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<blockquote data-quote="Manbearcat" data-source="post: 8248435" data-attributes="member: 6696971"><p>[USER=1282]@darkbard[/USER] </p><p></p><p>Tomorrow night we're going to trial something.</p><p></p><p>We're going to turn the daily Make Camp into an Dungeon World iteration of Downtime in Blades. However, unlike Blades, you only get 1 Downtime Activity and you can't spend Coin to increase the total number of DTAs. Here are the Make Camp Activities:</p><p></p><p><strong>Recover</strong>: Heal damage = to half your HP (orthodox)</p><p></p><p>OR </p><p></p><p>Roll +mod (targeted Debility); 10+ Recover 1 Debility, 7-9 Recover 1 Debility but take -1 forward to that attribute the next day, 6- Mark xp and your body is wracked or your dreams are tortured (your GM will tell you how).</p><p></p><p><strong>Fortify</strong>: Whatever your discipline (whether its praying to your deity, attuning to the natural world, meditating through ritualized exercise, etc), bolster your mind, body, or spirit for the coming day. Roll +mod (whatever you're fortifying); gain hold to turn a 6- result into a 7-9 (you do not mark xp) on a move made the following day that uses this mod.</p><p></p><p>10+ = 2 hold</p><p>7-9 = 1 hold </p><p>6- Mark xp and the GM gains 1 hold to spend against you (to turn a 10+ into a 7-9...there is such a thing as too much preparation...)</p><p></p><p><strong>Downtime Project</strong>: Begin a downtime project clock and make a move to tick it or make a move to tick an existing clock.</p><p></p><p><strong>Forage/Craft</strong>: So long as you have the raw materials, the tools on hand, and the capability, describe what you're doing (hunting/gathering, fletching, etc) and roll +Wis/Int (whichever applies):</p><p></p><p>10+ = 1 Ammo, Adventuring Gear, or Rations</p><p>7-9 = 1 Ammo, Adventuring Gear, or Rations and you face a Danger</p><p>6- = Mark xp and you come up empty handed...except for the Danger of course</p><p></p><p>[HR][/HR]</p><p></p><p>[USER=7016699]@prabe[/USER] , depending on how this goes, we may port this to you guys' game once you guys are comfortable.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8248435, member: 6696971"] [USER=1282]@darkbard[/USER] Tomorrow night we're going to trial something. We're going to turn the daily Make Camp into an Dungeon World iteration of Downtime in Blades. However, unlike Blades, you only get 1 Downtime Activity and you can't spend Coin to increase the total number of DTAs. Here are the Make Camp Activities: [B]Recover[/B]: Heal damage = to half your HP (orthodox) OR Roll +mod (targeted Debility); 10+ Recover 1 Debility, 7-9 Recover 1 Debility but take -1 forward to that attribute the next day, 6- Mark xp and your body is wracked or your dreams are tortured (your GM will tell you how). [B]Fortify[/B]: Whatever your discipline (whether its praying to your deity, attuning to the natural world, meditating through ritualized exercise, etc), bolster your mind, body, or spirit for the coming day. Roll +mod (whatever you're fortifying); gain hold to turn a 6- result into a 7-9 (you do not mark xp) on a move made the following day that uses this mod. 10+ = 2 hold 7-9 = 1 hold 6- Mark xp and the GM gains 1 hold to spend against you (to turn a 10+ into a 7-9...there is such a thing as too much preparation...) [B]Downtime Project[/B]: Begin a downtime project clock and make a move to tick it or make a move to tick an existing clock. [B]Forage/Craft[/B]: So long as you have the raw materials, the tools on hand, and the capability, describe what you're doing (hunting/gathering, fletching, etc) and roll +Wis/Int (whichever applies): 10+ = 1 Ammo, Adventuring Gear, or Rations 7-9 = 1 Ammo, Adventuring Gear, or Rations and you face a Danger 6- = Mark xp and you come up empty handed...except for the Danger of course [HR][/HR] [USER=7016699]@prabe[/USER] , depending on how this goes, we may port this to you guys' game once you guys are comfortable. [/QUOTE]
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