House Rules for Mystery Flesh Pit: Difference between revisions
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| Characters can remove Stress boxes through the following methods: | 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). |    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. |    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  |    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. |    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). |    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. | ||
Revision as of 00:41, 21 May 2025
MFPNP House Rules: Stress and XP Usage
Stress Track
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 | 
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
| 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 | 
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
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.
