travelrules.tex 39 KB

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