      \item You heard an interesting rumor about some place in the
        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 \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 \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. \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
      \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}
    \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 \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?
    \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
      thing?
    \item What lost knowledge have I recovered concerning this thing?
    \end{itemize}
  \end{basicmove}

  \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}

  \vfill\null
\end{multicols}

\end{document}
