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Addramyr Palinor
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I've been using this for my Dark Fantasy campaign. Feel free to steal what you need!

Corruption

There are many ways for a character to gain corruption. It can be from learning dark forbidden arts and black magic, summoning demons or outworldly entities, reading alien manuscripts not meant for the mortal eyes, succumbing to dark desires and sins, etc.

Each time that happens, roll a Willpower (Self-Discipline) test. The TN depends on how corrupting the action done is and will be set by the GM. Most such checks are at least Challenging (TN 13). If the check fails, the GM receives a number of stunt points (SP) equal to the Stunt Die and must use them right away on the Corruption Stunt Table.

https://docs.google.com/spreadsheets/d/1-s1VEdbQp-FpLocQhn9P2vn8zzA5ijOdGYPTPGyqX_A/edit?usp=sharing


Healing corruption

There are four ways to heal corruption.

Asylum
The safest way is to spend a minimum of 1 month in an asylum under the care of the qualified personnel. The cost for doing so is 20 silver per month. At the end of this period, the character must make a TN 15 Willpower (Self-Discipline) test. For each uninterrupted month that the character stayed, the TN is lowered by 1. On a success, the character is cured of one corruption. On a fail, the staff can’t do anything for him and he must rely on other means.

Surgery
It is also possible to rely on surgery but this is a very dangerous method. This must be done by a qualified surgeon. The operation takes a day and costs 50 silver. The player rolls the Stunt die.

Stunt Die Roll
Effect
6-4 The surgery worked as intended and the character is cured of 1 corruption.
3 The surgery worked but the character permanently loses 1 Willpower point.
2 The surgery didn’t worked.
1 The surgery didn’t worked and the character permanently loses 1 INT.

Alchemy
The last way to cure corruptions is through the consumption of alchemical concoctions. These are made from mercury, gold, jade dust, sulfur, arsenic and other such ingredients. The process is even more risky as these ingredients are usually highly toxic, but it has the advantage of being portable.

For 1 gold, a character can buy 1 treatment worth of concoctions. A small dose needs to be ingested every morning for 7 consecutive days. Each day, the character must make a Constitution (Drinking) check. The TN is equal to 10 + number of days into the treatment. Each time the check is failed, the character temporarily loses 1 point in a random ability. At the dawn of the 8th day, the character must make a TN 11 Willpower (Self-Discipline) check. If he succeeds, he is cured of 1 corruption. He also subtract the result of the Stunt dice to the total amount of temporary ability points he lost. The remaining points become permanent (he chooses which). For example, if a character had lost a total of 3 ability points and gets 2 on his stunt die, 1 point will become permanent.

Taking the mind off
The last method can’t cure corruption, although it can temporarily remove its effects. Any activity that can lift the spirit and take the mind off the harshness and horrors of adventuring has the potential to ease a single corruption.

To do so, a character needs to spend at least a few consecutive hours with an affected character doing a relevant activity: therapy conversation, motivational speech, dancing, game of cards, sermont, etc. It usually means that if the characters do that at camp during their downtime, they both can’t attend to guard duty. A character can only treat one single character in such a way during this period.

After spending hours together, the treating character must make a relevant check chosen by the GM (Communication, Leadership, Seduction, Performance, Faith, etc) of a TN of 10 + the Stunt cost of the corruption of its choice (e.g. the Dark Arts corruption has a TN of 16). If the check succeeds, the character isn’t affected by that corruption for 1 day.



Journeys (v.1.1)

You know that in order to get to The Cave of Doom, you have to cross The Black Marches. This scares you even more. Orcs and goblins, at least you can get rid of them with a couple of sword swings. Hordes of insects, wading through knee-deep mud, ice cold rain, sinkholes, well… all of that you just have to suck it up.

Scenes of long distance travel across the wilderness and through old roads can be hand-waved or simply narrated but that doesn’t involve the characters and their skills much. Plus rolling dice is always fun and creates tension! On the other hand, you don’t want to spend too much time playing these scenes because you want the party to reach the dungeon and start delving.

Here’s my simple ICRPG method for fast & fun travel scenes:

1. Assign Hearts to the journey
Assign the journey a number of hearts. More hearts means a more challenging encounter but will also take more game time.

2. Assign DC

3. Preparation phase
Start the first round by asking the group what they do to prepare for the journey ahead. It’s a simple Attempt (so you don’t roll Effort). A success will make a related check of the travel phase Easy and a failure would make it Hard. Most results will apply to all PC but it’s possible it could only affect a single PC if it makes more sense.

For example, a character decides to prepare for the journey by packing extra provisions. He rolls INT has he is trying to figure out the best way to pack this extra stuff effectively. If he fails the check, the GM could make that STR check to climb the steep cliff Hard for all characters as each carry extra load. On a success, that CON check to endure the strain caused by the hardship of this trip Easy as even against bad weather, rugged terrain and swarms of stinging insects, everybody walks on a full stomach.

4. Travel phase

For each Heart assigned to the journey, choose a type of terrain and a situation and narrate it in a single punching sentence.

You travel through neck-high grassy plains under a scorching sun. You follow an overgrown abandoned path through the forest. You traverse a rugged snow-covered mountain range. Your trek leads you through a stinking bog under a heavy cold rain. You walk through farmlands as hordes of refugees flee the soon-to-be invaded country.

Then as usual, in rounds, go around the table and ask the players what they do to help progress toward the destination or overcome the situation. Reminds them you are in days time, so each action extends over a period of multiple days. Based on their description, ask them for a relevant check and have them roll Effort if they succeed or make failure matters if they don’t.

Each time the group overcomes a full heart, the GM picks a new terrain and situation to be faced in order to keep the encounter interesting and fresh.


Give gravitas to your failures

I'm a big fan of having meaningful consequences to a failed check.
I think DW does this incredibly well although I felt there was too much choices and some are hard to use on the fly or are just implicit to another option.

Here's some crazy-fast-stupid-easy ideas on how you can use the concept in your ICRPG sessions (in no specific order):

1. Damage
In its most basic form, damage from a failed check is always an option. In ICRPG it's even more potent, as most characters will have 10 hp throughout all their career. Consider doing basic effort of damage (1d4) to a character unless the failure has obvious physical consequence (like if you fail evading the rolling boulder, you'll get crushed).

2. Increase the DC
The failure of the character makes the situation worst. Be careful though as increasing the DC could create a downward spiral of failure. Usually you should limit this consequence to 1 or 2 times during an encounter. Keep it for very tense moments like when that character needs to hold the boat helm against the storm or else the boat will start swaying like crazy, making everything else harder.

3. Take away their stuff
Nothing stings more to a player than losing their hard earned stuff. The character fails his climb check, making her fall would mean her death, which is sometimes a bit harsh (save or die isn't totally fair unless it was evident and the player decided to roll with it). Instead, she nearly falls, hanging by a hand, and her precious sword slips out of its scabbard and disappear into the void. A character fails his bartering check. Without even noticing, he ends up paying more than the good really worth… and even feels good about it! Dang these vendors speech are good!

4. Tick the timer
Tick the timer again right away. Something they have done makes this looming threat arrive quicker than expected. If there is no timer? WHAT?! You have no timer? You know nothing, Jon Snow!

5. A new complication
Add a new complication that they will have to overcome. The party’s scout failed to notice the approaching enemies? Just turns out that they are actually ambushing the party. The mage failed to decipher the runes? Too bad because they would have allowed you to deactivate this lightning spire that just popped out of the ground.

5. Offer a though choice
Let the PC picks his own poison. You offer him two choices of consequences and he picks one. This create unnerving tension! So you failed that piloting check in the asteroid field? Either your ship’s weapon gets blown up or your warp drives gets heavily damaged and won’t work until extensive repairs (which you obviously don’t have the materials for). Alternatively, you can just ask the player : “So you failed, what is the consequence of your failure?”. You might be surprised how cruel some of the players are toward their own character.

6. Partial success
If failure is boring, always consider allowing partial success. You can use any of the aforementioned ideas as a consequence. For example, a character is trying to investigate a crime scene to find clues. Failing this check would mean the party comes to a halt as the story doesn't move forward so you let him succeed at a cost: there was a witness, a street urchin. But he’s stubborn and won’t tell you unless you give him all the content of your coins pouch.


Journeys

Definition
A journey is the party travelling to a specific destination usually through wilderness.

I don't like much the simple "After 3 days of travel, you arrive at your destination". Trekking through wilderness needs certain skills : navigation, logistics, awareness, security, to state a few.

How do you handle this? Easily!

1. Assign Hearts to the journey
Assign the journey itself a number of hearts based on the distance of the destination or whatever feels cool at the table. More hearts = more challenging but also a more involved encounter (which = more game time needed).

2. Assign DC
The terrain that needs to be crossed will usually determine the DC. Swamps are way more dangerous and hard to cross than flat plains. The type of hazards that can be encountered during travel will also affects the DC : orcs infested lands, hidden crags, bad weather, stinging bugs, there's millions of things that can make a journey horrible and harsh.

3. Set the tone
Describe the landscape, the weather, the sounds, the smells, etc. Make it vivid but short and exciting. Use p.59 to fulfill the Oath and make it awesome.

4. Ask players
Then as usual, in rounds, go around the table and ask the players what they do to help attain destination. Reminds them you are in days time, so each action extends over a period of multiple days. One could want to navigate the party through the most efficient path. Make him roll Wisdom. One could study old maps to find the safest way. Roll for Int. Another decides to carry more stuff than his pals to ease their travel. Roll for Con.

5. Make failure matters
It's boring to just tell the player they don't reach their destination, so come up with interesting consequences for their failed checks. Easiest is damage. ALL PCs usually receive damage for each failed check. The guide fails his WIS check? The party is lost for some times, they run short on rations, they need to back track or take a detour, they are exhausted.

Consider modifying the scene as well as they fail.

That character who failed is INT check to plot course through his old outdated map, he though it would be a good idea at the foot of the moutain range. Turns out that this place is prone to avalanches and now the earth trembles as a snow wall descends on them.

Post has attachment
So here goes my first version.

Throw comments or violent reactions at me! :P
(you can also use the Comment directly in the document, it's easier to track when it's specific).

https://docs.google.com/document/d/1gT_0yN9ncJHit0aXl3IEa7QtdfrKcox4jG4RHg5Q0Wk/edit?usp=sharing

For my Jedi career:

Workspace:

• Shrine: Training and meditation. Training drone, kyber crystal, holocron.


What would be a cool idea for a second choice of Workspace that would fit a Jedi?


Working on a Star Wars hack for UW.

Here's the 5 Skills I've made for the Jedi class. Thoughts?

Move (+Mettle)
When you concentrate to move things at a distance, Roll+Mettle.

On a 10+, you manage to move it, choose 3.

On a 7-9, you move it, choose 1:
* It lands exactly where you want.
* You use it to cause an injury (target can Brace for Impact).
* Size matters not.
* You can hold it afloat for an extended period of time.
* It doesn’t take much of your concentration.
* You activate it.
* It affects multiple objects in the vicinity.
* It moves very fast.

Sense (+Mettle)
When you use the Force to commune with the world around you, Roll+Mettle.

On a 10+, choose 3.

On a 7-9, choose 1:
*You sense all living beings up to the Far range.
*You read the current emotional state of a closeby target.
*You read the surface thoughts of an adjacent target.
*Range doesn’t matter.
*It affects all targets up to Close range.
*You know the exact location of the target.
*You get a vague hint of events to come.
*You gain +1 to your next Brace for Impact check.

Mind trick (+Influence)
When you manipulate the mind of a closeby target, Roll+Influence.

On a 10+, choose 3.

On a 7-9, choose 1:
*You make it believe something that is not true.
*You make it feel a specific emotion.
*You make it do a single action.
*You affect multiple targets that are adjacent to each others.
*Range doesn’t matter.
*It lasts for an extended period of time.

Enhance
When you imbue your own body with the energy of the Force, you gain +1 to the next check you make that involves the Physique stat. If you fail that check, on top of any consequence that failure brings, you also can’t attempt another Enhance check for the scene.

Deflect
When equipped with a lightsaber, you can add your Physique instead of Armor to the Brace for Impact move when trying to deflect incoming projectiles.

Dexterity (Traps) : Detecting and disarming traps and other mechanical devices.

Detecting? Really?
Can you explain how Dexterity would help you detect a hidden trap?

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Ok you guys are probably a bit biased but here goes nothing...

So I bough Dungeon World and Uncharted Worlds few months ago. Loving it! It's one of the best revelation system wise since Fate Core few years ago.

Now, I'm tempted to buy Apocalypse World (2nd ed), since it's the root of it all but in your honest opinion, would a learn anything new that I didn't already know from DW about the system?

I know about the Harm mechanic, which is pretty cool. But anything else?
Because setting wise, even though I like Post Apocalyptic, to me it seems like Apocalypse World is a bit too wierd (to me it looks a lot more like the Mad Max remake than say On The Road or The Postman).
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