travelrules.tex 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298
  1. \documentclass[8pt]{extarticle}
  2. \usepackage{color}
  3. \usepackage{lmodern}
  4. \usepackage{amssymb,amsmath}
  5. \usepackage{ifxetex,ifluatex}
  6. \usepackage{anyfontsize}
  7. \usepackage[percent]{overpic}
  8. \usepackage[margin=0.5in]{geometry}
  9. \usepackage{multicol}
  10. \setlength{\columnsep}{0.05cm}
  11. \usepackage[T1]{fontenc}
  12. \usepackage[utf8]{inputenc}
  13. \usepackage{fontspec} % For loading fonts
  14. \usepackage{titlesec}
  15. \setmainfont{PT Serif}
  16. \newfontfamily\headingfont[]{Metamorphous}
  17. \titleformat*{\section}{\LARGE\headingfont}
  18. \titleformat*{\subsection}{\Large\headingfont}
  19. \newenvironment{amove}[1]
  20. {\Checkbox{6pt}\ {\headingfont #1}\begin{quote}
  21. }
  22. {\end{quote}
  23. }
  24. \newenvironment{basicmove}[1]
  25. {\begin{quote}{\headingfont #1}\begin{quote}
  26. }
  27. {\end{quote}\end{quote}
  28. }
  29. \pagestyle{empty}
  30. \IfFileExists{upquote.sty}{\usepackage{upquote}}{}
  31. % use microtype if available
  32. \IfFileExists{microtype.sty}{%
  33. \usepackage[]{microtype}
  34. \UseMicrotypeSet[protrusion]{basicmath} % disable protrusion for tt fonts
  35. }{}
  36. \PassOptionsToPackage{hyphens}{url} % url is loaded by hyperref
  37. \makeatother
  38. % Scale images if necessary, so that they will not overflow the page
  39. % margins by default, and it is still possible to overwrite the defaults
  40. % using explicit options in \includegraphics[width, height, ...]{}
  41. \setkeys{Gin}{width=\maxwidth,height=\maxheight,keepaspectratio}
  42. \IfFileExists{parskip.sty}{%
  43. \usepackage{parskip}
  44. }{% else
  45. \setlength{\parindent}{0pt}
  46. \setlength{\parskip}{6pt plus 2pt minus 1pt}
  47. }
  48. \setlength{\emergencystretch}{3em} % prevent overfull lines
  49. \providecommand{\tightlist}{%
  50. \setlength{\itemsep}{0pt}\setlength{\parskip}{0pt}}
  51. \setcounter{secnumdepth}{0}
  52. % Redefines (sub)paragraphs to behave more like sections
  53. \ifx\paragraph\undefined\else
  54. \let\oldparagraph\paragraph
  55. \renewcommand{\paragraph}[1]{\oldparagraph{#1}\mbox{}}
  56. \fi
  57. \ifx\subparagraph\undefined\else
  58. \let\oldsubparagraph\subparagraph
  59. \renewcommand{\subparagraph}[1]{\oldsubparagraph{#1}\mbox{}}
  60. \fi
  61. % set default figure placement to htbp
  62. \makeatletter
  63. \def\fps@figure{htbp}
  64. \makeatother
  65. \date{}
  66. \usepackage{etoolbox}
  67. \patchcmd{\quote}{\rightmargin}{\leftmargin 1em \rightmargin}{}{}
  68. \usepackage{tikz}
  69. \newcommand{\Checkbox}[1]{\tikz{\path[draw=black] (0,0) rectangle (#1,#1);}}
  70. % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
  71. \newcommand{\Class}{Bard}
  72. \newcommand{\BaseHP}{6}
  73. \newcommand{\BaseLoad}{9}
  74. \newcommand{\Damage}{6}
  75. % Don't replace here, replace before every section
  76. \newcommand{\SectionTitle}{4}
  77. \begin{document}
  78. \openup -0.3em
  79. %\input{figuras/TopBanner}
  80. %\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces
  81. \begin{overpic}[width=7.47986in,height=1.0in]{figuras/templateRuleHeader.png}
  82. \put (1,2) {\fontsize{32}{40}\selectfont\headingfont \textcolor{white}{Travel Rules}}
  83. \end{overpic}
  84. \begin{multicols}{2}
  85. The rules in this section replace the standard Dungeon World moves
  86. \textbf{Make Camp}, \textbf{Take Watch}, \textbf{Undertake a
  87. Perilous Journey}, and \textbf{End of Session}.
  88. \begin{basicmove}{Undertake a Safe Journey}
  89. When you \textbf{travel by a safe route} through safe or dangerous
  90. lands, indicate your path and destination on the map. You can
  91. reliably travel 4 hexes per day during good weather, and 3 in poor
  92. weather, before you need to \textbf{Make Camp} and \textbf{Manage
  93. Provisions}.
  94. \end{basicmove}
  95. \begin{basicmove}{Undertake a Perilous Journey}
  96. When you \textbf{travel through dangerous land} and not on a safe
  97. route, indicate the course you want to take on the map and the
  98. destination you'd like to reach. Then, choose one party member to
  99. \textbf{scout ahead} and another one to \textbf{navigate},
  100. resolving the moves in that order.
  101. \end{basicmove}
  102. \begin{basicmove}{Forage}
  103. When you \textbf{spend a day seeking food in the wild}, roll
  104. +WIS. \textbf{On a 10+}, collect 1d4 rations and choose 2 from the
  105. list below. \textbf{On a 7--9}, collect 1d4 rations and choose 1
  106. from the list below.
  107. \begin{itemize}
  108. \item You find an extra +1d4 rations.
  109. \item You find 1d4 supply of a useful botanical; ask the GM what
  110. it is.
  111. \item You avoid attracting unwanted attention or a troublesome
  112. situation.
  113. \end{itemize}
  114. If you are foraging in a \textbf{barren} location, then reduce the
  115. number of rations you find by 2.
  116. \end{basicmove}
  117. \begin{basicmove}{Make Camp}
  118. When you \textbf{settle in to rest}, choose one member of the
  119. party to \textbf{Manage Provisions}. Then, if you eat and drink,
  120. and have enough XP, you may level up.
  121. Choose who is on watch for the evening. The GM asks that person to
  122. roll +nothing. \textbf{On a 10+}, choose 2 from the list
  123. below. \textbf{On a 7-9}, choose 1 from the list below.
  124. \begin{itemize}
  125. \item Everyone sleeps soundly; if you ate and drank, then heal
  126. damage equal to half your max HP.
  127. \item Your camp didn't draw unwanted attention.
  128. \end{itemize}
  129. \end{basicmove}
  130. \begin{basicmove}{Stay Sharp}
  131. When you are \textbf{on watch and something approaches}, roll
  132. +WIS. \textbf{On a 10+}, you notice in time to alert everyone and
  133. prepare a response; all party members take +1 forward. \textbf{On
  134. a 7--9}, you manage to sound the alarm, but no one has time to
  135. prepare.
  136. \end{basicmove}
  137. \begin{basicmove}{Scout Ahead}
  138. When you \textbf{take point and look for anything out of the
  139. ordinary}, roll +WIS. \textbf{On a 10+}, choose 2 from the list
  140. below. \textbf{On a 7--9}, choose 1 from the list below.
  141. \begin{itemize}
  142. \item You get the drop on whatever lies ahead.
  143. \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
  144. tactical advantage. Describe it.
  145. \item You make a useful discovery; ask the GM what.
  146. \item You notice sign of a nearby danger—ask the GM what the sign
  147. is, and what it might signify.
  148. \end{itemize}
  149. \end{basicmove}
  150. \begin{basicmove}{Navigate}
  151. When you \textbf{plot the best course through dangerous or
  152. unfamiliar lands}, roll +INT. \textbf{On a 10+}, you avoid
  153. dangers and distractions and make good time; travel 3
  154. hexes. \textbf{On a 7-9}, choose 1 from the list below:
  155. \begin{itemize}
  156. \item You make poor time; travel 2 hexes instead.
  157. \item You get lost and don't end up where you intend: you'll need to
  158. \textbf{Survey} again to find out where you are.
  159. \item You run into something dangerous. Better hope your scout has
  160. the drop on it!
  161. \end{itemize}
  162. \end{basicmove}
  163. \begin{basicmove}{Manage Provisions}
  164. When you \textbf{prepare and distribute food for the party}, roll
  165. +WIS. \textbf{On a 10+}, choose from the list below:
  166. \begin{itemize}
  167. \item Careful management reduces the amount of rations consumed (ask the
  168. GM by how much)
  169. \item The party consumed the expected amount and the food you prepare is
  170. excellent—describe it, and everyone who ate it takes +1 forward.
  171. \end{itemize}
  172. \textbf{On a 7--9}, the party consumes the expected amount of
  173. rations. \textbf{On a miss}, in addition to any other mishaps or
  174. misfortunes, one party member must choose spend an extra ration or
  175. go without food.
  176. \end{basicmove}
  177. \vfill\null
  178. \columnbreak
  179. \begin{basicmove}{Survey the Land}
  180. When you \textbf{survey the land to find out where you are and
  181. what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3
  182. questions from the list below. \textbf{On a 7--9}, ask the GM 1
  183. question from the list below.
  184. \begin{itemize}
  185. \item Where exactly on the map are we?
  186. \item What can I tell about an adjacent hex to us?
  187. \item What's interesting to us in this area?
  188. \item What's valuable or useful to us in this area?
  189. \item What direction is the nearest settlement?
  190. \end{itemize}
  191. The GM will tell answer the questions honestly, and then ask you
  192. how you learned these things. \textbf{On a miss}, ask 1 anyway,
  193. but be prepared for the worst.
  194. \end{basicmove}
  195. \begin{basicmove}{Bail}
  196. When the session is about to end and \textbf{you need to get
  197. yourself or your whole party out of a situation right goddamn
  198. now}, roll +CON. \textbf{On a 10+}, you and your party make it
  199. out with yourselves and your stuff intact. \textbf{On a 7--9}, you
  200. and each member of your party must one from the list below:
  201. \begin{itemize}
  202. \item You lose a piece of equiment: tell the GM what it was and
  203. how it got lost.
  204. \item You lose one-tenth of the Coin you have on you.
  205. \item You take 1d6 damage.
  206. \item You draw the attention of someone or something who will
  207. remember you.
  208. \end{itemize}
  209. \end{basicmove}
  210. \begin{basicmove}{End of Session}
  211. When you reach the end of a session, choose one your bonds that
  212. you feel is resolved (completely explored, no longer relevant, or
  213. otherwise). Ask the player of the character you have the bond with
  214. if they agree. If they do, mark XP and write a new bond with
  215. whomever you wish.
  216. Once bonds have been updated look at your alignment. If you
  217. fulfilled that alignment at least once this session, mark XP.
  218. Then answer these three questions as a group:
  219. \begin{itemize}
  220. \item Did we discover a new place to put on the map?
  221. \item Did we learn a new piece of lore about the world or its inhabitants?
  222. \item Did we overcome a difficult or interesting situation?
  223. \end{itemize}
  224. For each ``yes'' answer everyone marks XP.
  225. Finally, choose two actions from the following list. The same
  226. action can be chosen twice as long as it targets different hexes.
  227. \begin{itemize}
  228. \item The Empress sends a scout to a particular location on the
  229. map: reveal the content of one hex.
  230. \item The Guild of Engineers constructs roads, facilitating safe
  231. travel in one hex. Treat travel on this hex as taking a
  232. \textbf{Safe Journey}.
  233. \item The Guild of Engineers builds an Outpost, facilitating safe
  234. stay in one hex. You do not need to \textbf{Make Camp} on this
  235. hex, but you still consume rations as usual.
  236. \item The Guild of Engineers builds a Keep on top of an Outpost,
  237. leading way to a town in that hex. The Explorer's Guild in this
  238. town will house and feed you, so you do not need to either
  239. \textbf{make camp} or \textbf{manage provisions} while staying
  240. in this hex.
  241. \end{itemize}
  242. If the players pool together 500 coin, they can also choose a
  243. third action from the above list.
  244. \end{basicmove}
  245. \vfill\null
  246. \end{multicols}
  247. \end{document}