gdritter repos chalcedony-playbooks / 3d54c38
Add travel rules as well Getty Ritter 5 years ago
2 changed file(s) with 298 addition(s) and 0 deletion(s). Collapse all Expand all
1 \documentclass[8pt]{extarticle}
2 \usepackage{color}
3 \usepackage{lmodern}
4 \usepackage{amssymb,amsmath}
5 \usepackage{ifxetex,ifluatex}
6 \usepackage{anyfontsize}
7 \usepackage[percent]{overpic}
8 \usepackage[margin=0.5in]{geometry}
9 \usepackage{multicol}
10 \setlength{\columnsep}{0.05cm}
11 \usepackage[T1]{fontenc}
12 \usepackage[utf8]{inputenc}
13 \usepackage{fontspec} % For loading fonts
14 \usepackage{titlesec}
15 \setmainfont{PT Serif}
16 \newfontfamily\headingfont[]{Metamorphous}
17 \titleformat*{\section}{\LARGE\headingfont}
18 \titleformat*{\subsection}{\Large\headingfont}
19
20 \newenvironment{amove}[1]
21 {\Checkbox{6pt}\ {\headingfont #1}\begin{quote}
22 }
23 {\end{quote}
24 }
25
26 \newenvironment{basicmove}[1]
27 {\begin{quote}{\headingfont #1}\begin{quote}
28 }
29 {\end{quote}\end{quote}
30 }
31
32 \pagestyle{empty}
33 \IfFileExists{upquote.sty}{\usepackage{upquote}}{}
34 % use microtype if available
35 \IfFileExists{microtype.sty}{%
36 \usepackage[]{microtype}
37 \UseMicrotypeSet[protrusion]{basicmath} % disable protrusion for tt fonts
38 }{}
39 \PassOptionsToPackage{hyphens}{url} % url is loaded by hyperref
40
41 \makeatother
42 % Scale images if necessary, so that they will not overflow the page
43 % margins by default, and it is still possible to overwrite the defaults
44 % using explicit options in \includegraphics[width, height, ...]{}
45 \setkeys{Gin}{width=\maxwidth,height=\maxheight,keepaspectratio}
46 \IfFileExists{parskip.sty}{%
47 \usepackage{parskip}
48 }{% else
49 \setlength{\parindent}{0pt}
50 \setlength{\parskip}{6pt plus 2pt minus 1pt}
51 }
52 \setlength{\emergencystretch}{3em} % prevent overfull lines
53 \providecommand{\tightlist}{%
54 \setlength{\itemsep}{0pt}\setlength{\parskip}{0pt}}
55 \setcounter{secnumdepth}{0}
56 % Redefines (sub)paragraphs to behave more like sections
57 \ifx\paragraph\undefined\else
58 \let\oldparagraph\paragraph
59 \renewcommand{\paragraph}[1]{\oldparagraph{#1}\mbox{}}
60 \fi
61 \ifx\subparagraph\undefined\else
62 \let\oldsubparagraph\subparagraph
63 \renewcommand{\subparagraph}[1]{\oldsubparagraph{#1}\mbox{}}
64 \fi
65
66 % set default figure placement to htbp
67 \makeatletter
68 \def\fps@figure{htbp}
69 \makeatother
70
71
72 \date{}
73
74 \usepackage{etoolbox}
75 \patchcmd{\quote}{\rightmargin}{\leftmargin 1em \rightmargin}{}{}
76
77 \usepackage{tikz}
78 \newcommand{\Checkbox}[1]{\tikz{\path[draw=black] (0,0) rectangle (#1,#1);}}
79
80 % Modify this commands to define Class name, Base HP, Base Load and Damage Dice (only number)
81 \newcommand{\Class}{Bard}
82 \newcommand{\BaseHP}{6}
83 \newcommand{\BaseLoad}{9}
84 \newcommand{\Damage}{6}
85
86 % Don't replace here, replace before every section
87 \newcommand{\SectionTitle}{4}
88
89
90
91
92 \begin{document}
93 \openup -0.3em
94
95 %\input{figuras/TopBanner}
96 %\input{figuras/TopBanner10Plus} %Use this instead when damage dice has 10 or more faces
97
98 \begin{overpic}[width=7.47986in,height=1.0in]{figuras/templateRuleHeader.png}
99 \put (1,2) {\fontsize{32}{40}\selectfont\headingfont \textcolor{white}{Travel Rules}}
100 \end{overpic}
101
102 \begin{multicols}{2}
103
104 The rules in this section replace the standard Dungeon World moves
105 \textbf{Make Camp}, \textbf{Take Watch}, \textbf{Undertake a
106 Perilous Journey}, and \textbf{End of Session}.
107
108 \begin{basicmove}{Undertake a Safe Journey}
109 When you \textbf{travel by a safe route} through safe or dangerous
110 lands, indicate your path and destination on the map. You can
111 reliably travel 4 hexes per day during good weather, and 3 in poor
112 weather, before you need to \textbf{Make Camp} and \textbf{Manage
113 Provisions}.
114 \end{basicmove}
115
116 \begin{basicmove}{Undertake a Perilous Journey}
117 When you \textbf{travel through dangerous land} and not on a safe
118 route, indicate the course you want to take on the map and the
119 destination you'd like to reach. Then, choose one party member to
120 \textbf{scout ahead} and another one to \textbf{navigate},
121 resolving the moves in that order.
122 \end{basicmove}
123
124 \begin{basicmove}{Forage}
125 When you \textbf{spend a day seeking food in the wild}, roll
126 +WIS. \textbf{On a 10+}, collect 1d4 rations and choose 2 from the
127 list below. \textbf{On a 7--9}, collect 1d4 rations and choose 1
128 from the list below.
129
130 \begin{itemize}
131 \item You find an extra +1d4 rations.
132 \item You find 1d4 supply of a useful botanical; ask the GM what
133 it is.
134 \item You avoid attracting unwanted attention or a troublesome
135 situation.
136 \end{itemize}
137
138 If you are foraging in a \textbf{barren} location, then reduce the
139 number of rations you find by 2.
140 \end{basicmove}
141
142 \begin{basicmove}{Make Camp}
143 When you \textbf{settle in to rest}, choose one member of the
144 party to \textbf{Manage Provisions}. Then, if you eat and drink,
145 and have enough XP, you may level up.
146
147 Choose who is on watch for the evening. The GM asks that person to
148 roll +nothing. \textbf{On a 10+}, choose 2 from the list
149 below. \textbf{On a 7-9}, choose 1 from the list below.
150
151 \begin{itemize}
152 \item Everyone sleeps soundly; if you ate and drank, then heal
153 damage equal to half your max HP.
154 \item Your camp didn't draw unwanted attention.
155 \end{itemize}
156 \end{basicmove}
157
158 \begin{basicmove}{Stay Sharp}
159 When you are \textbf{on watch and something approaches}, roll
160 +WIS. \textbf{On a 10+}, you notice in time to alert everyone and
161 prepare a response; all party members take +1 forward. \textbf{On
162 a 7--9}, you manage to sound the alarm, but no one has time to
163 prepare.
164 \end{basicmove}
165
166 \begin{basicmove}{Scout Ahead}
167 When you \textbf{take point and look for anything out of the
168 ordinary}, roll +WIS. \textbf{On a 10+}, choose 2 from the list
169 below. \textbf{On a 7--9}, choose 1 from the list below.
170
171 \begin{itemize}
172 \item You get the drop on whatever lies ahead.
173 \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
174 tactical advantage. Describe it.
175 \item You make a useful discovery; ask the GM what.
176 \item You notice sign of a nearby danger—ask the GM what the sign
177 is, and what it might signify.
178 \end{itemize}
179 \end{basicmove}
180
181 \begin{basicmove}{Navigate}
182 When you \textbf{plot the best course through dangerous or
183 unfamiliar lands}, roll +INT. \textbf{On a 10+}, you avoid
184 dangers and distractions and make good time; travel 3
185 hexes. \textbf{On a 7-9}, choose 1 from the list below:
186
187 \begin{itemize}
188 \item You make poor time; travel 2 hexes instead.
189 \item You get lost and don't end up where you intend: you'll need to
190 \textbf{Survey} again to find out where you are.
191 \item You run into something dangerous. Better hope your scout has
192 the drop on it!
193 \end{itemize}
194 \end{basicmove}
195
196 \begin{basicmove}{Manage Provisions}
197 When you \textbf{prepare and distribute food for the party}, roll
198 +WIS. \textbf{On a 10+}, choose from the list below:
199
200 \begin{itemize}
201 \item Careful management reduces the amount of rations consumed (ask the
202 GM by how much)
203 \item The party consumed the expected amount and the food you prepare is
204 excellent—describe it, and everyone who ate it takes +1 forward.
205 \end{itemize}
206
207 \textbf{On a 7--9}, the party consumes the expected amount of
208 rations. \textbf{On a miss}, in addition to any other mishaps or
209 misfortunes, one party member must choose spend an extra ration or
210 go without food.
211 \end{basicmove}
212
213 \vfill\null
214 \columnbreak
215
216 \begin{basicmove}{Survey the Land}
217 When you \textbf{survey the land to find out where you are and
218 what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3
219 questions from the list below. \textbf{On a 7--9}, ask the GM 1
220 question from the list below.
221
222 \begin{itemize}
223 \item Where exactly on the map are we?
224 \item What can I tell about an adjacent hex to us?
225 \item What's interesting to us in this area?
226 \item What's valuable or useful to us in this area?
227 \item What direction is the nearest settlement?
228 \end{itemize}
229
230 The GM will tell answer the questions honestly, and then ask you
231 how you learned these things. \textbf{On a miss}, ask 1 anyway,
232 but be prepared for the worst.
233 \end{basicmove}
234
235 \begin{basicmove}{Bail}
236 When the session is about to end and \textbf{you need to get
237 yourself or your whole party out of a situation right goddamn
238 now}, roll +CON. \textbf{On a 10+}, you and your party make it
239 out with yourselves and your stuff intact. \textbf{On a 7--9}, you
240 and each member of your party must one from the list below:
241
242 \begin{itemize}
243 \item You lose a piece of equiment: tell the GM what it was and
244 how it got lost.
245 \item You lose one-tenth of the Coin you have on you.
246 \item You take 1d6 damage.
247 \item You draw the attention of someone or something who will
248 remember you.
249 \end{itemize}
250 \end{basicmove}
251
252 \begin{basicmove}{End of Session}
253 When you reach the end of a session, choose one your bonds that
254 you feel is resolved (completely explored, no longer relevant, or
255 otherwise). Ask the player of the character you have the bond with
256 if they agree. If they do, mark XP and write a new bond with
257 whomever you wish.
258
259 Once bonds have been updated look at your alignment. If you
260 fulfilled that alignment at least once this session, mark XP.
261
262 Then answer these three questions as a group:
263
264 \begin{itemize}
265 \item Did we discover a new place to put on the map?
266 \item Did we learn a new piece of lore about the world or its inhabitants?
267 \item Did we overcome a difficult or interesting situation?
268 \end{itemize}
269
270 For each ``yes'' answer everyone marks XP.
271
272 Finally, choose two actions from the following list. The same
273 action can be chosen twice as long as it targets different hexes.
274
275 \begin{itemize}
276 \item The Empress sends a scout to a particular location on the
277 map: reveal the content of one hex.
278 \item The Guild of Engineers constructs roads, facilitating safe
279 travel in one hex. Treat travel on this hex as taking a
280 \textbf{Safe Journey}.
281 \item The Guild of Engineers builds an Outpost, facilitating safe
282 stay in one hex. You do not need to \textbf{Make Camp} on this
283 hex, but you still consume rations as usual.
284 \item The Guild of Engineers builds a Keep on top of an Outpost,
285 leading way to a town in that hex. The Explorer's Guild in this
286 town will house and feed you, so you do not need to either
287 \textbf{make camp} or \textbf{manage provisions} while staying
288 in this hex.
289 \end{itemize}
290
291 If the players pool together 500 coin, they can also choose a
292 third action from the above list.
293 \end{basicmove}
294
295 \vfill\null
296 \end{multicols}
297
298 \end{document}