Thursday, April 11, 2024

Ultraviolet Grasslands in DW - Custom Rules

Travel Moves

UVG Travel Procedure

  1. For every week of travel, choose one player to be the navigator, one to be the scout, and one to manage provisions
  2. Every week, decide on a navigator, scout, and quartermaster. Other players choose moves as necessary.
  3. Spend supplies. 1 sack of supplies/creature/week.
  4. Resolve misfortunes resulting from travel moves.
  5. Roll for an encounter.
  6. Tally extra days. Roll travel moves again if extra days reach 7.

Navigate
When you plot a course through dangerous or unfamiliar lands, roll +INT or +WIS. On a 10+, you avoid dangers and distractions. On a 7-9, the GM chooses a lesser misfortune (1-3). On a 6-, mark XP, and the GM chooses a worse misfortune (4-6).

Scout
When you scout ahead and look for anything out of the ordinary, roll +WIS. On a 10+, choose two from the list below. On a 7-9, choose 1. On a -6, mark XP, and the GM chooses a misfortune.
  • You get the drop on whatever lies ahead.
  • You discern a beneficial aspect of the terrain – shortcut, shelter, or tactical advantage.
  • You make a discovery (ask the GM).
  • You notice signs of a nearby danger – ask the GM what it is, and what it might signify.

Manage Provisions
When you prepare and distribute food for the party, roll+WIS. On a 10+, choose 1 from the list below. On a 7-9, the party consumes the expected amount of supplies. On a 6-, mark XP, and the GM chooses a misfortune.
  • Careful management reduces the amount of supplies consumed this week. The GM will decide how much.
  • The food is especially good this week. The party consumes the normal amount of supplies, and takes +1 forward.

Rest
When you spend a week doing nothing at all, choose one. If you are under the care of a healer (magical or otherwise), choose two. You may not Scout, Manage Provisions, Navigate, or Forage during this time unless you also consume an additional sack of supplies.
  • Recover all missing HP.
  • Cure one debility

Forage
When you halt the caravan for a day to forage for supplies in the Grasslands, choose a leader and the number of PCs who are leaving the caravan to forage. The leader rolls +WIS. On a 10+, you gather 1 sack of supplies +1 sack per additional PC foraging. On a 7-9, the same, but choose 1:
  • The provisions you gather are poor quality (-1 forward on Manage Provisions)
  • You encounter something dangerous.
  • The GM chooses a misfortune.
On a -6, you gather 1 sack of poor quality supplies, and something befalls the caravan while you’re away from it.

Misfortunes:

            These are suggestions for generic misfortunes that can happen on the road. Many destinations have location-specific misfortunes, and the GM is encouraged to choose one of these where applicable.

Misfortunes
Navigate
Scout/Forage
Manage Provisions
1
Bad weather
Bad weather
Fighting over ration shares
2
Followed
Attracts attention
Local wildlife is attracted to food
3
Path obstructed (-1d4 days)
Scout is lost (-1 day)
Someone becomes Weak until 
they consume 1 additional supply
4
Rough terrain (-1d3 HP to all)
Scout encounters danger
Supplies lost due to spoilage or 
over-consumption (-1 sack of supplies)
5
Dangerous encounter
Scout is trapped or captured
Food poisoning (1d3 characters 
are shaky and sick)
6
Horribly lost (-1 week)
Scout is injured (-1d6 HP)
A Danger is attracted by food

Destination Moves

Look for Discoveries
Once per week at a given destination, one PC may ask the locals about nearby points of interest, and roll +CHA or +WIS. On a 10+, note down 1d2 discoveries. On a 7-9, note down 1d2-1 discoveries. On a 6-, mark XP, and the GM makes a move.
The first time you use this move in a given destination, it’s free. Every subsequent investigation costs $1d6 x 10.

Market Research
When you spend a day inquiring about the local market, pick a trade good and roll +CHA or +INT. On a 10+, choose one boon from the list and roll on the table below. On a 7-9, roll on the table. On a 6-, you glean no useful information.
When you spend a week, as above, but for a chain of three adjacent linked destinations instead of just one.
  • Choose an additional trade good. Roll separately to find the price factor for this trade good at the same destination(s).
  • You get to choose one of the destinations where you learn the price factor.
  • When you roll to determine the price factor for a trade good, roll twice and choose the better result.

D20

Price Factor

Notes

1

0

Taboo. Locals won’t take kindly to dealers.

2

0

No demand.

3-6

0.5

Low demand.

7-12

1

Normal demand.

13

1

Depressed market. -2 to haggling checks.

14-15

2

Popular, but illegal. Stiff penalties for captured dealers.

16-17

2

High demand.

18

3

Market bubble! 1-in-6 chance per visit that the market has collapsed (roll 1d10 on this table for new price)

19

4

The motherload! 1-in-6 chance per visit that the market has collapsed (roll 1d10 on this table for new price)

20

1

Source! They make the trade good here. +2 to haggling checks when buying, -2 when selling.


Buy Trade Goods
    When you buy trade goods in a settlement, you may choose to purchase goods at 10% off the list price OR Haggle. The 10% off list price only applies if you do not have Market Research pertaining to that particular trade good at this location.

Haggle
    When you arrive at a destination and try to negotiate a deal for buying or selling, roll+CHA. Roll 1d6 on the relevant column. Multiply by the price factor when selling; divide by the price factor when buying.

1d6

10+

7-9

6-

1-3

1.2

1

1

4-5

1.5

1.2

0.5

6

3

0.5

0


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