House Rules for Mystery Flesh Pit: Difference between revisions
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| = MFPNP House Rules: Stress and XP Usage = | = MFPNP House Rules: Stress and XP Usage = | ||
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| 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 | ||
| |} | |} | ||
| Stress is gained from encounters with horrifying creatures, environmental hazards, traumatic events, failed rolls under pressure, and GM Intrusions. | Stress is gained from encounters with horrifying creatures, environmental hazards, traumatic events, failed rolls under pressure, and GM Intrusions. | ||
| Line 29: | Line 28: | ||
| '''Summary Table for Severe Mental Impairment''' | '''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 | ||
| |} | |} | ||
| == 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: | ||
| Line 122: | Line 121: | ||
| * 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 == | ||
Revision as of 00:43, 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
- 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.
