travelrules.tex 23 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude.tex}
  3. \begin{document}
  4. \openup -0.2em
  5. \topbanner{Basic Moves}
  6. \begin{multicols}{2}
  7. \begin{basicmove}{Hack and Slash}
  8. When you \condition{attack an enemy in melee}, roll
  9. +STR. \onSuccess, you deal your damage to the enemy and avoid their
  10. attack. At your option, you may choose to do +1d6 damage but expose
  11. yourself to the enemy’s attack. \onPartial, you deal your damage to
  12. the enemy and the enemy makes an attack against you.
  13. \end{basicmove}
  14. \begin{basicmove}{Volley}
  15. When you \condition{take aim and shoot at an enemy at range}, roll
  16. +DEX. \onSuccess, you have a clear shot—deal your damage. \onPartial,
  17. choose one (whichever you choose you deal your damage):
  18. \begin{itemize}
  19. \item You have to move to get the shot placing you in danger of the
  20. GM’s choice
  21. \item You have to take what you can get: -1d6 damage
  22. \item You have to take several shots, reducing your ammo by one.
  23. \end{itemize}
  24. \end{basicmove}
  25. \begin{basicmove}{Defy Danger}
  26. When you \condition{act despite an imminent threat or suffer a
  27. calamity}, say how you deal with it and roll. If you do it...
  28. \begin{itemize}
  29. \item ...by powering through, +STR
  30. \item ...by getting out of the way or acting fast, +DEX
  31. \item ...by enduring, +CON
  32. \item ...with quick thinking, +INT
  33. \item ...through mental fortitude, +WIS
  34. \item ...using charm and social grace, +CHA
  35. \end{itemize}
  36. \onSuccess, you do what you set out to, the threat doesn’t come to
  37. bear. \onPartial, you stumble, hesitate, or flinch: the GM will offer
  38. you a worse outcome, hard bargain, or ugly choice.
  39. \end{basicmove}
  40. \begin{basicmove}{Defend}
  41. When you \condition{stand in defense of a person, item, or location
  42. under attack}, roll+CON. \onSuccess, hold 3. \onPartial, hold
  43. 1. So long as you stand in defense, when you or the thing you defend
  44. is attacked you may spend hold, 1 for 1, to choose an option:
  45. \begin{itemize}
  46. \item Redirect an attack from the thing you defend to yourself
  47. \item Halve the attack’s effect or damage
  48. \item Open up the attacker to an ally giving that ally +1 forward
  49. against the attacker
  50. \item Deal damage to the attacker equal to your level
  51. \end{itemize}
  52. \end{basicmove}
  53. \begin{basicmove}{Spout Lore}
  54. When you \condition{consult your accumulated knowledge about
  55. something}, roll +INT. \onSuccess, the GM will tell you something
  56. interesting and useful about the subject relevant to your
  57. situation. \onPartial, the GM will only tell you something
  58. interesting—it’s on you to make it useful. The GM might ask you “How
  59. do you know this?” Tell them the truth, now.
  60. \end{basicmove}
  61. \columnbreak
  62. \begin{basicmove}{Discern Realities}
  63. When you \condition{closely study a situation or person}, roll
  64. +WIS. \onSuccess, ask the GM 3 questions from the list
  65. below. \onPartial, ask 1. Take +1 forward when acting on the
  66. answers.
  67. \begin{itemize}
  68. \item What happened here recently?
  69. \item What is about to happen?
  70. \item What should I be on the lookout for?
  71. \item What here is useful or valuable to me?
  72. \item Who’s really in control here?
  73. \item What here is not what it appears to be?
  74. \end{itemize}
  75. \end{basicmove}
  76. \begin{basicmove}{Parley}
  77. When you \condition{have leverage on a GM character and manipulate
  78. them}, roll +CHA. Leverage is something they need or
  79. want. \onHit, they ask you for something and do it if you make them
  80. a promise first. \onPartial, they need some concrete assurance of
  81. your promise, right now.
  82. \end{basicmove}
  83. \begin{basicmove}{Aid or Interfere}
  84. When you \condition{help or hinder someone you have a bond with},
  85. roll +Bond with them. \onSuccess, they take +1 or -2, your
  86. choice. \onPartial, you also expose yourself to danger, retribution,
  87. or cost.
  88. \end{basicmove}
  89. \end{multicols}
  90. \clearpage
  91. \topbanner{Special Moves}
  92. \begin{multicols}{2}
  93. \begin{basicmove}{Last Breath}
  94. When you’re \condition{dying}, you catch a glimpse of what lies
  95. beyond the Black Gates of Death’s Kingdom (the GM will describe
  96. it). Then roll (just roll, +nothing—yeah, Death doesn’t care how
  97. tough or cool you are). \onSuccess, you’ve cheated death—you’re in a
  98. bad spot but you’re still alive. \onPartial, Death will offer you a
  99. bargain. Take it and stabilize or refuse and pass beyond the Black
  100. Gates into whatever fate awaits you. \onMiss, your fate is
  101. sealed. You’re marked as Death’s own and you’ll cross the threshold
  102. soon. The GM will tell you when.
  103. \end{basicmove}
  104. \begin{basicmove}{Encumbrance}
  105. When you \condition{make a move while carrying weight up to or equal
  106. to Load}, you’re fine. When you \condition{make a move while
  107. carrying weight equal to load+1 or load+2}, you take -1. When you
  108. \condition{make a move while carrying weight greater than load+2},
  109. you have a choice: drop at least 1 weight and roll at -1, or
  110. automatically fail.
  111. \end{basicmove}
  112. \begin{basicmove}{Level Up}
  113. When you have downtime (hours or days) and XP equal to (or greater
  114. than) your current level + 7, subtract your current level +7 from
  115. your XP, increase your level by 1, and choose a new advanced move
  116. from your class. If you are the wizard, you also get to add a new
  117. spell to your spellbook. Choose one of your stats and increase it
  118. by 1 (this may change your modifier). Changing your Constitution
  119. increases your maximum and current HP. Ability scores can’t go
  120. higher than 18.
  121. \end{basicmove}
  122. \begin{basicmove}{Carouse}
  123. When you \condition{return triumphant and throw a big party}, spend
  124. 100 coin and roll + extra 100s of coin spent. \onSuccess, choose
  125. 3. \onPartial, choose 1. On a miss, you still choose one, but things
  126. get really out of hand.
  127. \begin{itemize}
  128. \item You befriend a useful NPC
  129. \item You hear rumors of an opportunity
  130. \item You gain useful information
  131. \item You are not entangled, ensorcelled, or tricked
  132. \end{itemize}
  133. \end{basicmove}
  134. \begin{basicmove}{Supply}
  135. When you \condition{go to buy something with gold on hand}, if it’s
  136. something readily available in the settlement you’re in, you can buy
  137. it at market price. If it’s something special, beyond what’s usually
  138. available here, or non-mundane, roll +CHA. \onSuccess, you find what
  139. you’re looking for at a fair price. \onPartial, you’ll have to pay
  140. more or settle for something similar.
  141. \end{basicmove}
  142. \begin{basicmove}{Recover}
  143. When you \condition{do nothing but rest in comfort and safety},
  144. after a day of rest you recover all your HP. After three days of
  145. rest you remove one debility of your choice. If you’re under the
  146. care of a healer (magical or otherwise) you heal a debility for
  147. every two days of rest instead.
  148. \end{basicmove}
  149. \begin{basicmove}{Recruit}
  150. When you \condition{put out word that you’re looking to hire help},
  151. roll. If you make it known...
  152. \begin{itemize}
  153. \item ...that your pay is generous, take +1
  154. \item ...what you’re setting out to do, take +1
  155. \item ...that they’ll get a share of whatever you find, take +1
  156. \end{itemize}
  157. If you have a useful reputation around these parts take an
  158. additional +1. \onSuccess, you’ve got your pick of a number of
  159. skilled applicants, your choice who you hire, no penalty for not
  160. taking them along. \onPartial, you’ll have to settle for someone
  161. close or turn them away. \onMiss, someone influential and ill-suited
  162. declares they’d like to come along (a foolhardy youth, a
  163. loose-cannon, or a veiled enemy, for example), bring them and take
  164. the consequences or turn them away. If you turn away applicants you
  165. take -1 forward to Recruit.
  166. \end{basicmove}
  167. \columnbreak
  168. \begin{basicmove}{Outstanding Warrants}
  169. When you \condition{return to a civilized place in which you’ve
  170. caused trouble before}, roll +CHA. \onHit, word has spread of your
  171. deeds and everyone recognizes you. \onPartial, that, and, the GM
  172. chooses a complication:
  173. \begin{itemize}
  174. \item The local constabulary has a warrant out for your arrest
  175. \item Someone has put a price on your head
  176. \item Someone important to you has been put in a bad spot as a result of your actions
  177. \end{itemize}
  178. \end{basicmove}
  179. \begin{basicmove}{Bolster}
  180. When you \condition{spend your leisure time in study, meditation, or hard
  181. practice}, you gain preparation. If you prepare for a week or two, 1
  182. preparation. If you prepare for a month or longer, 3
  183. preparation. When your preparation pays off spend 1 preparation for
  184. +1 to any roll. You can only spend one preparation per roll.
  185. \end{basicmove}
  186. \begin{basicmove}{End of Session}
  187. When you reach the end of a session, choose one your bonds that
  188. you feel is resolved (completely explored, no longer relevant, or
  189. otherwise). Ask the player of the character you have the bond with
  190. if they agree. If they do, mark XP and write a new bond with
  191. whomever you wish.
  192. Once bonds have been updated look at your alignment or drive. If
  193. you fulfilled that alignment at least once this session, mark XP.
  194. Then answer these three questions as a group:
  195. \begin{itemize}
  196. \item Did we discover a new place to put on the map?
  197. \item Did we learn something new or interesting about the world or
  198. its inhabitants?
  199. \item Did we overcome a difficult or interesting situation?
  200. \end{itemize}
  201. For each ``yes'' answer everyone marks XP.
  202. Finally, choose two actions from the following list. The same
  203. action can be chosen twice as long as it targets different hexes.
  204. \begin{itemize}
  205. \item The Guild of Explorers sends a scout to a particular
  206. location on the map: reveal the content of one hex.
  207. \item The Guild of Engineers constructs roads, facilitating safe
  208. travel in one hex. Treat travel on this hex as taking a
  209. \move{Safe Journey}.
  210. \item The Guild of Engineers builds an Outpost, facilitating safe
  211. stay in one hex. You do not need to \move{Make Camp} on this
  212. hex, but you still consume rations as usual.
  213. \item The Guild of Engineers builds a Keep on top of an Outpost,
  214. leading way to a town in that hex. The Explorer's Guild in this
  215. town will house and feed you, so you do not need to either
  216. \move{Make Camp} or \move{Manage Provisions} while staying
  217. in this hex.
  218. \end{itemize}
  219. If the players pool together 500 coin, they can also choose a
  220. third action from the above list.
  221. \end{basicmove}
  222. \vfill\null
  223. \end{multicols}
  224. \clearpage
  225. \topbanner{Travel Moves}
  226. \begin{multicols}{2}
  227. The rules in this section replace the standard \textit{Dungeon
  228. World} moves \move{Undertake a Perilous Journey} and \move{End of
  229. Session}.
  230. % The moves \textbf{Undertake a Safe Journey},
  231. % \textbf{Undertake a Perilous Journey}, \textbf{Forage},
  232. % \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
  233. % Provisions} are inspired by the Dungeon World supplement
  234. % \textit{The Perilous Wilds}, modified to accomodate concrete
  235. % distances. The move \textbf{Bail} is inspired by Justin Alexander's
  236. % \textit{escape check}. The \textbf{Botanicals} referenced here are
  237. % borrowed from the role-playing game \textit{Ryuutama}.
  238. \begin{basicmove}{Undertake a Safe Journey}
  239. When you \condition{travel by a safe route} through safe or dangerous
  240. lands, indicate your path and destination on the map. You can
  241. reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor
  242. weather, before you need to \move{Make Camp} and \move{Manage
  243. Provisions}.
  244. \end{basicmove}
  245. \begin{basicmove}{Undertake a Perilous Journey}
  246. When you \condition{travel through dangerous land} and not on a
  247. safe route, indicate the course you want to take on the map and
  248. the destination you'd like to reach. Then, choose one party member
  249. to \move{Scout ahead} and another one to \move{Navigate},
  250. resolving the moves in that order.
  251. \end{basicmove}
  252. \begin{basicmove}{Forage}
  253. When you \condition{spend a day seeking food in the wild}, roll
  254. +WIS. \onSuccess, collect 1d4 rations and choose 2 from the list
  255. below. \onPartial, collect 1d4 rations and choose 1 from the list
  256. below.
  257. \begin{itemize}
  258. \item You find an extra +1d4 rations.
  259. \item You find 1d4 supply of a useful botanical; ask the GM what
  260. it is.
  261. \item You avoid attracting unwanted attention or a troublesome
  262. situation.
  263. \end{itemize}
  264. If you are foraging in a \itag{barren} location, then reduce the
  265. number of rations you find by 2.
  266. \end{basicmove}
  267. \begin{basicmove}{Make Camp}
  268. When you \condition{settle in to rest}, choose one member of the
  269. party to \move{Manage Provisions}. If you're somewhere dangerous,
  270. then choose someone to \move{Take Watch}. If you have enough XP
  271. you may level up. When you wake from at least a few uninterrupted
  272. hours of sleep heal damage equal to half your max HP.
  273. You usually make camp so that you can do other things, like
  274. prepare spells or commune with your god. Or, you know, sleep
  275. soundly at night. Whenever you stop to catch your breath for more
  276. than an hour or so, you've probably made camp.
  277. Staying a night in an inn or house is making camp, too. Regain
  278. your hit points as usual, but only mark off a ration if you're
  279. eating from the food you carry, not paying for a meal or receiving
  280. hospitality.
  281. \end{basicmove}
  282. \begin{basicmove}{Take Watch}
  283. When you are \condition{on watch and something approaches the
  284. camp}, roll +WIS. \onSuccess, you notice in time to alert
  285. everyone and prepare a response; all party members take +1
  286. forward. \onPartial, you react just a moment too late; your
  287. companions in the camp are awake but haven't had time to
  288. prepare. They have weapons and armor but little else. \onMiss,
  289. whatever lurks outside the campfire's light has the drop on you.
  290. \end{basicmove}
  291. \begin{basicmove}{Scout Ahead}
  292. When you \condition{take point and look for anything out of the
  293. ordinary}, roll +WIS. \onSuccess, choose 2 from the list
  294. below. \onPartial, choose 1 from the list below.
  295. \begin{itemize}
  296. \item You get the drop on whatever lies ahead.
  297. \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
  298. tactical advantage. Describe it.
  299. \item You make a useful discovery; ask the GM what.
  300. \item You notice sign of a nearby danger—ask the GM what the sign
  301. is, and what it might signify.
  302. \end{itemize}
  303. \end{basicmove}
  304. \begin{basicmove}{Navigate}
  305. When you \condition{plot the best course through dangerous or
  306. unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and
  307. distractions and make good time; travel \hexes{3}. \onPartial,
  308. choose 1 from the list below:
  309. \begin{itemize}
  310. \item You make poor time; travel \hexes{2} instead.
  311. \item You get lost and don't end up where you intend: the GM will
  312. decide where you ended up, and you'll need to \move{Survey} to
  313. get your bearings.
  314. \item You run into something dangerous. Better hope your scout has
  315. the drop on it!
  316. \end{itemize}
  317. \end{basicmove}
  318. \columnbreak
  319. \begin{basicmove}{Manage Provisions}
  320. When you \condition{prepare and distribute food for the party},
  321. roll +WIS. \onSuccess, choose from the list below:
  322. \begin{itemize}
  323. \item Careful management reduces the amount of rations consumed (ask the
  324. GM by how much)
  325. \item The party consumes the expected amount and the food you
  326. prepare is excellent—describe it, and everyone who ate it takes
  327. +1 forward.
  328. \end{itemize}
  329. \onPartial, the party consumes the expected amount of
  330. rations. \onMiss, in addition to any other mishaps or misfortunes,
  331. one party member must choose to spend an extra ration or go
  332. without food.
  333. \end{basicmove}
  334. \begin{basicmove}{Survey the Land}
  335. When you \condition{survey the land to find out where you are and
  336. what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions
  337. from the list below. \onPartial, ask the GM 1 question from the
  338. list below.
  339. \begin{itemize}
  340. \item Where exactly on the map are we?
  341. \item What can I tell about an adjacent hex to us?
  342. \item What's interesting to us in this area?
  343. \item What's valuable or useful to us in this area?
  344. \item What direction is the nearest settlement?
  345. \end{itemize}
  346. The GM will tell answer the questions honestly, and then ask you
  347. how you learned these things. \onMiss, ask 1 anyway, but be
  348. prepared for the worst.
  349. \end{basicmove}
  350. \begin{basicmove}{Bail}
  351. When \condition{the session is about to end and you need to get
  352. yourself or your whole party out of a situation right goddamn
  353. now}, roll +CON. \onSuccess, you and your party make it out with
  354. yourselves and your stuff intact. \onPartial, you and each member
  355. of your party must one from the list below:
  356. \begin{itemize}
  357. \item You lose a piece of equiment: tell the GM what it was and
  358. how it got lost.
  359. \item You lose one-tenth of the Coin you have on you.
  360. \item You take 1d6 damage.
  361. \item You draw the attention of someone or something who will
  362. remember you.
  363. \end{itemize}
  364. \end{basicmove}
  365. \vfill\null
  366. \end{multicols}
  367. \clearpage
  368. \topbanner{Downtime Rules}
  369. \begin{multicols}{2}
  370. \textbf{Important note: the rules in this section are speculative
  371. and are subject to change as they are tested!}
  372. This campaign is designed around the idea that your character won't
  373. be present at every game, and that's okay! However, just because
  374. your character wasn't involved in an active expedition, that doesn't
  375. mean your character was static. To find out what your character has
  376. been up while other expeditions happened---that is, when other
  377. sessions happened that you weren't present for---you can use these
  378. \textbf{Downtime Moves}.
  379. If you were present at the last session, then don't use any of these
  380. moves: your character is still fresh off their last adventure, and
  381. hasn't had time to spend doing the activities that constitute
  382. downtime.
  383. The rules given here will often tell you to roll +absence, which is
  384. a modifier based on how long since your character took part in an
  385. expedition.
  386. \begin{itemize}
  387. \item If you last played \textbf{two sessions ago}, then +0.
  388. \item If you last played \textbf{more than two sessions ago but in
  389. the past month}, then +1.
  390. \item If you last played \textbf{more than a month ago}, then +2.
  391. \item If you last played \textbf{more than two months ago}, then +3.
  392. \end{itemize}
  393. Note also that the rolls described here are Dungeon World rolls,
  394. which means that it's possible to fail them! You should still mark
  395. XP on failure, and the GM will still introduce a negative
  396. consequence of your roll. If you don't want to risk it, you can
  397. always \move{Attend to Home}, which carries no risk but only a
  398. modest reward, or \move{Cultivate Saplings}, which has benefits
  399. going forward.
  400. \begin{basicmove}{Attend to Home}
  401. If you \condition{spent time quietly, managing your affairs and
  402. working around the explorer's guild}, then take 5 gold per
  403. session since you last played.
  404. \end{basicmove}
  405. \begin{basicmove}{Get That Bread}
  406. When you \condition{spend time doing odd jobs in the city between
  407. expeditions}, roll +absence and select from the following
  408. list. \onSuccess, choose 3. \onPartial, choose 2. \onMiss, choose
  409. 1, but the GM will likely give you another complication: maybe you
  410. agreed to an ill-considered bet, are on the hook for a job, or
  411. simply have attracted some attention that will make things hard
  412. for you in the future.
  413. \begin{itemize}
  414. \item You had a memorable experience: take 1 XP, and explain
  415. what happened to you in the intervening weeks.
  416. \item You did a lucrative job: take 10 gold per session missed,
  417. and explain what job you did and who you did it for.
  418. \item You found an interesting object: the GM will tell you what
  419. object you found, and you'll have to explain how you came
  420. across it.
  421. \item You heard an interesting rumor about some place in the
  422. wilderness: the GM will tell you the rumor, and you'll have to
  423. explain where and how you heard it.
  424. \item You met a potential travelling-partner: treat this as an
  425. automatic 10+ on a \move{Recruit} roll, with the first
  426. session's cost paid. Explain how you met this hireling and why
  427. their first cost is paid. If you want to travel with them
  428. after this session, regardless of whether you take them now,
  429. you'll have to pay their cost as normal.
  430. \end{itemize}
  431. \end{basicmove}
  432. \columnbreak
  433. \vfill\null
  434. \begin{basicmove}{Crafting}
  435. When you \condition{spend time in the city creating an object}, seek
  436. the GM's approval that this is feasible, spend an amount of gold
  437. equal to one-quarter the market price of the object in order to
  438. acquire the raw materials and roll +DEX. \onSuccess, you
  439. create the object you wanted. \onPartial, choose 1:
  440. \begin{itemize}
  441. \item The object was costlier than expected: spend an extra 10
  442. gold.
  443. \item The object is of a mediocre quality: add the tag
  444. \itag{shoddy} to the item.
  445. \item The object isn't going to last: add the tag \itag{fragile}
  446. to the item. If you created something that has uses, like a
  447. bottle of poison, then give it one fewer use.
  448. \item The object required a favor: the GM will tell you who you
  449. had to call on and what they expect in return.
  450. \end{itemize}
  451. \onMiss, you fail to create the object, but you can
  452. learn from the attempt: take +1 forward the next time you try to
  453. create the object in question.
  454. \end{basicmove}
  455. \begin{basicmove}{Nose In A Book}
  456. When you \condition{spend time in research on a topic}, roll
  457. +INT. \onSuccess, take 3 hold when dealing with that
  458. topic. \onPartial, take 1 hold instead. You can spend 1 hold to
  459. ask one of the following questions; take +1 forward whenever
  460. asking on the answers
  461. \begin{itemize}
  462. \item What is valuable to me about this thing?
  463. \item What is dangerous to me about this thing?
  464. \item What do I know about the origin of this thing?
  465. \item What's my best way towards/way away from/way past this
  466. thing?
  467. \item What lost knowledge have I recovered concerning this thing?
  468. \end{itemize}
  469. \end{basicmove}
  470. \begin{basicmove}{Cultivate Saplings}
  471. When you \condition{spend time growing and cultivating a plant}, tell
  472. the GM what you'd like to grow. You can grow food crops, in which
  473. case you can start all subsequent expeditions with access to 2d4
  474. dungeon rations without charge. Alternately, you can choose to
  475. grow a \textbf{botanical} discovered on a previous expedition, in
  476. which case you can start all subsequent expeditions with access to
  477. 1d4 of that botanical without charge. Tell the GM what you're
  478. growing, and mark on your sheet what your garden contains.
  479. \end{basicmove}
  480. \vfill\null
  481. \end{multicols}
  482. \end{document}