40 | 40 |
\end{itemize}
|
41 | 41 |
|
42 | 42 |
\onSuccess, you do what you set out to, the threat doesn’t come to
|
43 | |
bear. onPartial, you stumble, hesitate, or flinch: the GM will offer
|
| 43 |
bear. \onPartial, you stumble, hesitate, or flinch: the GM will offer
|
44 | 44 |
you a worse outcome, hard bargain, or ugly choice.
|
45 | 45 |
\end{basicmove}
|
46 | 46 |
|
|
67 | 67 |
do you know this?” Tell them the truth, now.
|
68 | 68 |
\end{basicmove}
|
69 | 69 |
|
| 70 |
\columnbreak
|
70 | 71 |
\begin{basicmove}{Discern Realities}
|
71 | 72 |
When you \condition{closely study a situation or person}, roll
|
72 | 73 |
+WIS. \onSuccess, ask the GM 3 questions from the list
|
|
97 | 98 |
or cost.
|
98 | 99 |
\end{basicmove}
|
99 | 100 |
|
100 | |
\columnbreak
|
| 101 |
\end{multicols}
|
| 102 |
\clearpage
|
| 103 |
|
| 104 |
\topbanner{Special Moves}
|
| 105 |
\begin{multicols}{2}
|
101 | 106 |
\begin{basicmove}{Last Breath}
|
102 | 107 |
When you’re \condition{dying}, you catch a glimpse of what lies
|
103 | 108 |
beyond the Black Gates of Death’s Kingdom (the GM will describe
|
|
186 | 191 |
take -1 forward to Recruit.
|
187 | 192 |
\end{basicmove}
|
188 | 193 |
|
| 194 |
\columnbreak
|
| 195 |
|
189 | 196 |
\begin{basicmove}{Outstanding Warrants}
|
190 | 197 |
When you \condition{return to a civilized place in which you’ve
|
191 | 198 |
caused trouble before}, roll +CHA. \onHit, word has spread of your
|
|
205 | 212 |
preparation. When your preparation pays off spend 1 preparation for
|
206 | 213 |
+1 to any roll. You can only spend one preparation per roll.
|
207 | 214 |
\end{basicmove}
|
208 | |
|
209 | |
\end{multicols}
|
210 | |
|
211 | |
\clearpage
|
212 | |
|
213 | |
\topbanner{Travel Moves}
|
214 | |
|
215 | |
\begin{multicols}{2}
|
216 | |
|
217 | |
The rules in this section replace the standard \textit{Dungeon
|
218 | |
World} moves \move{Undertake a Perilous Journey} and \move{End of
|
219 | |
Session}.
|
220 | |
|
221 | |
% The moves \textbf{Undertake a Safe Journey},
|
222 | |
% \textbf{Undertake a Perilous Journey}, \textbf{Forage},
|
223 | |
% \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
|
224 | |
% Provisions} are inspired by the Dungeon World supplement
|
225 | |
% \textit{The Perilous Wilds}, modified to accomodate concrete
|
226 | |
% distances. The move \textbf{Bail} is inspired by Justin Alexander's
|
227 | |
% \textit{escape check}. The \textbf{Botanicals} referenced here are
|
228 | |
% borrowed from the role-playing game \textit{Ryuutama}.
|
229 | |
|
230 | |
\begin{basicmove}{Undertake a Safe Journey}
|
231 | |
When you \condition{travel by a safe route} through safe or dangerous
|
232 | |
lands, indicate your path and destination on the map. You can
|
233 | |
reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor
|
234 | |
weather, before you need to \move{Make Camp} and \move{Manage
|
235 | |
Provisions}.
|
236 | |
\end{basicmove}
|
237 | |
|
238 | |
\begin{basicmove}{Undertake a Perilous Journey}
|
239 | |
When you \condition{travel through dangerous land} and not on a
|
240 | |
safe route, indicate the course you want to take on the map and
|
241 | |
the destination you'd like to reach. Then, choose one party member
|
242 | |
to \move{Scout ahead} and another one to \move{Navigate},
|
243 | |
resolving the moves in that order.
|
244 | |
\end{basicmove}
|
245 | |
|
246 | |
\begin{basicmove}{Forage}
|
247 | |
When you \condition{spend a day seeking food in the wild}, roll
|
248 | |
+WIS. \onSuccess, collect 1d4 rations and choose 2 from the list
|
249 | |
below. \onPartial, collect 1d4 rations and choose 1 from the list
|
250 | |
below.
|
251 | |
|
252 | |
\begin{itemize}
|
253 | |
\item You find an extra +1d4 rations.
|
254 | |
\item You find 1d4 supply of a useful botanical; ask the GM what
|
255 | |
it is.
|
256 | |
\item You avoid attracting unwanted attention or a troublesome
|
257 | |
situation.
|
258 | |
\end{itemize}
|
259 | |
|
260 | |
If you are foraging in a \itag{barren} location, then reduce the
|
261 | |
number of rations you find by 2.
|
262 | |
\end{basicmove}
|
263 | |
|
264 | |
\begin{basicmove}{Make Camp}
|
265 | |
When you \condition{settle in to rest}, choose one member of the
|
266 | |
party to \move{Manage Provisions}. If you're somewhere dangerous,
|
267 | |
then choose someone to \move{Take Watch}. If you have enough XP
|
268 | |
you may level up. When you wake from at least a few uninterrupted
|
269 | |
hours of sleep heal damage equal to half your max HP.
|
270 | |
|
271 | |
You usually make camp so that you can do other things, like
|
272 | |
prepare spells or commune with your god. Or, you know, sleep
|
273 | |
soundly at night. Whenever you stop to catch your breath for more
|
274 | |
than an hour or so, you've probably made camp.
|
275 | |
|
276 | |
Staying a night in an inn or house is making camp, too. Regain
|
277 | |
your hit points as usual, but only mark off a ration if you're
|
278 | |
eating from the food you carry, not paying for a meal or receiving
|
279 | |
hospitality.
|
280 | |
\end{basicmove}
|
281 | |
|
282 | |
\begin{basicmove}{Take Watch}
|
283 | |
When you are \condition{on watch and something approaches the
|
284 | |
camp}, roll +WIS. \onSuccess, you notice in time to alert
|
285 | |
everyone and prepare a response; all party members take +1
|
286 | |
forward. \onPartial, you react just a moment too late; your
|
287 | |
companions in the camp are awake but haven't had time to
|
288 | |
prepare. They have weapons and armor but little else. \onMiss,
|
289 | |
whatever lurks outside the campfire's light has the drop on you.
|
290 | |
\end{basicmove}
|
291 | |
|
292 | |
\begin{basicmove}{Scout Ahead}
|
293 | |
When you \condition{take point and look for anything out of the
|
294 | |
ordinary}, roll +WIS. \onSuccess, choose 2 from the list
|
295 | |
below. \onPartial, choose 1 from the list below.
|
296 | |
|
297 | |
\begin{itemize}
|
298 | |
\item You get the drop on whatever lies ahead.
|
299 | |
\item You discern a beneficial aspect of the terrain—shortcut, shelter, or
|
300 | |
tactical advantage. Describe it.
|
301 | |
\item You make a useful discovery; ask the GM what.
|
302 | |
\item You notice sign of a nearby danger—ask the GM what the sign
|
303 | |
is, and what it might signify.
|
304 | |
\end{itemize}
|
305 | |
\end{basicmove}
|
306 | |
|
307 | |
\begin{basicmove}{Navigate}
|
308 | |
When you \condition{plot the best course through dangerous or
|
309 | |
unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and
|
310 | |
distractions and make good time; travel \hexes{3}. \onPartial,
|
311 | |
choose 1 from the list below:
|
312 | |
|
313 | |
\begin{itemize}
|
314 | |
\item You make poor time; travel \hexes{2} instead.
|
315 | |
\item You get lost and don't end up where you intend: the GM will
|
316 | |
decide where you ended up, and you'll need to \move{Survey} to
|
317 | |
get your bearings.
|
318 | |
\item You run into something dangerous. Better hope your scout has
|
319 | |
the drop on it!
|
320 | |
\end{itemize}
|
321 | |
\end{basicmove}
|
322 | |
\columnbreak
|
323 | |
|
324 | |
\begin{basicmove}{Manage Provisions}
|
325 | |
When you \condition{prepare and distribute food for the party},
|
326 | |
roll +WIS. \onSuccess, choose from the list below:
|
327 | |
|
328 | |
\begin{itemize}
|
329 | |
\item Careful management reduces the amount of rations consumed (ask the
|
330 | |
GM by how much)
|
331 | |
\item The party consumes the expected amount and the food you
|
332 | |
prepare is excellent—describe it, and everyone who ate it takes
|
333 | |
+1 forward.
|
334 | |
\end{itemize}
|
335 | |
|
336 | |
\onPartial, the party consumes the expected amount of
|
337 | |
rations. \onMiss, in addition to any other mishaps or misfortunes,
|
338 | |
one party member must choose to spend an extra ration or go
|
339 | |
without food.
|
340 | |
\end{basicmove}
|
341 | |
|
342 | |
\begin{basicmove}{Survey the Land}
|
343 | |
When you \condition{survey the land to find out where you are and
|
344 | |
what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions
|
345 | |
from the list below. \onPartial, ask the GM 1 question from the
|
346 | |
list below.
|
347 | |
|
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 | |
|
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 | |
|
361 | |
\begin{basicmove}{Bail}
|
362 | |
When \condition{the session is about to end and you need to get
|
363 | |
yourself or your whole party out of a situation right goddamn
|
364 | |
now}, roll +CON. \onSuccess, you and your party make it out with
|
365 | |
yourselves and your stuff intact. \onPartial, you and each member
|
366 | |
of your party must one from the list below:
|
367 | |
|
368 | |
\begin{itemize}
|
369 | |
\item You lose a piece of equiment: tell the GM what it was and
|
370 | |
how it got lost.
|
371 | |
\item You lose one-tenth of the Coin you have on you.
|
372 | |
\item You take 1d6 damage.
|
373 | |
\item You draw the attention of someone or something who will
|
374 | |
remember you.
|
375 | |
\end{itemize}
|
376 | |
\end{basicmove}
|
377 | 215 |
|
378 | 216 |
\begin{basicmove}{End of Session}
|
379 | 217 |
When you reach the end of a session, choose one your bonds that
|
|
417 | 255 |
|
418 | 256 |
If the players pool together 500 coin, they can also choose a
|
419 | 257 |
third action from the above list.
|
| 258 |
\end{basicmove}
|
| 259 |
|
| 260 |
\vfill\null
|
| 261 |
|
| 262 |
\end{multicols}
|
| 263 |
|
| 264 |
\clearpage
|
| 265 |
|
| 266 |
\topbanner{Travel Moves}
|
| 267 |
|
| 268 |
\begin{multicols}{2}
|
| 269 |
|
| 270 |
The rules in this section replace the standard \textit{Dungeon
|
| 271 |
World} moves \move{Undertake a Perilous Journey} and \move{End of
|
| 272 |
Session}.
|
| 273 |
|
| 274 |
% The moves \textbf{Undertake a Safe Journey},
|
| 275 |
% \textbf{Undertake a Perilous Journey}, \textbf{Forage},
|
| 276 |
% \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
|
| 277 |
% Provisions} are inspired by the Dungeon World supplement
|
| 278 |
% \textit{The Perilous Wilds}, modified to accomodate concrete
|
| 279 |
% distances. The move \textbf{Bail} is inspired by Justin Alexander's
|
| 280 |
% \textit{escape check}. The \textbf{Botanicals} referenced here are
|
| 281 |
% borrowed from the role-playing game \textit{Ryuutama}.
|
| 282 |
|
| 283 |
\begin{basicmove}{Undertake a Safe Journey}
|
| 284 |
When you \condition{travel by a safe route} through safe or dangerous
|
| 285 |
lands, indicate your path and destination on the map. You can
|
| 286 |
reliably travel \hexes{4} per day during good weather, and \hexes{3} in poor
|
| 287 |
weather, before you need to \move{Make Camp} and \move{Manage
|
| 288 |
Provisions}.
|
| 289 |
\end{basicmove}
|
| 290 |
|
| 291 |
\begin{basicmove}{Undertake a Perilous Journey}
|
| 292 |
When you \condition{travel through dangerous land} and not on a
|
| 293 |
safe route, indicate the course you want to take on the map and
|
| 294 |
the destination you'd like to reach. Then, choose one party member
|
| 295 |
to \move{Scout ahead} and another one to \move{Navigate},
|
| 296 |
resolving the moves in that order.
|
| 297 |
\end{basicmove}
|
| 298 |
|
| 299 |
\begin{basicmove}{Forage}
|
| 300 |
When you \condition{spend a day seeking food in the wild}, roll
|
| 301 |
+WIS. \onSuccess, collect 1d4 rations and choose 2 from the list
|
| 302 |
below. \onPartial, collect 1d4 rations and choose 1 from the list
|
| 303 |
below.
|
| 304 |
|
| 305 |
\begin{itemize}
|
| 306 |
\item You find an extra +1d4 rations.
|
| 307 |
\item You find 1d4 supply of a useful botanical; ask the GM what
|
| 308 |
it is.
|
| 309 |
\item You avoid attracting unwanted attention or a troublesome
|
| 310 |
situation.
|
| 311 |
\end{itemize}
|
| 312 |
|
| 313 |
If you are foraging in a \itag{barren} location, then reduce the
|
| 314 |
number of rations you find by 2.
|
| 315 |
\end{basicmove}
|
| 316 |
|
| 317 |
\begin{basicmove}{Make Camp}
|
| 318 |
When you \condition{settle in to rest}, choose one member of the
|
| 319 |
party to \move{Manage Provisions}. If you're somewhere dangerous,
|
| 320 |
then choose someone to \move{Take Watch}. If you have enough XP
|
| 321 |
you may level up. When you wake from at least a few uninterrupted
|
| 322 |
hours of sleep heal damage equal to half your max HP.
|
| 323 |
|
| 324 |
You usually make camp so that you can do other things, like
|
| 325 |
prepare spells or commune with your god. Or, you know, sleep
|
| 326 |
soundly at night. Whenever you stop to catch your breath for more
|
| 327 |
than an hour or so, you've probably made camp.
|
| 328 |
|
| 329 |
Staying a night in an inn or house is making camp, too. Regain
|
| 330 |
your hit points as usual, but only mark off a ration if you're
|
| 331 |
eating from the food you carry, not paying for a meal or receiving
|
| 332 |
hospitality.
|
| 333 |
\end{basicmove}
|
| 334 |
|
| 335 |
\begin{basicmove}{Take Watch}
|
| 336 |
When you are \condition{on watch and something approaches the
|
| 337 |
camp}, roll +WIS. \onSuccess, you notice in time to alert
|
| 338 |
everyone and prepare a response; all party members take +1
|
| 339 |
forward. \onPartial, you react just a moment too late; your
|
| 340 |
companions in the camp are awake but haven't had time to
|
| 341 |
prepare. They have weapons and armor but little else. \onMiss,
|
| 342 |
whatever lurks outside the campfire's light has the drop on you.
|
| 343 |
\end{basicmove}
|
| 344 |
|
| 345 |
\begin{basicmove}{Scout Ahead}
|
| 346 |
When you \condition{take point and look for anything out of the
|
| 347 |
ordinary}, roll +WIS. \onSuccess, choose 2 from the list
|
| 348 |
below. \onPartial, choose 1 from the list below.
|
| 349 |
|
| 350 |
\begin{itemize}
|
| 351 |
\item You get the drop on whatever lies ahead.
|
| 352 |
\item You discern a beneficial aspect of the terrain—shortcut, shelter, or
|
| 353 |
tactical advantage. Describe it.
|
| 354 |
\item You make a useful discovery; ask the GM what.
|
| 355 |
\item You notice sign of a nearby danger—ask the GM what the sign
|
| 356 |
is, and what it might signify.
|
| 357 |
\end{itemize}
|
| 358 |
\end{basicmove}
|
| 359 |
|
| 360 |
\begin{basicmove}{Navigate}
|
| 361 |
When you \condition{plot the best course through dangerous or
|
| 362 |
unfamiliar lands}, roll +INT. \onSuccess, you avoid dangers and
|
| 363 |
distractions and make good time; travel \hexes{3}. \onPartial,
|
| 364 |
choose 1 from the list below:
|
| 365 |
|
| 366 |
\begin{itemize}
|
| 367 |
\item You make poor time; travel \hexes{2} instead.
|
| 368 |
\item You get lost and don't end up where you intend: the GM will
|
| 369 |
decide where you ended up, and you'll need to \move{Survey} to
|
| 370 |
get your bearings.
|
| 371 |
\item You run into something dangerous. Better hope your scout has
|
| 372 |
the drop on it!
|
| 373 |
\end{itemize}
|
| 374 |
\end{basicmove}
|
| 375 |
\columnbreak
|
| 376 |
|
| 377 |
\begin{basicmove}{Manage Provisions}
|
| 378 |
When you \condition{prepare and distribute food for the party},
|
| 379 |
roll +WIS. \onSuccess, choose from the list below:
|
| 380 |
|
| 381 |
\begin{itemize}
|
| 382 |
\item Careful management reduces the amount of rations consumed (ask the
|
| 383 |
GM by how much)
|
| 384 |
\item The party consumes the expected amount and the food you
|
| 385 |
prepare is excellent—describe it, and everyone who ate it takes
|
| 386 |
+1 forward.
|
| 387 |
\end{itemize}
|
| 388 |
|
| 389 |
\onPartial, the party consumes the expected amount of
|
| 390 |
rations. \onMiss, in addition to any other mishaps or misfortunes,
|
| 391 |
one party member must choose to spend an extra ration or go
|
| 392 |
without food.
|
| 393 |
\end{basicmove}
|
| 394 |
|
| 395 |
\begin{basicmove}{Survey the Land}
|
| 396 |
When you \condition{survey the land to find out where you are and
|
| 397 |
what's nearby}, roll +DEX. \onSuccess, ask the GM 3 questions
|
| 398 |
from the list below. \onPartial, ask the GM 1 question from the
|
| 399 |
list below.
|
| 400 |
|
| 401 |
\begin{itemize}
|
| 402 |
\item Where exactly on the map are we?
|
| 403 |
\item What can I tell about an adjacent hex to us?
|
| 404 |
\item What's interesting to us in this area?
|
| 405 |
\item What's valuable or useful to us in this area?
|
| 406 |
\item What direction is the nearest settlement?
|
| 407 |
\end{itemize}
|
| 408 |
|
| 409 |
The GM will tell answer the questions honestly, and then ask you
|
| 410 |
how you learned these things. \onMiss, ask 1 anyway, but be
|
| 411 |
prepared for the worst.
|
| 412 |
\end{basicmove}
|
| 413 |
|
| 414 |
\begin{basicmove}{Bail}
|
| 415 |
When \condition{the session is about to end and you need to get
|
| 416 |
yourself or your whole party out of a situation right goddamn
|
| 417 |
now}, roll +CON. \onSuccess, you and your party make it out with
|
| 418 |
yourselves and your stuff intact. \onPartial, you and each member
|
| 419 |
of your party must one from the list below:
|
| 420 |
|
| 421 |
\begin{itemize}
|
| 422 |
\item You lose a piece of equiment: tell the GM what it was and
|
| 423 |
how it got lost.
|
| 424 |
\item You lose one-tenth of the Coin you have on you.
|
| 425 |
\item You take 1d6 damage.
|
| 426 |
\item You draw the attention of someone or something who will
|
| 427 |
remember you.
|
| 428 |
\end{itemize}
|
420 | 429 |
\end{basicmove}
|
421 | 430 |
|
422 | 431 |
\vfill\null
|