travelrules.tex 11 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{prelude.tex}
  3. \begin{document}
  4. \openup -0.3em
  5. %\input{figuras/TopBanner}
  6. %\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces
  7. \topbanner{Travel Rules}
  8. \begin{multicols}{2}
  9. The rules in this section replace the standard \textit{Dungeon
  10. World} moves \textbf{Undertake a Perilous Journey} and \textbf{End
  11. of Session}. The moves \textbf{Undertake a Safe Journey},
  12. \textbf{Undertake a Perilous Journey}, \textbf{Forage},
  13. \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
  14. Provisions} are inspired by the Dungeon World supplement
  15. \textit{The Perilous Wilds}, modified to accomodate concrete
  16. distances. The move \textbf{Bail} is inspired by Justin Alexander's
  17. \textit{escape check}. The \textbf{Botanicals} referenced here are
  18. borrowed from the role-playing game \textit{Ryuutama}.
  19. \begin{basicmove}{Undertake a Safe Journey}
  20. When you \textbf{travel by a safe route} through safe or dangerous
  21. lands, indicate your path and destination on the map. You can
  22. reliably travel 4 hexes per day during good weather, and 3 in poor
  23. weather, before you need to \textbf{Make Camp} and \textbf{Manage
  24. Provisions}.
  25. \end{basicmove}
  26. \begin{basicmove}{Undertake a Perilous Journey}
  27. When you \textbf{travel through dangerous land} and not on a safe
  28. route, indicate the course you want to take on the map and the
  29. destination you'd like to reach. Then, choose one party member to
  30. \textbf{scout ahead} and another one to \textbf{navigate},
  31. resolving the moves in that order.
  32. \end{basicmove}
  33. \begin{basicmove}{Forage}
  34. When you \textbf{spend a day seeking food in the wild}, roll
  35. +WIS. \textbf{On a 10+}, collect 1d4 rations and choose 2 from the
  36. list below. \textbf{On a 7--9}, collect 1d4 rations and choose 1
  37. from the list below.
  38. \begin{itemize}
  39. \item You find an extra +1d4 rations.
  40. \item You find 1d4 supply of a useful botanical; ask the GM what
  41. it is.
  42. \item You avoid attracting unwanted attention or a troublesome
  43. situation.
  44. \end{itemize}
  45. If you are foraging in a \textbf{barren} location, then reduce the
  46. number of rations you find by 2.
  47. \end{basicmove}
  48. \begin{basicmove}{Make Camp}
  49. When you \textbf{settle in to rest}, choose one member of the
  50. party to \textbf{Manage Provisions}. If you're somewhere
  51. dangerous, then choose someone to \textbf{Take Watch}. If you have
  52. enough XP you may level up. When you wake from at least a few
  53. uninterrupted hours of sleep heal damage equal to half your max
  54. HP.
  55. You usually make camp so that you can do other things, like
  56. prepare spells or commune with your god. Or, you know, sleep
  57. soundly at night. Whenever you stop to catch your breath for more
  58. than an hour or so, you've probably made camp.
  59. Staying a night in an inn or house is making camp, too. Regain
  60. your hit points as usual, but only mark off a ration if you're
  61. eating from the food you carry, not paying for a meal or receiving
  62. hospitality.
  63. \end{basicmove}
  64. \begin{basicmove}{Take Watch}
  65. When you are \textbf{on watch and something approaches the camp},
  66. roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone
  67. and prepare a response; all party members take +1
  68. forward. \textbf{On a 7--9}, you react just a moment too late;
  69. your companions in the camp are awake but haven't had time to
  70. prepare. They have weapons and armor but little else. \textbf{On a
  71. miss}, whatever lurks outside the campfire's light has the drop
  72. on you.
  73. \end{basicmove}
  74. \begin{basicmove}{Scout Ahead}
  75. When you \textbf{take point and look for anything out of the
  76. ordinary}, roll +WIS. \textbf{On a 10+}, choose 2 from the list
  77. below. \textbf{On a 7--9}, choose 1 from the list below.
  78. \begin{itemize}
  79. \item You get the drop on whatever lies ahead.
  80. \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
  81. tactical advantage. Describe it.
  82. \item You make a useful discovery; ask the GM what.
  83. \item You notice sign of a nearby danger—ask the GM what the sign
  84. is, and what it might signify.
  85. \end{itemize}
  86. \end{basicmove}
  87. \begin{basicmove}{Navigate}
  88. When you \textbf{plot the best course through dangerous or
  89. unfamiliar lands}, roll +INT. \textbf{On a 10+}, you avoid
  90. dangers and distractions and make good time; travel 3
  91. hexes. \textbf{On a 7-9}, choose 1 from the list below:
  92. \begin{itemize}
  93. \item You make poor time; travel 2 hexes instead.
  94. \item You get lost and don't end up where you intend: the GM will
  95. decide where you ended up, and you'll need to \textbf{Survey} to
  96. get your bearings.
  97. \item You run into something dangerous. Better hope your scout has
  98. the drop on it!
  99. \end{itemize}
  100. \end{basicmove}
  101. \begin{basicmove}{Manage Provisions}
  102. When you \textbf{prepare and distribute food for the party}, roll
  103. +WIS. \textbf{On a 10+}, choose from the list below:
  104. \begin{itemize}
  105. \item Careful management reduces the amount of rations consumed (ask the
  106. GM by how much)
  107. \item The party consumes the expected amount and the food you
  108. prepare is excellent—describe it, and everyone who ate it takes
  109. +1 forward.
  110. \end{itemize}
  111. \textbf{On a 7--9}, the party consumes the expected amount of
  112. rations. \textbf{On a miss}, in addition to any other mishaps or
  113. misfortunes, one party member must choose to spend an extra ration
  114. or go without food.
  115. \end{basicmove}
  116. \vfill\null
  117. \columnbreak
  118. \begin{basicmove}{Survey the Land}
  119. When you \textbf{survey the land to find out where you are and
  120. what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3
  121. questions from the list below. \textbf{On a 7--9}, ask the GM 1
  122. question from the list below.
  123. \begin{itemize}
  124. \item Where exactly on the map are we?
  125. \item What can I tell about an adjacent hex to us?
  126. \item What's interesting to us in this area?
  127. \item What's valuable or useful to us in this area?
  128. \item What direction is the nearest settlement?
  129. \end{itemize}
  130. The GM will tell answer the questions honestly, and then ask you
  131. how you learned these things. \textbf{On a miss}, ask 1 anyway,
  132. but be prepared for the worst.
  133. \end{basicmove}
  134. \begin{basicmove}{Bail}
  135. When the session is about to end and \textbf{you need to get
  136. yourself or your whole party out of a situation right goddamn
  137. now}, roll +CON. \textbf{On a 10+}, you and your party make it
  138. out with yourselves and your stuff intact. \textbf{On a 7--9}, you
  139. and each member of your party must one from the list below:
  140. \begin{itemize}
  141. \item You lose a piece of equiment: tell the GM what it was and
  142. how it got lost.
  143. \item You lose one-tenth of the Coin you have on you.
  144. \item You take 1d6 damage.
  145. \item You draw the attention of someone or something who will
  146. remember you.
  147. \end{itemize}
  148. \end{basicmove}
  149. \begin{basicmove}{End of Session}
  150. When you reach the end of a session, choose one your bonds that
  151. you feel is resolved (completely explored, no longer relevant, or
  152. otherwise). Ask the player of the character you have the bond with
  153. if they agree. If they do, mark XP and write a new bond with
  154. whomever you wish.
  155. Once bonds have been updated look at your alignment. If you
  156. fulfilled that alignment at least once this session, mark XP.
  157. Then answer these three questions as a group:
  158. \begin{itemize}
  159. \item Did we discover a new place to put on the map?
  160. \item Did we learn something new or interesting about the world or
  161. its inhabitants?
  162. \item Did we overcome a difficult or interesting situation?
  163. \end{itemize}
  164. For each ``yes'' answer everyone marks XP.
  165. Finally, choose two actions from the following list. The same
  166. action can be chosen twice as long as it targets different hexes.
  167. \begin{itemize}
  168. \item The Empress sends a scout to a particular location on the
  169. map: reveal the content of one hex.
  170. \item The Guild of Engineers constructs roads, facilitating safe
  171. travel in one hex. Treat travel on this hex as taking a
  172. \textbf{Safe Journey}.
  173. \item The Guild of Engineers builds an Outpost, facilitating safe
  174. stay in one hex. You do not need to \textbf{Make Camp} on this
  175. hex, but you still consume rations as usual.
  176. \item The Guild of Engineers builds a Keep on top of an Outpost,
  177. leading way to a town in that hex. The Explorer's Guild in this
  178. town will house and feed you, so you do not need to either
  179. \textbf{Make Camp} or \textbf{Manage Provisions} while staying
  180. in this hex.
  181. \end{itemize}
  182. If the players pool together 500 coin, they can also choose a
  183. third action from the above list.
  184. \end{basicmove}
  185. \vfill\null
  186. \end{multicols}
  187. \clearpage
  188. \topbanner{Downtime Rules}
  189. \begin{multicols}{2}
  190. This campaign is designed around the idea that your character won't
  191. be present at every game, and that's okay! However, just because
  192. your character wasn't involved in an active expedition, that doesn't
  193. mean your character was static. To find out what your character has
  194. been up while other expeditions happened---that is, when other
  195. sessions happened that you weren't present for---you can use these
  196. \textbf{Downtime Moves}.
  197. If you were present at the last session, then don't use any of these
  198. moves: your character is still fresh off their last adventure, and
  199. hasn't had time to spend in town.
  200. The rules given here will often tell you to roll +absence, which is
  201. a modifier based on how long since your character took part in an
  202. expedition.
  203. \begin{itemize}
  204. \item If you last played \textbf{two sessions ago}, then +0.
  205. \item If you last played \textbf{more than two sessions ago but in
  206. the past month}, then +1.
  207. \item If you last played \textbf{more than a month ago}, then +2.
  208. \item If you last played \textbf{more than two months ago}, then +3.
  209. \end{itemize}
  210. You're also not obliged to do a downtime move at all: maybe you just
  211. lived as usual! Most of these offer you potential rewards, but as
  212. they involve rolling, there's always the chance of failure.
  213. \begin{basicmove}{Hustle}
  214. When you \textbf{spend time doing odd jobs in the city between
  215. expeditions}, roll +absence and select from the following
  216. list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose
  217. 2. \textbf{On a 6-}, choose 1, but the GM will likely give you
  218. another complication: maybe you agreed to an ill-considered bet,
  219. are on the hook for a job, or simply have attracted some attention
  220. that will make things hard for you in the future.
  221. \begin{itemize}
  222. \item You had a memorable experience: take 1 XP, and explain
  223. what happened to you in the intervening weeks.
  224. \item You did a lucrative job: take 10 gold, and explain what
  225. job you did and who you did it for.
  226. \end{itemize}
  227. \end{basicmove}
  228. \end{multicols}
  229. \end{document}