travelrules.tex 39 KB

  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 powering through, +STR
  30. \item getting out of the way or acting fast, +DEX
  31. \item 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 \forward{+1}
  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 \forward{+1} 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. % \begin{basicmove}{Circles}
  90. % When \condition{you go looking for someone you know}, Roll
  91. % +CHA. \onSuccess, choose 2. \onPartial, choose one.
  92. % \begin{itemize}
  93. % \item You don't owe them a favour
  94. % \item They're not already in some sort of trouble
  95. % \item They don't have a dangerous secret
  96. % \end{itemize}
  97. % \onMiss, you might wish you'd never found them in the first place.
  98. % \end{basicmove}
  99. \end{multicols}
  100. \clearpage
  101. \topbanner{Special Moves}
  102. \begin{multicols}{2}
  103. \begin{basicmove}{Last Breath}
  104. When you’re \condition{dying}, you catch a glimpse of what lies
  105. beyond the Black Gates of Death’s Kingdom (the GM will describe
  106. it). Then roll (just roll, +nothing—yeah, Death doesn’t care how
  107. tough or cool you are). \onSuccess, you’ve cheated death—you’re in a
  108. bad spot but you’re still alive. \onPartial, Death will offer you a
  109. bargain. Take it and stabilize or refuse and pass beyond the Black
  110. Gates into whatever fate awaits you. \onMiss, your fate is
  111. sealed. You’re marked as Death’s own and you’ll cross the threshold
  112. soon. The GM will tell you when.
  113. \end{basicmove}
  114. \begin{basicmove}{Encumbrance}
  115. When you \condition{make a move while carrying weight up to or equal
  116. to Load}, you’re fine. When you \condition{make a move while
  117. carrying weight equal to load+1 or load+2}, you take -1. When you
  118. \condition{make a move while carrying weight greater than load+2},
  119. you have a choice: drop at least 1 weight and roll at -1, or
  120. automatically fail.
  121. \end{basicmove}
  122. \begin{basicmove}{Level Up}
  123. When you \condition{have downtime (hours or days) and XP equal to
  124. (or greater than) your current level + 7}, subtract your current
  125. level +7 from your XP, increase your level by 1, and choose a new
  126. advanced move from your class. If you are the wizard, you also get
  127. to add a new spell to your spellbook. Choose one of your stats and
  128. increase it by 1 (this may change your modifier). Changing your
  129. Constitution increases your maximum and current HP. Ability scores
  130. can’t go higher than 18.
  131. \end{basicmove}
  132. \begin{basicmove}{Carouse}
  133. When you \condition{return triumphant and throw a big party}, spend
  134. 100 coin and roll + extra 100s of coin spent. \onSuccess, choose
  135. 3. \onPartial, choose 1. On a miss, you still choose one, but things
  136. get really out of hand.
  137. \begin{itemize}
  138. \item You befriend a useful NPC
  139. \item You hear rumors of an opportunity
  140. \item You gain useful information
  141. \item You are not entangled, ensorcelled, or tricked
  142. \end{itemize}
  143. \end{basicmove}
  144. \begin{basicmove}{Supply}
  145. When you \condition{go to buy something with gold on hand}, if it’s
  146. something readily available in the settlement you’re in, you can buy
  147. it at market price. If it’s something special, beyond what’s usually
  148. available here, or non-mundane, roll +CHA. \onSuccess, you find what
  149. you’re looking for at a fair price. \onPartial, you’ll have to pay
  150. more or settle for something similar.
  151. \end{basicmove}
  152. \begin{basicmove}{Recover}
  153. When you \condition{do nothing but rest in comfort and safety},
  154. after a day of rest you recover all your HP. After three days of
  155. rest you remove one debility of your choice. If you’re under the
  156. care of a healer (magical or otherwise) you heal a debility for
  157. every two days of rest instead.
  158. \end{basicmove}
  159. \begin{basicmove}{Recruit}
  160. When you \condition{put out word that you’re looking to hire help},
  161. roll. If you make it known...
  162. \begin{itemize}
  163. \item ...that your pay is generous, take +1
  164. \item ...what you’re setting out to do, take +1
  165. \item ...that they’ll get a share of whatever you find, take +1
  166. \end{itemize}
  167. If you have a useful reputation around these parts take an
  168. additional +1. \onSuccess, you’ve got your pick of a number of
  169. skilled applicants, your choice who you hire, no penalty for not
  170. taking them along. \onPartial, you’ll have to settle for someone
  171. close or turn them away. \onMiss, someone influential and ill-suited
  172. declares they’d like to come along (a foolhardy youth, a
  173. loose-cannon, or a veiled enemy, for example), bring them and take
  174. the consequences or turn them away. If you turn away applicants you
  175. take \forward{-1} to Recruit.
  176. \end{basicmove}
  177. \columnbreak
  178. \begin{basicmove}{Outstanding Warrants}
  179. When you \condition{return to a civilized place in which you’ve
  180. caused trouble before}, roll +CHA. \onHit, word has spread of your
  181. deeds and everyone recognizes you. \onPartial, that, and, the GM
  182. chooses a complication:
  183. \begin{itemize}
  184. \item The local constabulary has a warrant out for your arrest
  185. \item Someone has put a price on your head
  186. \item Someone important to you has been put in a bad spot as a result of your actions
  187. \end{itemize}
  188. \end{basicmove}
  189. \begin{basicmove}{Bolster}
  190. When you \condition{spend your leisure time in study, meditation, or hard
  191. practice}, you gain preparation. If you prepare for a week or two, 1
  192. preparation. If you prepare for a month or longer, 3
  193. preparation. When your preparation pays off spend 1 preparation for
  194. +1 to any roll. You can only spend one preparation per roll.
  195. \end{basicmove}
  196. \begin{basicmove}{End of Session}
  197. When you reach the end of a session, choose one your bonds that
  198. you feel is resolved (completely explored, no longer relevant, or
  199. otherwise). Ask the player of the character you have the bond with
  200. if they agree. If they do, mark XP and write a new bond with
  201. whomever you wish.
  202. Once bonds have been updated look at your alignment or drive. If
  203. you fulfilled that alignment at least once this session, mark XP.
  204. Then answer these three questions as a group:
  205. \begin{itemize}
  206. \item Did we discover a new place to put on the map?
  207. \item Did we learn something new or interesting about the world or
  208. its inhabitants?
  209. \item Did we overcome a difficult or interesting situation?
  210. \end{itemize}
  211. For each ``yes'' answer everyone marks XP.
  212. Finally, choose two actions from the following list. The same
  213. action can be chosen twice as long as it targets different hexes.
  214. \begin{itemize}
  215. \item The Guild of Explorers sends a scout to a particular
  216. location on the map: reveal the content of one hex.
  217. \item The Guild of Engineers constructs roads, facilitating safe
  218. travel in one hex. Treat travel on this hex as taking a
  219. \move{Safe Journey}.
  220. \item The Guild of Engineers builds an Outpost, facilitating safe
  221. stay in one hex. You do not need to \move{Make Camp} on this
  222. hex, but you still consume rations as usual.
  223. \item The Guild of Engineers builds a Keep on top of an Outpost,
  224. leading way to a town in that hex. The Explorer's Guild in this
  225. town will house and feed you, so you do not need to either
  226. \move{Make Camp} or \move{Manage Provisions} while staying
  227. in this hex.
  228. \end{itemize}
  229. If the players pool together 500 coin, they can also choose a
  230. third action from the above list.
  231. \end{basicmove}
  232. \vfill\null
  233. \end{multicols}
  234. \clearpage
  235. \topbanner{Travel Moves}
  236. \begin{multicols}{2}
  237. The rules in this section replace the standard \textit{Dungeon
  238. World} moves \move{Undertake a Perilous Journey} and \move{End of
  239. Session}.
  240. % The moves \textbf{Undertake a Safe Journey},
  241. % \textbf{Undertake a Perilous Journey}, \textbf{Forage},
  242. % \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
  243. % Provisions} are inspired by the Dungeon World supplement
  244. % \textit{The Perilous Wilds}, modified to accomodate concrete
  245. % distances. The move \textbf{Bail} is inspired by Justin Alexander's
  246. % \textit{escape check}. The \textbf{Botanicals} referenced here are
  247. % borrowed from the role-playing game \textit{Ryuutama}.
  248. \begin{basicmove}{Undertake a Safe Journey}
  249. When you \condition{travel by a safe route} through safe or dangerous
  250. lands, indicate your path and destination on the map. You can
  251. reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor
  252. weather, before you need to \move{Make Camp} and \move{Manage
  253. Provisions}.
  254. \end{basicmove}
  255. \begin{basicmove}{Undertake a Perilous Journey}
  256. When you \condition{travel through dangerous land} and not on a
  257. safe route, indicate the course you want to take on the map and
  258. the destination you'd like to reach. Then, choose one party member
  259. to \move{Scout Ahead} and another one to \move{Navigate},
  260. resolving the moves in that order.
  261. \end{basicmove}
  262. \begin{basicmove}{Forage}
  263. When you \condition{spend a day seeking food in the wild}, roll
  264. +WIS. \onSuccess, collect 1d4 rations and choose 2 from the list
  265. below. \onPartial, collect 1d4 rations and choose 1 from the list
  266. below.
  267. \begin{itemize}
  268. \item You find an extra +1d4 rations.
  269. \item You find 1d4 supply of a useful botanical; ask the GM what
  270. it is.
  271. \item You avoid attracting unwanted attention or a troublesome
  272. situation.
  273. \end{itemize}
  274. If you are foraging in a \itag{barren} location, then reduce the
  275. number of rations you find by 2.
  276. \end{basicmove}
  277. \begin{basicmove}{Make Camp}
  278. When you \condition{settle in to rest}, choose one member of the
  279. party to \move{Manage Provisions}. If you're somewhere dangerous,
  280. then choose someone to \move{Take Watch}. If you have enough XP
  281. you may level up. When you wake from at least a few uninterrupted
  282. hours of sleep heal damage equal to half your max HP.
  283. You usually make camp so that you can do other things, like
  284. prepare spells or commune with your god. Or, you know, sleep
  285. soundly at night. Whenever you stop to catch your breath for more
  286. than an hour or so, you've probably made camp.
  287. Staying a night in an inn or house is making camp, too. Regain
  288. your hit points as usual, but only mark off a ration if you're
  289. eating from the food you carry, not paying for a meal or receiving
  290. hospitality.
  291. \end{basicmove}
  292. \begin{basicmove}{Take Watch}
  293. When you are \condition{on watch and something approaches the
  294. camp}, roll +WIS. \onSuccess, you notice in time to alert
  295. everyone and prepare a response; all party members take
  296. \forward{+1}. \onPartial, you react just a moment too late; your
  297. companions in the camp are awake but haven't had time to
  298. prepare. They have weapons and armor but little else. \onMiss,
  299. whatever lurks outside the campfire's light has the drop on you.
  300. \end{basicmove}
  301. \begin{basicmove}{Scout Ahead}
  302. When you \condition{take point and look for anything out of the
  303. ordinary}, roll +WIS. \onSuccess, choose 2 from the list
  304. below. \onPartial, choose 1 from the list below.
  305. \begin{itemize}
  306. \item You get the drop on whatever lies ahead.
  307. \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
  308. tactical advantage. Describe it.
  309. \item You make a useful discovery; ask the GM what.
  310. \item You notice sign of a nearby danger—ask the GM what the sign
  311. is, and what it might signify.
  312. \end{itemize}
  313. \end{basicmove}
  314. \begin{basicmove}{Navigate}
  315. When you \condition{plot the best course through dangerous or
  316. unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and
  317. distractions and make good time; travel \hexes{3}. \onPartial,
  318. choose 1 from the list below:
  319. \begin{itemize}
  320. \item You make poor time; travel \hexes{2} instead.
  321. \item You get lost and don't end up where you intend: the GM will
  322. decide where you ended up, and you'll need to \move{Survey} to
  323. get your bearings.
  324. \item You run into something dangerous. Better hope your scout has
  325. the drop on it!
  326. \end{itemize}
  327. \end{basicmove}
  328. \columnbreak
  329. \begin{basicmove}{Manage Provisions}
  330. When you \condition{prepare and distribute food for the party},
  331. roll +WIS. \onSuccess, choose from the list below:
  332. \begin{itemize}
  333. \item Careful management reduces the amount of rations consumed (ask the
  334. GM by how much)
  335. \item The party consumes the expected amount and the food you
  336. prepare is excellent—describe it, and everyone who ate it takes
  337. \forward{+1}.
  338. \end{itemize}
  339. \onPartial, the party consumes the expected amount of
  340. rations. \onMiss, in addition to any other mishaps or misfortunes,
  341. one party member must choose to spend an extra ration or go
  342. without food.
  343. \end{basicmove}
  344. \begin{basicmove}{Survey the Land}
  345. When you \condition{survey the land to find out where you are and
  346. what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions
  347. from the list below. \onPartial, ask the GM 1 question from the
  348. list below.
  349. \begin{itemize}
  350. \item Where exactly on the map are we?
  351. \item What can I tell about an adjacent hex to us?
  352. \item What's interesting to us in this area?
  353. \item What's valuable or useful to us in this area?
  354. \item What direction is the nearest settlement?
  355. \end{itemize}
  356. The GM will tell answer the questions honestly, and then ask you
  357. how you learned these things. \onMiss, ask 1 anyway, but be
  358. prepared for the worst.
  359. \end{basicmove}
  360. \begin{basicmove}{Bail}
  361. When \condition{the session is about to end and you need to get
  362. yourself or your whole party out of a situation right goddamn
  363. now}, roll +CON. \onSuccess, you and your party make it out with
  364. yourselves and your stuff intact. \onPartial, you and each member
  365. of your party must one from the list below:
  366. \begin{itemize}
  367. \item You lose a piece of equiment: tell the GM what it was and
  368. how it got lost.
  369. \item You lose one-tenth of the Coin you have on you.
  370. \item You take 1d6 damage.
  371. \item You draw the attention of someone or something who will
  372. remember you.
  373. \end{itemize}
  374. \end{basicmove}
  375. \vfill\null
  376. \end{multicols}
  377. \clearpage
  378. \topbanner{Tags}
  379. \begin{multicols}{2}
  380. \begin{fragment}{General Equipment Tags}
  381. These are general tags that can apply to just about any piece of
  382. gear. You’ll see them on armor, weapons or general adventuring
  383. tools.
  384. \itag{applied}: It’s only useful when carefully applied to a person
  385. or to something they eat or drink.
  386. \itag{awkward}: It’s unwieldy and tough to use.
  387. \itag{+bonus}: It modifies your effectiveness in a specified
  388. situation. It might be ``\forward{+1} to spout lore'' or
  389. ``\ongoing{-1} to \move{Hack and Slash}.''
  390. \ntag{n}{coins}: How much it costs to buy, normally. If the cost
  391. includes ``-Charisma'', a little negotiation subtracts the haggler’s
  392. Charisma score (not modifier) from the price.
  393. \itag{dangerous}: It’s easy to get in trouble with it. If you
  394. interact with it without proper precautions the GM may freely invoke
  395. the consequences of your foolish actions.
  396. \itag{ration}: It’s edible, more or less.
  397. \itag{requires}: It’s only useful to certain people. If you don’t
  398. meet the requirements it works poorly, if at all.
  399. \itag{slow}: It takes minutes or more to use.
  400. \itag{touch}: It’s used by touching it to the target’s skin.
  401. \itag{two-handed}: It takes two hands to use it effectively.
  402. \weight{n}: Count the listed amount against your
  403. Load. Something with no listed weight isn’t designed to be
  404. carried. 100 coins in standard denominations is 1 weight. The same
  405. value in gems or fine art may be lighter or heavier.
  406. \itag{worn}: To use it, you have to be wearing it.
  407. \uses{n}: It can only be used n times.
  408. \end{fragment}
  409. \begin{fragment}{Weapon Tags}
  410. Weapons may have tags that are primarily there to help you describe
  411. them (like \itag{rusty} or \itag{glowing}) but these tags have a
  412. specific, mechanical effect.
  413. \ammo{n}: It counts as ammunition for appropriate ranged
  414. weapons. The number indicated does not represent individual arrows
  415. or sling stones, but represents what you have left on hand.
  416. \itag{forceful}: It can knock someone back a pace, maybe even off
  417. their feet.
  418. \ntag{+n}{damage}: It is particularly harmful to your enemies. When
  419. you deal damage, you add n to it.
  420. \ntag{ignores armor}: Don’t subtract armor from the damage taken.
  421. \itag{messy}: It does damage in a particularly destructive way,
  422. ripping people and things apart.
  423. \itag{mystical}: It requires strange knowledge to use properly. When
  424. you \move{Hack and Slash} or \move{Volley} with a weapon with this
  425. tag, use INT instead of STR or DEX.
  426. \ntag{n}{piercing}: It goes right through armor. When you deal
  427. damage with \ntag{n}{piercing}, you subtract \textit{n} from the
  428. enemy’s armor for that attack.
  429. \itag{precise}: It rewards careful strikes. When you \move{Hack and
  430. Slash} with this weapon, use DEX instead of INT.
  431. \itag{reload}: After you attack with it, it takes more than a moment
  432. to reset for another attack.
  433. \itag{stun}: When you attack with it, it does stun damage instead of
  434. normal damage.
  435. \itag{thrown}: Throw it at someone to hurt them. If you
  436. \move{Volley} with this weapon, you can’t choose to mark off ammo on
  437. a 7–9; once you throw it, it’s gone until you can recover it.
  438. \end{fragment}
  439. \vfill\null
  440. \columnbreak
  441. \begin{fragment}{Range Tags}
  442. Weapons have tags to indicate the range at which they are useful.
  443. Dungeon World doesn’t inflict penalties or grant bonuses for
  444. “optimal range” or the like, but if your weapon says \itag{hand} and
  445. an enemy is ten yards away, a player would have a hard time
  446. justifying using that weapon against him.
  447. \itag{hand}: It’s useful for attacking something within your reach,
  448. no further.
  449. \itag{close}: It’s useful for attacking something at arm’s reach
  450. plus a foot or two.
  451. \itag{reach}: It’s useful for attacking something that’s several
  452. feet away— maybe as far as ten.
  453. \itag{near}: It’s useful for attacking if you can see the whites of
  454. their eyes.
  455. \itag{far}: It’s useful for attacking something in shouting
  456. distance.
  457. \end{fragment}
  458. \begin{fragment}{Gadget and Spell Tags}
  459. Some playbooks (including the Witch, the Mage, and the Artificer)
  460. will allow you to select tags to associate with a spell you cast
  461. (for the Witch and the Mage) or the gadgets you create (for the
  462. Artificer). These sometimes include the other tags above, like
  463. \itag{forceful} or \ntag{2}{piercing}, but some tags are specific to
  464. spells and gadgets.
  465. \itag{+2 armor vs \blank}: It gives you armor when you're being
  466. damaged by something specific, and not against all kinds of
  467. damage. For example, \itag{+2 armor fire} will protect you against
  468. magical and non-magical fire, \itag{+2 armor vs. ammo} will protect
  469. you from ranged weapons, or \itag{+2 armor vs. environment} will
  470. protect you from sudden falls or rubble.
  471. \itag{elemental (\blank)}: It deals damage associated with a
  472. particular element. For example, \itag{elemental (fire)},
  473. \itag{elemental (ice)}, or \itag{elemental (electric)}.
  474. \itag{alternate movement(\blank)}: It allows you to move from place
  475. to place using the listed method, which might affect the places you
  476. can get to, or how easy or fast it is to get to those places . For
  477. example, \itag{alternate movement(hover)}, \itag{alternate
  478. movement(jumping)}, \itag{alternate movement(climbing)},
  479. \itag{alternate movement (swimming)}, or \itag{alternate
  480. movement(ethereal)}.
  481. \itag{debilitating (n damage)}: It will stun, slow, or weaken an
  482. enemy hit by it, in a method you describe, but it will do less
  483. damage as specified by the modifier (such as \itag{debilitating
  484. (half damage)} or \itag{debilitating (-1 damage)}).
  485. \itag{n targets (n damage)}: It will apply to more enemies than
  486. usual, but it will do less damage as specified by the modifier (such
  487. as \itag{2 targets (half damage)} or \itag{2 targets (-1
  488. damage)}).
  489. \end{fragment}
  490. \begin{fragment}{Mount and Vehicle Tags}
  491. The tags below apply to mounts and vehicles. Some of them can only
  492. apply to mounts and some can only apply to vehicles. If the tag does
  493. not specify, then it can apply to either. Size tags are described
  494. under the \textbf{Mount and Vehicle Rules} section.
  495. \itag{aquatic}: It can swim and breathe underwater. This
  496. doeesn't mean that you can, though, so you might want to bring
  497. specialized equipment. Unless otherwise specified, the mount cannot
  498. travel on land.
  499. \itag{burrowing}: It can burrow into the earth. You are not
  500. necessarily protected as it does so.
  501. \itag{fearless} (mount): It is without fear and will not be
  502. startled, bravely facing anything you are willing to face
  503. yourself. This can represent anything from loyalty to its master to
  504. battle-hardening training. Unless this mount is injured, you always
  505. take the 10+ result on the Control Mount move.
  506. \itag{flying}: It can fly, by wings or some other mechanism.
  507. \itag{giant}: It is an exceptionally large variant of its species or
  508. make. This applies to \itag{small} or \itag{tiny} mounts, and causes
  509. them to act as a \itag{large} or \itag{huge} mount.
  510. \itag{living} (vehicle): It heals naturally by one Stress when you
  511. make Camp. It does not need repairs, but it may require feeding. The
  512. Vehicle counts as both a Mount and a Vehicle for the purposes of
  513. having other tags.
  514. \itag{miniature}: It is an exceptionally small variant of its
  515. species or make. This applies to \itag{large} or \itag{huge} mounts,
  516. and causes them to act as a \itag{small} or \itag{tiny} mount.
  517. \itag{construct} (mount): It is a magically-powered artificial being
  518. which requires no food, but it may need maintenance and fuel. It
  519. does not heal naturally, but it also does not tire.
  520. \itag{sentient} (mount): Its is self-aware, possibly capable of speech, and
  521. can learn complex tasks such as reading and writing.
  522. \end{fragment}
  523. \end{multicols}
  524. \clearpage
  525. \topbanner{Downtime Rules}
  526. \begin{multicols}{2}
  527. \textbf{Important note: the rules in this section are speculative
  528. and are subject to change as they are tested!}
  529. This campaign is designed around the idea that your character won't
  530. be present at every game, and that's okay! However, just because
  531. your character wasn't involved in an active expedition, that doesn't
  532. mean your character was static. To find out what your character has
  533. been up while other expeditions happened---that is, when other
  534. sessions happened that you weren't present for---you can use these
  535. \textbf{Downtime Moves}.
  536. If you were present at the last session, then don't use any of these
  537. moves: your character is still fresh off their last adventure, and
  538. hasn't had time to spend doing the activities that constitute
  539. downtime.
  540. The rules given here will often tell you to roll +absence, which is
  541. a modifier based on how long since your character took part in an
  542. expedition.
  543. \begin{itemize}
  544. \item If you last played \textbf{two sessions ago}, then +0.
  545. \item If you last played \textbf{more than two sessions ago but in
  546. the past month}, then +1.
  547. \item If you last played \textbf{more than a month ago}, then +2.
  548. \item If you last played \textbf{more than two months ago}, then +3.
  549. \end{itemize}
  550. Note also that the rolls described here are Dungeon World rolls,
  551. which means that it's possible to fail them! You should still mark
  552. XP on failure, and the GM will still introduce a negative
  553. consequence of your roll. If you don't want to risk it, you can
  554. always \move{Attend to Home}, which carries no risk but only a
  555. modest reward, or \move{Cultivate Saplings}, which has benefits in
  556. subsequent sessions.
  557. \begin{basicmove}{Attend to Home}
  558. If you \condition{spent time quietly, managing your affairs and
  559. working around the explorer's guild}, then take 5 gold per
  560. session since you last played.
  561. \end{basicmove}
  562. \begin{basicmove}{Get That Bread}
  563. When you \condition{spend time doing odd jobs in the city between
  564. expeditions}, roll +absence and select from the following
  565. list. \onSuccess, choose 3. \onPartial, choose 2. \onMiss, choose
  566. 1, but the GM will likely give you another complication: maybe you
  567. agreed to an ill-considered bet, are on the hook for a job, or
  568. simply have attracted some attention that will make things hard
  569. for you in the future.
  570. \begin{itemize}
  571. \item You had a memorable experience: take 1 XP, and explain
  572. what happened to you in the intervening weeks.
  573. \item You did a lucrative job: take 10 gold per session missed,
  574. and explain what job you did and who you did it for.
  575. \item You found an interesting object: the GM will tell you what
  576. object you found, and you'll have to explain how you came
  577. across it.
  578. \item You heard an interesting rumor about some place in the
  579. wilderness: the GM will tell you the rumor, and you'll have to
  580. explain where and how you heard it.
  581. \item You met a potential travelling-partner: treat this as an
  582. automatic 10+ on a \move{Recruit} roll, with the first
  583. session's cost paid. Explain how you met this hireling and why
  584. their first cost is paid. If you want to travel with them
  585. after this session, regardless of whether you take them now,
  586. you'll have to pay their cost as normal.
  587. \end{itemize}
  588. \end{basicmove}
  589. \columnbreak
  590. \vfill\null
  591. \begin{basicmove}{Crafting}
  592. When you \condition{spend time in the city creating an object}, seek
  593. the GM's approval that this is feasible, spend an amount of gold
  594. equal to one-quarter the market price of the object in order to
  595. acquire the raw materials and roll +DEX. \onSuccess, you
  596. create the object you wanted. \onPartial, choose 1:
  597. \begin{itemize}
  598. \item The object was costlier than expected: spend an extra 10
  599. gold.
  600. \item The object is of a mediocre quality: add the tag
  601. \itag{shoddy} to the item.
  602. \item The object isn't going to last: add the tag \itag{fragile}
  603. to the item. If you created something that has uses, like a
  604. bottle of poison, then give it one fewer use.
  605. \item The object required a favor: the GM will tell you who you
  606. had to call on and what they expect in return.
  607. \end{itemize}
  608. \onMiss, you fail to create the object, but you can learn from the
  609. attempt: take \forward{+1} the next time you try to create the
  610. object in question.
  611. \end{basicmove}
  612. \begin{basicmove}{Nose In A Book}
  613. When you \condition{spend time in research on a topic}, roll
  614. +INT. \onSuccess, take 3 hold when dealing with that
  615. topic. \onPartial, take 1 hold instead. You can spend 1 hold to
  616. ask one of the following questions; take \forward{+1} whenever
  617. asking on the answers
  618. \begin{itemize}
  619. \item What is valuable to me about this thing?
  620. \item What is dangerous to me about this thing?
  621. \item What do I know about the origin of this thing?
  622. \item What's my best way towards/way away from/way past this
  623. thing?
  624. \item What lost knowledge have I recovered concerning this thing?
  625. \end{itemize}
  626. \end{basicmove}
  627. \begin{basicmove}{Cultivate Saplings}
  628. When you \condition{spend time growing and cultivating a plant}, tell
  629. the GM what you'd like to grow. You can grow food crops, in which
  630. case you can start all subsequent expeditions with access to 2d4
  631. dungeon rations without charge. Alternately, you can choose to
  632. grow a \textbf{botanical} discovered on a previous expedition, in
  633. which case you can start all subsequent expeditions with access to
  634. 1d4 of that botanical without charge. Tell the GM what you're
  635. growing, and mark on your sheet what your garden contains.
  636. \end{basicmove}
  637. \vfill\null
  638. \end{multicols}
  639. \clearpage
  640. \topbanner{Mount and Vehicle Rules}
  641. \begin{multicols}{2}
  642. \begin{fragment}{How Mounts Work}
  643. It’s easiest to think of mounts and vehicles as being a type of
  644. specialized equipment. They do not have ability scores or normal
  645. stat modifiers, they do not have hit points, and they are not
  646. treated as separate characters. Rather, a loyal steed is
  647. considered to be an extension of your character, adding to what is
  648. already there rather than trying to clutter up your playbook or
  649. add complicated rules for who gets attacked when someone strikes
  650. at you. The physical capabilities of a mount are summed up by
  651. their Size, their quality by their Control, and everything else is
  652. details for making your mount come alive in the fiction.
  653. \end{fragment}
  654. \begin{basicmove}{Riding a Mount or Vehicle}
  655. While \condition{riding a Mount}, you are its Rider. While
  656. \condition{piloting a Vehicle}, you are its Pilot.
  657. While \condition{you are the Rider or Pilot of a Mount or
  658. Vehicle}, you have access to all of its moves as if they were
  659. your own. You perform tasks as if you were your mount or vehicle’s
  660. size instead of your own size. If a roll is called for, use your
  661. own stats, unless the mount or vehicle has a move that specifies
  662. otherwise.
  663. \end{basicmove}
  664. \begin{fragment}{Control}
  665. Control is the quality or effectiveness of your mount or vehicle,
  666. their ease of control and the good nature, training or design
  667. inherent in them. A mount with a low Control stat is disloyal and
  668. cantankerous, while a mount with a high Control stat is obedient
  669. and well suited to riding. A vehicle with a high Control stat is
  670. intuitive to control and handles smoothly, while one with a low
  671. Control stat is complicated or handles poorly.
  672. \end{fragment}
  673. \begin{fragment}{Size}
  674. Size is a special kind of tag which roughly describes what a mount
  675. is physically capable of.
  676. A \itag{tiny} mount is appropriate for faeries, pixies, sentient
  677. mice and beings who are about two apples tall. It can fit in very
  678. small spaces, hide easily in pockets of larger beings and go
  679. unnoticed with big people. It can move small things around for
  680. you.
  681. A \itag{small} mount is anywhere from the size of a fairly large
  682. dog up to a human being. These mounts are appropriate for
  683. small-sized peoples and can fit in houses and caverns where larger
  684. mounts could not, allowing small folk a significant mount
  685. advantage indoors!
  686. A \itag{large} mount is around the size of a winged horse, somewhat
  687. larger or somewhat smaller included. These mounts do not easily
  688. fit into most dungeons or houses, but they can do things like pull
  689. wagons for long periods and rip out prison bars from weak town
  690. jails. They are the smallest type of mounts human-size folk can
  691. normally tame and ride.
  692. A \itag{huge} mount is around the size of a young adult
  693. dragon. They are large enough to break walls and tear the roofs
  694. off cottages with fair ease, and can pull or lift massive loads
  695. (such as very large tree trunks) with almost no effort.
  696. \end{fragment}
  697. \begin{fragment}{Passenger}
  698. The passenger stat is the maximum number of people that can safely
  699. ride this mount or vehicle, not including the rider/pilot. Small
  700. people might not count towards the limit, and large people might
  701. take extra space. A Passenger does not gain the benefits of a
  702. mount’s moves unless the moves are designated as Passenger moves.
  703. If your mount or vehicle is larger or smaller than usual (see the
  704. \itag{giant} and \itag{miniature} tags), you may wish to modify
  705. the value of its Passenger stat.
  706. Some mounts and vehicles have Passenger moves. A Passenger move
  707. cannot be used by the Pilot---it must be used by someone hitching
  708. a ride. Some complicated vehicles need multiple people to operate
  709. them properly, and some mounts need too much attention from their
  710. rider to use everything they have at their disposal.
  711. \end{fragment}
  712. \vfill\null
  713. \columnbreak
  714. \begin{fragment}{Mount-Specific Rules}
  715. Mounts need food to survive, just like players do. They can feed
  716. off of either Dungeon Rations or Monster Feed. If a Mount is
  717. injured, it cannot take action until it has been healed, either by
  718. using healing items (bandages, potions, etc), or by resting for a
  719. few days with attentive care. Mounts have a Load stat dependent
  720. on their size. Tiny mounts have a Load of 1. Small mounts have a
  721. Load of 5. Large mounts have a Load of 10. Huge mounts can carry
  722. as much gear and equipment as you can fit on them. A Mount
  723. carrying more than its Load cannot use its moves or have a Rider.
  724. \end{fragment}
  725. \begin{fragment}{Vehicle-Specific Rules}
  726. Vehicles have a special form of damage known as Stress. A vehicle
  727. has 3 marks of Stress, unless otherwise noted. When a vehicle
  728. takes 10 or more points of damage from a single attack, mark off
  729. one point of Stress. The \itag{piercing} tag reduces the amount
  730. of damage needed to cause Stress by an amount equal to the
  731. \itag{piercing} value. For example, a weapon with
  732. \ntag{2}{piercing} only needs to deal 8 or more damage in a single
  733. blow to cause a point of Stress. When your vehicle removes a
  734. point of Stress, choose one option from the Jury Rig list.
  735. \end{fragment}
  736. \begin{basicmove}{Control Mount (+Control)}
  737. When \condition{your mount bucks due to fear, injury or shock},
  738. roll +Control. \onSuccess, you remain mounted. \onPartial, you
  739. become unhorsed, and your mount leaves the scene, but it doesn't
  740. get too far. You'll be able to mount it again once the danger has
  741. passed. \onMiss, your mount also becomes too injured, tired or
  742. frightened to carry you until it has received care and rest when
  743. you Make Camp.
  744. \end{basicmove}
  745. \begin{basicmove}{Control Vehicle (+Control)}
  746. When your \condition{vehicle skids and shakes under difficult
  747. conditions or a powerful attack}, roll +Control. \onSuccess, you
  748. maintain control of the vehicle. \onPartial, the GM chooses one:
  749. \begin{itemize}
  750. \item A passenger or crewmember is briefly stunned as they slam into
  751. something.
  752. \item A sudden mechanical fault makes the situation more precarious.
  753. \item The vehicle briefly spins out of control and doesn’t quite go
  754. where the pilot intended it to.
  755. \end{itemize}
  756. \end{basicmove}
  757. \begin{basicmove}{Damage Report}
  758. When \condition{a vehicle marks a point of Stress}, the GM chooses
  759. one of the following:
  760. \begin{itemize}
  761. \item Choose a move the Vehicle has. It loses that move.
  762. \item \ongoing{-1} to Control.
  763. \item \ongoing{-1} to Armor.
  764. \item \ongoing{-1} or \ongoing{-2} to Passengers. If this brings the
  765. Passenger stat below the number of people on board, someone just
  766. lost their seat.
  767. \item There’s a problem---a bad wheel, a broken rudder, or something
  768. else you’ll need to deal with to keep the vehicle working
  769. properly.
  770. \end{itemize}
  771. \end{basicmove}
  772. \begin{basicmove}{Jury Rig (+INT)}
  773. When you \condition{have to repair damage to a vehicle on the fly},
  774. roll +INT. \onSuccess, choose two. \onPartial, choose one:
  775. \begin{itemize}
  776. \item The vehicle regains the use of one Move.
  777. \item The vehicle removs a current penalty
  778. \item You repair any onboard equipment which requires it.
  779. \item You give the vehicle a temporary boost, granting the pilot
  780. \forward{+1} on the next roll involving Control.
  781. \end{itemize}
  782. \onMiss, choose one anyway, but some side effect of the repair will
  783. cause another fault at an inopportune moment (the GM will tell you
  784. when).
  785. The Jury Rig move does not remove a mark of Stress from the vehicle,
  786. even if you used the move to repair something that was caused by
  787. gaining Stress.
  788. \end{basicmove}
  789. \vfill\null
  790. \end{multicols}
  791. \end{document}