#### travelrules.tex39 KB History Raw

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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 \condition{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{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{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{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}