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= MFPNP House Rules: Stress and XP Usage =
= MFPNP House Rules: Stress and XP Usage =


== Stress Track ==
== Stress Track ==
[[File:Man in the Pit.png|thumb|Man in the Pit]]
Each character tracks '''Stress''' separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.
Each character tracks '''Stress''' separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.


Characters have a '''Stress Track''' with 5 boxes:
Characters have a '''Stress Track''' with 5 boxes:
{| class="wikitable"
{| class="wikitable"
!Stress Level
! Stress Level
!Effect
! Effect
|-
|-
|1 Box Filled
| 1 Box Filled
|Minor distraction; -1 penalty on rolls
| Minor distraction; -1 penalty on rolls
|-
|-
|2 Boxes Filled
| 2 Boxes Filled
|Growing anxiety; -2 penalty, occasional hesitation
| Growing anxiety; -2 penalty, occasional hesitation
|-
|-
|3 Boxes Filled
| 3 Boxes Filled
|Panic sets in; -3 penalty, possible involuntary actions (freeze, flee)
| Panic sets in; -3 penalty, possible involuntary actions (freeze, flee)
|-
|-
|4 Boxes Filled
| 4 Boxes Filled
|Severe mental impairment; difficulty concentrating, confused actions
| Severe mental impairment; difficulty concentrating, confused actions
|-
|-
|5 Boxes Filled
| 5 Boxes Filled
|Breakdown; character may collapse or become incapacitated
| Breakdown; character may collapse or become incapacitated
|}
|}'''Summary Table for Severe Mental Impairment'''
Stress is gained from encounters with horrifying creatures, environmental hazards, traumatic events, failed rolls under pressure, and GM Intrusions.
 
'''Summary Table for Severe Mental Impairment'''
{| class="wikitable"
{| class="wikitable"
!Effect
! Effect
!Mechanical Impact
! Mechanical Impact
|-
|-
|Roll Penalty
| Roll Penalty
| -3 to all rolls
| -3 to all rolls
|-
|-
|Action Delay
| Action Delay
|Acts last or delayed by 1 action turn
| Acts last or delayed by 1 action turn
|-
|-
|Confusion
| Confusion
|Forgetting, mixing directions
| Forgetting, mixing directions
|-
|-
|Impaired Judgment
| Impaired Judgment
|Cannot take risky/complex actions freely
| Cannot take risky/complex actions freely
|-
|-
|Emotional Instability
| Emotional Instability
|Unpredictable fear, panic, aggression
| Unpredictable fear, panic, aggression
|-
|-
|Communication Difficulty
| Communication Difficulty
|Slurred speech, muttering
| Slurred speech, muttering
|-
|-
|Stress Resistance
| Stress Resistance
|Intellect defense roll at -3
| Intellect defense roll at -3
|-
|-
|Voluntary Stress Recovery
| Voluntary Stress Recovery
|Not possible without outside help
| Not possible without outside help
|}
|}
== Gaining Stress ==
Characters gain Stress boxes through the following situations:
* '''Exposure to Horrors:'''
  Encountering terrifying creatures, grotesque biological phenomena, or unsettling environmental hazards within the Mystery Flesh Pit.
* '''Traumatic Events:'''
  Witnessing death, severe injury, or other deeply distressing occurrences.
* '''Failed Rolls Under Pressure:'''
  Failing Intellect or relevant defense rolls in stressful or dangerous situations.
* '''GM Intrusions:'''
  When the GM introduces complications, narrative twists, or unexpected dangers designed to increase tension.
* '''Using Certain Abilities or Equipment:'''
  Some Prototypes, experimental gear, or bio-tech may impose stress as a side effect.
* '''Sustained Exposure to Hazardous Environments:'''
  Prolonged time in corrosive, toxic, or biologically unstable areas inside the Pit.
* '''Other Narrative Reasons:'''
  Any other scenario where the GM determines the character experiences significant mental strain.
Stress gained represents a character's mental and emotional strain and can impose penalties and impairments as tracked on the Stress Track.
== Removing Stress ==
== Removing Stress ==


Characters can remove Stress boxes through the following methods:
Characters can remove Stress boxes through the following methods:


* '''Rest and Narrative Downtime:'''
* '''Rest and Narrative Downtime:'''
   Spending time away from immediate danger and engaging in calm activities allows characters to recover mental composure. Typically, characters can remove **1 Stress box per extended rest period** (e.g., a few hours of rest or safe downtime).
   Spending time away from immediate danger and engaging in calm activities allows characters to recover mental composure. Typically, characters can remove **1 Stress box per extended rest period** (e.g., a few hours of rest or safe downtime).


* '''Medical or Bio-Tech Treatment:'''
* '''Medical or Bio-Tech Treatment:'''
   Advanced medical care, bio-tech healing pods, or Anodyne Corporation treatments can accelerate Stress recovery. Such treatment may remove **1 or more Stress boxes**, depending on availability and quality.
   Advanced medical care, bio-tech healing pods, or Anodyne Corporation treatments can accelerate Stress recovery. Such treatment may remove **1 or more Stress boxes**, depending on availability and quality.


* '''Player Intrusions (XP Spend):'''
* '''Player Intrusions (XP Spend):'''
   Players may spend '''1 XP''' to remove a Stress box during gameplay, representing the character using inner resolve, quick coping mechanisms, or brief moments of calm.
   Players may spend '''1 XP''' to remove a Stress box during gameplay, representing the character using inner resolve, quick coping mechanisms, or brief moments of calm.


* '''Narrative Resolution:'''
* '''Narrative Resolution:'''
   Overcoming a major source of fear, confronting trauma, or receiving reassurance from NPCs or other PCs may allow the GM to grant Stress removal. This encourages roleplaying and story engagement.
   Overcoming a major source of fear, confronting trauma, or receiving reassurance from NPCs or other PCs may allow the GM to grant Stress removal. This encourages roleplaying and story engagement.


* '''Special Abilities or Equipment:'''
* '''Special Abilities or Equipment:'''
   Some character types, descriptors, or Prototypes may provide unique ways to reduce Stress (e.g., meditation focus, calming implants, or drugs).
   Some character types, descriptors, or Prototypes may provide unique ways to reduce Stress (e.g., meditation focus, calming implants, or drugs).


*'''Note:'''
* '''Note:'''
Stress removal does **not** happen automatically and requires player attention or narrative justification. The GM should encourage pacing recovery moments to maintain tension and immersion.
  Stress removal does **not** happen automatically and requires player attention or narrative justification. The GM should encourage pacing recovery moments to maintain tension and immersion.
 
== XP Usage in Place of Grit ==
== XP Usage in Place of Grit ==
XP is the **only resource** used for stress management, player intrusions, rerolls, and character advancement.
XP is the **only resource** used for stress management, player intrusions, rerolls, and character advancement.
{| class="wikitable"
{| class="wikitable"
!Action
! Action
!XP Cost / Gain
! XP Cost / Gain
!Notes
! Notes
|-
|-
|Accept GM Intrusion
| Accept GM Intrusion
|Gain 2 XP
| Gain 2 XP
|One for you / one for a friend.  
| One for you / one for a friend.
|-
|-
|Use Player Intrusion
| Use Player Intrusion
|Spend 1 XP
| Spend 1 XP
|Introduce beneficial narrative changes
| Introduce beneficial narrative changes
|-
|-
|Spend XP to Reroll
| Spend XP to Reroll
|Spend 1 XP
| Spend 1 XP
|Reroll a roll.
| Reroll a roll.
|-
|-
|Spend XP to Resist Stress
| Spend XP to Resist Stress
|Spend 1 XP per stress box or major effect
| Spend 1 XP per stress box or major effect
|GM discretion; mitigates stress penalties
| GM discretion; mitigates stress penalties
|-
|-
|Spend XP to Boost Roll to 18+
| Spend XP to Boost Roll to 18+
|Spend 3 XP
| Spend 3 XP
|Guarantees a roll of at least 18 on d20 for success
| Guarantees a roll of at least 18 on d20 for success
|-
|-
|Character Advancement Options
| Character Advancement Options
|Spend 10 XP each
| Spend 10 XP each
|Includes:
| Includes:<br>1) Increase stat Pools (+4 points total)<br>2) Increase an Edge (+1)<br>3) Increase Effort (+1)<br>4) Gain a Skill (trained)<br>5) Special option (armor cost reduction, +2 recovery, new ability)
1) Increase stat Pools (+4 points total)
2) Increase an Edge (+1)
3) Increase Effort (+1)
4) Gain a Skill (trained)
5) Special option (armor cost reduction, +2 recovery, new ability)
|}
|}


== Sources of XP ==
== Sources of XP ==
Players can gain XP from the following:
Players can gain XP from the following:


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* Exceptional roleplaying, especially related to managing stress and horror
* Exceptional roleplaying, especially related to managing stress and horror
* Surviving or resolving intense narrative moments inside the Pit
* Surviving or resolving intense narrative moments inside the Pit
* After a successful Rest players gain one XP.  
* After a successful Rest, players gain one XP.


== Additional Notes ==
== Additional Notes ==

Latest revision as of 23:58, 20 May 2025

MFPNP House Rules: Stress and XP Usage

Stress Track

Man in the Pit

Each character tracks Stress separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.

Characters have a Stress Track with 5 boxes:

Stress Level Effect
1 Box Filled Minor distraction; -1 penalty on rolls
2 Boxes Filled Growing anxiety; -2 penalty, occasional hesitation
3 Boxes Filled Panic sets in; -3 penalty, possible involuntary actions (freeze, flee)
4 Boxes Filled Severe mental impairment; difficulty concentrating, confused actions
5 Boxes Filled Breakdown; character may collapse or become incapacitated

Summary Table for Severe Mental Impairment

Effect Mechanical Impact
Roll Penalty -3 to all rolls
Action Delay Acts last or delayed by 1 action turn
Confusion Forgetting, mixing directions
Impaired Judgment Cannot take risky/complex actions freely
Emotional Instability Unpredictable fear, panic, aggression
Communication Difficulty Slurred speech, muttering
Stress Resistance Intellect defense roll at -3
Voluntary Stress Recovery Not possible without outside help

Gaining Stress

Characters gain Stress boxes through the following situations:

  • Exposure to Horrors:
 Encountering terrifying creatures, grotesque biological phenomena, or unsettling environmental hazards within the Mystery Flesh Pit.
  • Traumatic Events:
 Witnessing death, severe injury, or other deeply distressing occurrences.
  • Failed Rolls Under Pressure:
 Failing Intellect or relevant defense rolls in stressful or dangerous situations.
  • GM Intrusions:
 When the GM introduces complications, narrative twists, or unexpected dangers designed to increase tension.
  • Using Certain Abilities or Equipment:
 Some Prototypes, experimental gear, or bio-tech may impose stress as a side effect.
  • Sustained Exposure to Hazardous Environments:
 Prolonged time in corrosive, toxic, or biologically unstable areas inside the Pit.
  • Other Narrative Reasons:
 Any other scenario where the GM determines the character experiences significant mental strain.

Stress gained represents a character's mental and emotional strain and can impose penalties and impairments as tracked on the Stress Track.

Removing Stress

Characters can remove Stress boxes through the following methods:

  • Rest and Narrative Downtime:
 Spending time away from immediate danger and engaging in calm activities allows characters to recover mental composure. Typically, characters can remove **1 Stress box per extended rest period** (e.g., a few hours of rest or safe downtime).
  • Medical or Bio-Tech Treatment:
 Advanced medical care, bio-tech healing pods, or Anodyne Corporation treatments can accelerate Stress recovery. Such treatment may remove **1 or more Stress boxes**, depending on availability and quality.
  • Player Intrusions (XP Spend):
 Players may spend 1 XP to remove a Stress box during gameplay, representing the character using inner resolve, quick coping mechanisms, or brief moments of calm.
  • Narrative Resolution:
 Overcoming a major source of fear, confronting trauma, or receiving reassurance from NPCs or other PCs may allow the GM to grant Stress removal. This encourages roleplaying and story engagement.
  • Special Abilities or Equipment:
 Some character types, descriptors, or Prototypes may provide unique ways to reduce Stress (e.g., meditation focus, calming implants, or drugs).
  • Note:
 Stress removal does **not** happen automatically and requires player attention or narrative justification. The GM should encourage pacing recovery moments to maintain tension and immersion.

XP Usage in Place of Grit

XP is the **only resource** used for stress management, player intrusions, rerolls, and character advancement.

Action XP Cost / Gain Notes
Accept GM Intrusion Gain 2 XP One for you / one for a friend.
Use Player Intrusion Spend 1 XP Introduce beneficial narrative changes
Spend XP to Reroll Spend 1 XP Reroll a roll.
Spend XP to Resist Stress Spend 1 XP per stress box or major effect GM discretion; mitigates stress penalties
Spend XP to Boost Roll to 18+ Spend 3 XP Guarantees a roll of at least 18 on d20 for success
Character Advancement Options Spend 10 XP each Includes:
1) Increase stat Pools (+4 points total)
2) Increase an Edge (+1)
3) Increase Effort (+1)
4) Gain a Skill (trained)
5) Special option (armor cost reduction, +2 recovery, new ability)

Sources of XP

Players can gain XP from the following:

  • Accepting GM Intrusions (+2 XP each)
  • Overcoming dangerous encounters and stressful situations (GM awarded)
  • Completing significant story milestones or objectives
  • Exceptional roleplaying, especially related to managing stress and horror
  • Surviving or resolving intense narrative moments inside the Pit
  • After a successful Rest, players gain one XP.

Additional Notes

  • Players must balance spending XP for immediate survival benefits against long-term character growth.
  • Stress recovery requires narrative downtime, medical aid, or character abilities.
  • The GM uses Intrusions liberally to increase tension and award XP.
  • This house rule replaces the default MFP stress and Grit systems with a unified XP-based mechanic.