Tuesday, December 19, 2017

Dealing with Unnatural Horrors

Dungeoneers encounter a lot of weird and terrible things. Eventually they get used to it, their sense of terror dulled by repeated encounters with the horrors of the Underworld. Here are some game mechanics to deal with it. When the adventurers encounter some serious weird shit:
  • Character: 2d6+WIT+Jaded Points (see below)
  • GM: 2d6+Danger (as determined by the vicious monster, terrible dungeon level, or horrific situation)
 Outcome
Result
 Details
 Legendary Success 
 Jaded
 Don't freak out and gain a permanent +1 for Jaded Points
Critical Success
 Stalwart
 Don't freak out and gain advantage on your next Weird shit roll
Success
 Cool
 Don't freak out
Failure
 Freak Out
 Roll 1d4 on the Freak Out Table
Critical Failure
 Serious Freak Out
 Roll 1d6 on the Freak Out Table
Legendary Failure
  Complete Freak Out 
 Roll 2d4 on the Freak Out Table

Freak Out Table
 Die Roll
Result
 Details
1
 Frozen
 Character is stunned for 1d20 counts (plus any initiative roll)
2
 Shaken
 Roll everything at disadvantage until things are better
3
 Cower
 Curl into a ball and cower until things are better
4
 Flee!
 Run away screaming for 5 minutes, then hyperventilate until things are better
5
 Everything Out 
 Evacuate bowels and bladder, drop everything, and roll 1d4 on the Freak Out Table
6
  Catatonic 
 Go full on catatonic for 1d6 hours even after things are better
7
  Berserk 
 Attack everything because you can now see everyone is one of THEM! things may never get better ...
8
  Broken 
 Permanently lose 1 WIT and roll 1d4+4 on the Freak Out Table

"Things are Better"
This is entirely subjective and up to the GM and the situation.  Monsters may need to be defeated or shown to be able to be defeated, the tide may need to turn for a battle, the character may need to be dragged away from the horrible sight, or whatever makes sense. 

Ignoring Weird Shit
If the character's Jaded Points are equal to or more than the weird thing, no roll is needed; the situation has no effect on the character. Characters always begin with 0 Jaded Points until they get to adventuring.

Conditional Success
If anyone chooses a conditional success they don't freak out but, as usual, the GM will add something unpleasant to the situation. Suggestions are phobias, ticks, or odd behaviors than manifest and increase intensity over several gaming sessions.

OSR Rules
Not using playing Sorrow in Haven? Understood.

  • Replace WIT with WIS modifier (using the good old -3 to +3).
  • Replace Danger with Monster HD or Dungeon Level or encounter level or some gauge of how weird/bad the situation is on a scale from 1 to 10.
  • Replace Freakout result #1 1d20 counts with 1d2 rounds.

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