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- \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 \forward{+1}
- 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 \forward{+1} 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}
- \begin{basicmove}{Circles}
- When \condition{you go looking for someone you know}, Roll
- +CHA. \onSuccess, choose 2. \onPartial, choose one.
- \begin{itemize}
- \item You don't owe them a favour
- \item They're not already in some sort of trouble
- \item They don't have a dangerous secret
- \end{itemize}
- \onMiss, you might wish you'd never found them in the first place.
- \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 \forward{-1} 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
- \forward{+1}. \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
- \forward{+1}.
- \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 in
- subsequent sessions.
- \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 \forward{+1} 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 \forward{+1} 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}
- \clearpage
- \topbanner{Tags}
- \begin{multicols}{2}
- \begin{fragment}{General Equipment Tags}
- These are general tags that can apply to just about any piece of
- gear. You’ll see them on armor, weapons or general adventuring
- tools.
- \itag{applied}: It’s only useful when carefully applied to a person
- or to something they eat or drink.
- \itag{awkward}: It’s unwieldy and tough to use.
- \itag{+bonus}: It modifies your effectiveness in a specified
- situation. It might be ``\forward{+1} to spout lore'' or
- ``\ongoing{-1} to \move{Hack and Slash}.''
- \ntag{n}{coins}: How much it costs to buy, normally. If the cost
- includes ``-Charisma'', a little negotiation subtracts the haggler’s
- Charisma score (not modifier) from the price.
- \itag{dangerous}: It’s easy to get in trouble with it. If you
- interact with it without proper precautions the GM may freely invoke
- the consequences of your foolish actions.
- \itag{ration}: It’s edible, more or less.
- \itag{requires}: It’s only useful to certain people. If you don’t
- meet the requirements it works poorly, if at all.
- \itag{slow}: It takes minutes or more to use.
- \itag{touch}: It’s used by touching it to the target’s skin.
- \itag{two-handed}: It takes two hands to use it effectively.
- \weight{n}: Count the listed amount against your
- Load. Something with no listed weight isn’t designed to be
- carried. 100 coins in standard denominations is 1 weight. The same
- value in gems or fine art may be lighter or heavier.
- \itag{worn}: To use it, you have to be wearing it.
- \uses{n}: It can only be used n times.
- \end{fragment}
- \begin{fragment}{Weapon Tags}
- Weapons may have tags that are primarily there to help you describe
- them (like \itag{rusty} or \itag{glowing}) but these tags have a
- specific, mechanical effect.
- \ammo{n}: It counts as ammunition for appropriate ranged
- weapons. The number indicated does not represent individual arrows
- or sling stones, but represents what you have left on hand.
- \itag{forceful}: It can knock someone back a pace, maybe even off
- their feet.
- \ntag{+n}{damage}: It is particularly harmful to your enemies. When
- you deal damage, you add n to it.
- \ntag{ignores armor}: Don’t subtract armor from the damage taken.
- \itag{messy}: It does damage in a particularly destructive way,
- ripping people and things apart.
- \itag{mystical}: It requires strange knowledge to use properly. When
- you \move{Hack and Slash} or \move{Volley} with a weapon with this
- tag, use INT instead of STR or DEX.
- \ntag{n}{piercing}: It goes right through armor. When you deal
- damage with \ntag{n}{piercing}, you subtract \textit{n} from the
- enemy’s armor for that attack.
- \itag{precise}: It rewards careful strikes. When you \move{Hack and
- Slash} with this weapon, use DEX instead of INT.
- \itag{reload}: After you attack with it, it takes more than a moment
- to reset for another attack.
- \itag{stun}: When you attack with it, it does stun damage instead of
- normal damage.
- \itag{thrown}: Throw it at someone to hurt them. If you
- \move{Volley} with this weapon, you can’t choose to mark off ammo on
- a 7–9; once you throw it, it’s gone until you can recover it.
- \end{fragment}
- \vfill\null
- \columnbreak
- \begin{fragment}{Range Tags}
- Weapons have tags to indicate the range at which they are useful.
- Dungeon World doesn’t inflict penalties or grant bonuses for
- “optimal range” or the like, but if your weapon says \itag{hand} and
- an enemy is ten yards away, a player would have a hard time
- justifying using that weapon against him.
- \itag{hand}: It’s useful for attacking something within your reach,
- no further.
- \itag{close}: It’s useful for attacking something at arm’s reach
- plus a foot or two.
- \itag{reach}: It’s useful for attacking something that’s several
- feet away— maybe as far as ten.
- \itag{near}: It’s useful for attacking if you can see the whites of
- their eyes.
- \itag{far}: It’s useful for attacking something in shouting
- distance.
- \end{fragment}
- \begin{fragment}{Gadget and Spell Tags}
- Some playbooks (including the Witch, the Mage, and the Artificer)
- will allow you to select tags to associate with a spell you cast
- (for the Witch and the Mage) or the gadgets you create (for the
- Artificer). These sometimes include the other tags above, like
- \itag{forceful} or \ntag{2}{piercing}, but some tags are specific to
- spells and gadgets.
- \itag{+2 armor vs \blank}: It gives you armor when you're being
- damaged by something specific, and not against all kinds of
- damage. For example, \itag{+2 armor fire} will protect you against
- magical and non-magical fire, \itag{+2 armor vs. ammo} will protect
- you from ranged weapons, or \itag{+2 armor vs. environment} will
- protect you from sudden falls or rubble.
- \itag{elemental (\blank)}: It deals damage associated with a
- particular element. For example, \itag{elemental (fire)},
- \itag{elemental (ice)}, or \itag{elemental (electric)}.
- \itag{alternate movement(\blank)}: It allows you to move from place
- to place using the listed method, which might affect the places you
- can get to, or how easy or fast it is to get to those places . For
- example, \itag{alternate movement(hover)}, \itag{alternate
- movement(jumping)}, \itag{alternate movement(climbing)},
- \itag{alternate movement (swimming)}, or \itag{alternate
- movement(ethereal)}.
- \itag{debilitating (n damage)}: It will stun, slow, or weaken an
- enemy hit by it, in a method you describe, but it will do less
- damage as specified by the modifier (such as \itag{debilitating
- (half damage)} or \itag{debilitating (-1 damage)}).
- \itag{n targets (n damage)}: It will apply to more enemies than
- usual, but it will do less damage as specified by the modifier (such
- as \itag{2 targets (half damage)} or \itag{2 targets (-1
- damage)}).
- \end{fragment}
- \begin{fragment}{Mount and Vehicle Tags}
- The tags below apply to mounts and vehicles. Some of them can only
- apply to mounts and some can only apply to vehicles. If the tag does
- not specify, then it can apply to either. Size tags are described
- under the \textbf{Mount and Vehicle Rules} section.
- \itag{aquatic}: It can swim and breathe underwater. This
- doeesn't mean that you can, though, so you might want to bring
- specialized equipment. Unless otherwise specified, the mount cannot
- travel on land.
- \itag{burrowing}: It can burrow into the earth. You are not
- necessarily protected as it does so.
- \itag{fearless} (mount): It is without fear and will not be
- startled, bravely facing anything you are willing to face
- yourself. This can represent anything from loyalty to its master to
- battle-hardening training. Unless this mount is injured, you always
- take the 10+ result on the Control Mount move.
- \itag{flying}: It can fly, by wings or some other mechanism.
- \itag{giant}: It is an exceptionally large variant of its species or
- make. This applies to \itag{small} or \itag{tiny} mounts, and causes
- them to act as a \itag{large} or \itag{huge} mount.
- \itag{living} (vehicle): It heals naturally by one Stress when you
- make Camp. It does not need repairs, but it may require feeding. The
- Vehicle counts as both a Mount and a Vehicle for the purposes of
- having other tags.
- \itag{miniature}: It is an exceptionally small variant of its
- species or make. This applies to \itag{large} or \itag{huge} mounts,
- and causes them to act as a \itag{small} or \itag{tiny} mount.
- \itag{construct} (mount): It is a magically-powered artificial being
- which requires no food, but it may need maintenance and fuel. It
- does not heal naturally, but it also does not tire.
- \itag{sentient} (mount): Its is self-aware, possibly capable of speech, and
- can learn complex tasks such as reading and writing.
- \end{fragment}
- \end{multicols}
- \clearpage
- \topbanner{Mount and Vehicle Rules}
- \begin{multicols}{2}
- \begin{fragment}{How Mounts Work}
- It’s easiest to think of mounts and vehicles as being a type of
- specialized equipment. They do not have ability scores or normal
- stat modifiers, they do not have hit points, and they are not
- treated as separate characters. Rather, a loyal steed is
- considered to be an extension of your character, adding to what is
- already there rather than trying to clutter up your playbook or
- add complicated rules for who gets attacked when someone strikes
- at you. The physical capabilities of a mount are summed up by
- their Size, their quality by their Control, and everything else is
- details for making your mount come alive in the fiction.
- \end{fragment}
- \begin{basicmove}{Riding a Mount or Vehicle}
- While \condition{riding a Mount}, you are its Rider. While
- \condition{piloting a Vehicle}, you are its Pilot.
- While \condition{you are the Rider or Pilot of a Mount or
- Vehicle}, you have access to all of its moves as if they were
- your own. You perform tasks as if you were your mount or vehicle’s
- size instead of your own size. If a roll is called for, use your
- own stats, unless the mount or vehicle has a move that specifies
- otherwise.
- \end{basicmove}
- \begin{fragment}{Control}
- Control is the quality or effectiveness of your mount or vehicle,
- their ease of control and the good nature, training or design
- inherent in them. A mount with a low Control stat is disloyal and
- cantankerous, while a mount with a high Control stat is obedient
- and well suited to riding. A vehicle with a high Control stat is
- intuitive to control and handles smoothly, while one with a low
- Control stat is complicated or handles poorly.
- \end{fragment}
- \begin{fragment}{Size}
- Size is a special kind of tag which roughly describes what a mount
- is physically capable of.
- A \itag{tiny} mount is appropriate for faeries, pixies, sentient
- mice and beings who are about two apples tall. It can fit in very
- small spaces, hide easily in pockets of larger beings and go
- unnoticed with big people. It can move small things around for
- you.
- A \itag{small} mount is anywhere from the size of a fairly large
- dog up to a human being. These mounts are appropriate for
- small-sized peoples and can fit in houses and caverns where larger
- mounts could not, allowing small folk a significant mount
- advantage indoors!
- A \itag{large} mount is around the size of a winged horse, somewhat
- larger or somewhat smaller included. These mounts do not easily
- fit into most dungeons or houses, but they can do things like pull
- wagons for long periods and rip out prison bars from weak town
- jails. They are the smallest type of mounts human-size folk can
- normally tame and ride.
- A \itag{huge} mount is around the size of a young adult
- dragon. They are large enough to break walls and tear the roofs
- off cottages with fair ease, and can pull or lift massive loads
- (such as very large tree trunks) with almost no effort.
- \end{fragment}
- \begin{fragment}{Passenger}
- The passenger stat is the maximum number of people that can safely
- ride this mount or vehicle, not including the rider/pilot. Small
- people might not count towards the limit, and large people might
- take extra space. A Passenger does not gain the benefits of a
- mount’s moves unless the moves are designated as Passenger moves.
- If your mount or vehicle is larger or smaller than usual (see the
- \itag{giant} and \itag{miniature} tags), you may wish to modify
- the value of its Passenger stat.
- Some mounts and vehicles have Passenger moves. A Passenger move
- cannot be used by the Pilot---it must be used by someone hitching
- a ride. Some complicated vehicles need multiple people to operate
- them properly, and some mounts need too much attention from their
- rider to use everything they have at their disposal.
- \end{fragment}
- \vfill\null
- \columnbreak
- \begin{fragment}{Mount-Specific Rules}
- Mounts need food to survive, just like players do. They can feed
- off of either Dungeon Rations or Monster Feed. If a Mount is
- injured, it cannot take action until it has been healed, either by
- using healing items (bandages, potions, etc), or by resting for a
- few days with attentive care. Mounts have a Load stat dependent
- on their size. Tiny mounts have a Load of 1. Small mounts have a
- Load of 5. Large mounts have a Load of 10. Huge mounts can carry
- as much gear and equipment as you can fit on them. A Mount
- carrying more than its Load cannot use its moves or have a Rider.
- \end{fragment}
- \begin{fragment}{Vehicle-Specific Rules}
- Vehicles have a special form of damage known as Stress. A vehicle
- has 3 marks of Stress, unless otherwise noted. When a vehicle
- takes 10 or more points of damage from a single attack, mark off
- one point of Stress. The \itag{piercing} tag reduces the amount
- of damage needed to cause Stress by an amount equal to the
- \itag{piercing} value. For example, a weapon with
- \ntag{2}{piercing} only needs to deal 8 or more damage in a single
- blow to cause a point of Stress. When your vehicle removes a
- point of Stress, choose one option from the Jury Rig list.
- \end{fragment}
- \begin{basicmove}{Control Mount (+Control)}
- When \condition{your mount bucks due to fear, injury or shock},
- roll +Control. \onSuccess, you remain mounted. \onPartial, you
- become unhorsed, and your mount leaves the scene, but it doesn't
- get too far. You'll be able to mount it again once the danger has
- passed. \onMiss, your mount also becomes too injured, tired or
- frightened to carry you until it has received care and rest when
- you Make Camp.
- \end{basicmove}
- \begin{basicmove}{Control Vehicle (+Control)}
- When your \condition{vehicle skids and shakes under difficult
- conditions or a powerful attack}, roll +Control. \onSuccess, you
- maintain control of the vehicle. \onPartial, the GM chooses one:
- \begin{itemize}
- \item A passenger or crewmember is briefly stunned as they slam into
- something.
- \item A sudden mechanical fault makes the situation more precarious.
- \item The vehicle briefly spins out of control and doesn’t quite go
- where the pilot intended it to.
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Damage Report}
- When \condition{a vehicle marks a point of Stress}, the GM chooses
- one of the following:
- \begin{itemize}
- \item Choose a move the Vehicle has. It loses that move.
- \item \ongoing{-1} to Control.
- \item \ongoing{-1} to Armor.
- \item \ongoing{-1} or \ongoing{-2} to Passengers. If this brings the
- Passenger stat below the number of people on board, someone just
- lost their seat.
- \item There’s a problem---a bad wheel, a broken rudder, or something
- else you’ll need to deal with to keep the vehicle working
- properly.
- \end{itemize}
- \end{basicmove}
- \begin{basicmove}{Jury Rig (+INT)}
- When you \condition{have to repair damage to a vehicle on the fly},
- roll +INT. \onSuccess, choose two. \onPartial, choose one:
- \begin{itemize}
- \item The vehicle regains the use of one Move.
- \item The vehicle removs a current penalty
- \item You repair any onboard equipment which requires it.
- \item You give the vehicle a temporary boost, granting the pilot
- \forward{+1} on the next roll involving Control.
- \end{itemize}
- \onMiss, choose one anyway, but some side effect of the repair will
- cause another fault at an inopportune moment (the GM will tell you
- when).
- The Jury Rig move does not remove a mark of Stress from the vehicle,
- even if you used the move to repair something that was caused by
- gaining Stress.
- \end{basicmove}
- \vfill\null
- \end{multicols}
- \end{document}
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