travelrules.tex 7.9 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{prelude.tex}
  3. \begin{document}
  4. \openup -0.3em
  5. %\input{figuras/TopBanner}
  6. %\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces
  7. \topbanner{Travel Rules}
  8. \begin{multicols}{2}
  9. The rules in this section replace the standard Dungeon World moves
  10. \textbf{Make Camp}, \textbf{Take Watch}, \textbf{Undertake a
  11. Perilous Journey}, and \textbf{End of Session}.
  12. \begin{basicmove}{Undertake a Safe Journey}
  13. When you \textbf{travel by a safe route} through safe or dangerous
  14. lands, indicate your path and destination on the map. You can
  15. reliably travel 4 hexes per day during good weather, and 3 in poor
  16. weather, before you need to \textbf{Make Camp} and \textbf{Manage
  17. Provisions}.
  18. \end{basicmove}
  19. \begin{basicmove}{Undertake a Perilous Journey}
  20. When you \textbf{travel through dangerous land} and not on a safe
  21. route, indicate the course you want to take on the map and the
  22. destination you'd like to reach. Then, choose one party member to
  23. \textbf{scout ahead} and another one to \textbf{navigate},
  24. resolving the moves in that order.
  25. \end{basicmove}
  26. \begin{basicmove}{Forage}
  27. When you \textbf{spend a day seeking food in the wild}, roll
  28. +WIS. \textbf{On a 10+}, collect 1d4 rations and choose 2 from the
  29. list below. \textbf{On a 7--9}, collect 1d4 rations and choose 1
  30. from the list below.
  31. \begin{itemize}
  32. \item You find an extra +1d4 rations.
  33. \item You find 1d4 supply of a useful botanical; ask the GM what
  34. it is.
  35. \item You avoid attracting unwanted attention or a troublesome
  36. situation.
  37. \end{itemize}
  38. If you are foraging in a \textbf{barren} location, then reduce the
  39. number of rations you find by 2.
  40. \end{basicmove}
  41. \begin{basicmove}{Make Camp}
  42. When you \textbf{settle in to rest}, choose one member of the
  43. party to \textbf{Manage Provisions}. Then, if you eat and drink,
  44. and have enough XP, you may level up.
  45. Choose who is on watch for the evening. The GM asks that person to
  46. roll +nothing. \textbf{On a 10+}, choose 2 from the list
  47. below. \textbf{On a 7-9}, choose 1 from the list below.
  48. \begin{itemize}
  49. \item Everyone sleeps soundly; if you ate and drank, then heal
  50. damage equal to half your max HP.
  51. \item Your camp didn't draw unwanted attention.
  52. \end{itemize}
  53. \end{basicmove}
  54. \begin{basicmove}{Stay Sharp}
  55. When you are \textbf{on watch and something approaches}, roll
  56. +WIS. \textbf{On a 10+}, you notice in time to alert everyone and
  57. prepare a response; all party members take +1 forward. \textbf{On
  58. a 7--9}, you manage to sound the alarm, but no one has time to
  59. prepare.
  60. \end{basicmove}
  61. \begin{basicmove}{Scout Ahead}
  62. When you \textbf{take point and look for anything out of the
  63. ordinary}, roll +WIS. \textbf{On a 10+}, choose 2 from the list
  64. below. \textbf{On a 7--9}, choose 1 from the list below.
  65. \begin{itemize}
  66. \item You get the drop on whatever lies ahead.
  67. \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
  68. tactical advantage. Describe it.
  69. \item You make a useful discovery; ask the GM what.
  70. \item You notice sign of a nearby danger—ask the GM what the sign
  71. is, and what it might signify.
  72. \end{itemize}
  73. \end{basicmove}
  74. \begin{basicmove}{Navigate}
  75. When you \textbf{plot the best course through dangerous or
  76. unfamiliar lands}, roll +INT. \textbf{On a 10+}, you avoid
  77. dangers and distractions and make good time; travel 3
  78. hexes. \textbf{On a 7-9}, choose 1 from the list below:
  79. \begin{itemize}
  80. \item You make poor time; travel 2 hexes instead.
  81. \item You get lost and don't end up where you intend: you'll need to
  82. \textbf{Survey} again to find out where you are.
  83. \item You run into something dangerous. Better hope your scout has
  84. the drop on it!
  85. \end{itemize}
  86. \end{basicmove}
  87. \begin{basicmove}{Manage Provisions}
  88. When you \textbf{prepare and distribute food for the party}, roll
  89. +WIS. \textbf{On a 10+}, choose from the list below:
  90. \begin{itemize}
  91. \item Careful management reduces the amount of rations consumed (ask the
  92. GM by how much)
  93. \item The party consumed the expected amount and the food you prepare is
  94. excellent—describe it, and everyone who ate it takes +1 forward.
  95. \end{itemize}
  96. \textbf{On a 7--9}, the party consumes the expected amount of
  97. rations. \textbf{On a miss}, in addition to any other mishaps or
  98. misfortunes, one party member must choose spend an extra ration or
  99. go without food.
  100. \end{basicmove}
  101. \vfill\null
  102. \columnbreak
  103. \begin{basicmove}{Survey the Land}
  104. When you \textbf{survey the land to find out where you are and
  105. what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3
  106. questions from the list below. \textbf{On a 7--9}, ask the GM 1
  107. question from the list below.
  108. \begin{itemize}
  109. \item Where exactly on the map are we?
  110. \item What can I tell about an adjacent hex to us?
  111. \item What's interesting to us in this area?
  112. \item What's valuable or useful to us in this area?
  113. \item What direction is the nearest settlement?
  114. \end{itemize}
  115. The GM will tell answer the questions honestly, and then ask you
  116. how you learned these things. \textbf{On a miss}, ask 1 anyway,
  117. but be prepared for the worst.
  118. \end{basicmove}
  119. \begin{basicmove}{Bail}
  120. When the session is about to end and \textbf{you need to get
  121. yourself or your whole party out of a situation right goddamn
  122. now}, roll +CON. \textbf{On a 10+}, you and your party make it
  123. out with yourselves and your stuff intact. \textbf{On a 7--9}, you
  124. and each member of your party must one from the list below:
  125. \begin{itemize}
  126. \item You lose a piece of equiment: tell the GM what it was and
  127. how it got lost.
  128. \item You lose one-tenth of the Coin you have on you.
  129. \item You take 1d6 damage.
  130. \item You draw the attention of someone or something who will
  131. remember you.
  132. \end{itemize}
  133. \end{basicmove}
  134. \begin{basicmove}{End of Session}
  135. When you reach the end of a session, choose one your bonds that
  136. you feel is resolved (completely explored, no longer relevant, or
  137. otherwise). Ask the player of the character you have the bond with
  138. if they agree. If they do, mark XP and write a new bond with
  139. whomever you wish.
  140. Once bonds have been updated look at your alignment. If you
  141. fulfilled that alignment at least once this session, mark XP.
  142. Then answer these three questions as a group:
  143. \begin{itemize}
  144. \item Did we discover a new place to put on the map?
  145. \item Did we learn a new piece of lore about the world or its inhabitants?
  146. \item Did we overcome a difficult or interesting situation?
  147. \end{itemize}
  148. For each ``yes'' answer everyone marks XP.
  149. Finally, choose two actions from the following list. The same
  150. action can be chosen twice as long as it targets different hexes.
  151. \begin{itemize}
  152. \item The Empress sends a scout to a particular location on the
  153. map: reveal the content of one hex.
  154. \item The Guild of Engineers constructs roads, facilitating safe
  155. travel in one hex. Treat travel on this hex as taking a
  156. \textbf{Safe Journey}.
  157. \item The Guild of Engineers builds an Outpost, facilitating safe
  158. stay in one hex. You do not need to \textbf{Make Camp} on this
  159. hex, but you still consume rations as usual.
  160. \item The Guild of Engineers builds a Keep on top of an Outpost,
  161. leading way to a town in that hex. The Explorer's Guild in this
  162. town will house and feed you, so you do not need to either
  163. \textbf{make camp} or \textbf{manage provisions} while staying
  164. in this hex.
  165. \end{itemize}
  166. If the players pool together 500 coin, they can also choose a
  167. third action from the above list.
  168. \end{basicmove}
  169. \vfill\null
  170. \end{multicols}
  171. \end{document}