Showing posts with label Barrowmaze. Show all posts
Showing posts with label Barrowmaze. Show all posts

Tuesday, April 8, 2014

Relationship with your replacement character.

A table I did when I was planing to run Barrowmaze.

Roll on this table to see which of your relationship is going to venture into Barrowmaze when your current character die or vanish.

Version with no crunch
(If you use the table when creating your character, roll before choosing your age) (If you only use the table when your character die, simply ignore results that don't make sense age wise).

d20

  1. Your grand father 
  2. Your grand mother 
  3. Your father
  4. Your mother 
  5. Your brother (1-3 younger, 4-6 older) 
  6. Your sister (1-3 younger, 4-6 older)
  7. You uncle or aunt
  8. Your cousin (1-3 younger, 4-6 older)  
  9. Your adolescent nephew or niece (roll gender)
  10. Your adolescent son or daughter (roll gender)
  11. Your spouse (now your widow) (same or close alignment)
  12. Your secret lover (opposed alignment)  
  13. Your former love interest (same alignment)  
  14. Your good influence friend (lawful or neutral alignment) 
  15. Your bad influence friend (chaotic alignment)
  16. Your rival (same class and/or alignment) 
  17. Your enemy (opposed alignment) 
  18. A outsider acquaintance (can be a foreigner or a half human race)  
  19. Your slave / servant (or former owner / patron) (or a fellow slave / servant) 
  20. Your apprentice or mentor (same class of former occupation) 

Version with extra crunch
(Note that if you create your characters by rolling 3d6 strait in order, having to keep stats can be a good or a bad thing) (You transfer your inherited attributes first, then you roll the remaining ones) (+1 & -1 never raise stats above their maximum or minimum) (Attributes order always refer to the order on the character sheet, not the order of your choice).

d20

  1. Your grand father (You must keep 2 attributes of your choice. Add +1 to the first one & -1 to the second one. Inverse the +/- if opposed gender) (Add -1 in a physical attribute & +1 in a mental attribute of your choice) 
  2. Your grand mother (You must keep 2 attributes of your choice. Add +1 to the first one & -1 to the second one. Inverse the +/- if opposed gender) (Add -1 in a physical attribute & +1 in a mental attribute of your choice) 
  3. Your father (You must keep 3 attributes of your choice. Add +1 to the first one & -1 to the second or third one. Inverse the +/- if opposed gender) 
  4. Your mother (You must keep 3 attributes of your choice. Add +1 to the first one & -1 to the second or third one. Inverse the +/- if opposed gender) 
  5. Your brother (1-3 younger, 4-6 older) (If younger: keep your former character's two best attributes and place them in the position of it original two worst attributes. If older: keep your former best and second best attributes, but you can't choose two equal stats.) (Add +1 to the first one & -1 to the second one. Inverse the +/- if opposed gender)
  6. Your sister (1-3 younger, 4-6 older) (If younger: keep your former character's two best attributes and place them in the position of it original two worst attributes. If older: keep your former best and second best attributes, but you can't choose two equal stats.) (Add +1 to the first one & -1 to the second one. Inverse the +/- if opposed gender)
  7. You uncle or aunt (you must keep 1 stat of your choice, except your best one) 
  8. Your cousin (1-3 younger, 4-6 older) (you must keep 1 stat of your choice, except your best one)
  9. Your adolescent nephew or niece (Roll gender) (roll a d6 to determine one of your attribute on your character sheet, you may keep this attribute if you wish) 
  10. Your adolescent son or daughter (Roll gender) (You may keep up to 3 stats of your choice) 
  11. Your spouse (now your widow) (same or close alignment) (Balancing each other: place your new attribute scores that have a +0 bonus in the position of your former lowest attribute scores. Then place your lowest new attributes scores in the position of your former attribute scores that had a +0 bonus.) 
  12. Your secret lover (opposed alignment) (Opposites attract: place your new highest attribute scores in the position of your former lowest attribute scores) 
  13. Your former love interest (same alignment) (Too much like each other: place your new highest attribute scores in the position of your former highest attribute scores) 
  14. Your good influence friend (lawful or neutral alignment) (+1 in one of your former worst attributes and -1 in a other attribute of your choice) 
  15. Your bad influence friend (chaotic alignment) (-1 in one of your former worst attributes and +1 in a other attribute of your choice)
  16. Your rival (same class and/or alignment) (+1 in one of your former best attributes and -1 in a other attribute of your choice)
  17. Your enemy (opposed alignment) (-1 in one of your former best attributes and +1 in a other attribute of your choice) 
  18. A outsider acquaintance (can be a new foreigner class or a half human race)   
  19. Your slave / servant or former master / patron (your slave: +1 in your former worst attribute) (your former master: -1 in your former best attribute) (your slave start with only 1 die of starting money) (your former master start with +3 dice of starting money). (You can replace "slave" with "servant" if it fit better the setting) 
  20. Your apprentice or mentor (same class of former occupation) (Apprentice: +1 in your former best attribute) (Mentor: start with 40% of your total XP. You had surpassed your mentor. If you had less than 400 XP you mentor start with 2d4x100 XP). 
Your direct family can inherit 50% of your banked money.
Your extended family can inherit 20% of your banked money.
Your lovers can inherit a d6 x10% of your banked money. 
Your friends & rivals can inherit 10% of your banked money.
(The rest of the money is lost to debts and other stuff)

Monday, April 15, 2013

House rule for fear in Barrowmaze and stress.

There is a optional house rule in Barrowmaze for fear. Each time the player characters have a close encounter with undeads they loose a point of wisdom. At zero wisdom they go crazy and are removed from play.

This made me think about stress rules in some games like InSpectre.

Just brainstorming here, but I could consider those stress rules for a game like LotFP:

  • Each time a character have a close encounter with death and the unnatural they have to mark a point of stress on one stat of their choosing. (players choose how to represent this, too nervous, feel weak, can't concentrate, shaky hands, etc).  
  • Stress points eat stat ratings and reduce stats effectiveness (or not?) 
  • Once stress points reduce a stat to zero the character is shaken and can't fight, use his skills or spells. (But is not removed from play) 
  • When stress points reduce a stat to zero it also permanently reduce it score by 1. 
  • Fear spell and other horrible spells cause 3 stress points (or a random number?). 
  • A companion dead cause 2 stress points (or maybe 3?).
  • When receiving multiple stress points in one instance, you have to apply them all in one stat, you can't split the points to distribute them over multiple stats. 
  • Resting in a camp: remove 1 stress point.
  • Resting in a safe inn or house: remove 2 stress point. 
  • Healing and courage spells remove 1 or a random number of stress points?
  • Carousing remove 1 stress point (or a random number & the use of the carousing event table). 
  • You can soak a number of stress points equal to your level before starting to record them on your stats (?). 

You can simply record stress points beside your stats. But maybe this is simply too complex. But I like that players can choose how stress affect their character. GM don't have to hold back awarding stress points since players can distribute the stress where they want.

That said, right now I don't think I would use those house rules. But I am kind of tempted to try them.