Odd Survival
Somewhere in Deep Country, there are wilds so old that they have no names.
No one that speaks lives there. Time flows differently, where no one is looking.
There are only two seasons: Autumn, which lasts most of the year, and Winter, deadly and strange.
When you just want to live in a cave, resort to cannibalism and die of cold.
Character Generation
You don't remember how you got here. Or who you were. You remember Bastion, but not where it is.
• Ability Scores are rolled as usual, so are starting Hit Protection. No swapping, no re-rolling.
• You start with some warm clothes, maybe a knife, but little to nothing else (Luck Roll!)
• If you start with a companion, they also don't get any gear.
• No money, you can't eat or wear money. Instead, people use Reputation as a barter currency.
Determine the value of things based on what's plentiful, what's available and what's lacking, strangers begin with their CHA worth of Reputation with people they meet. Groups usually outweigh individuals when determining Reputation scores. Spend Rep to "buy" things that people are willing to let go of. If you go into the negatives that's ok, you'll owe them later.
Rules
• Save to avoid danger from a risky action or situation.
Create difficult situations by focusing on the day-to-day stuff.
How do you get Heat? Food? Clean Water? Everything is a ressource that can be wasted.
• Combat turns are called "Rounds" to avoid confusion.
Turns are more important now. Outside of combat, a turn is ~10 minutes. Six turns make an hour, and six hours make a shift. There are two days shifts and two night shifts. You need to sleep at least a shift every four, and you need to eat or drink every day or you'll be Deprived and get no HP.
You start losing STR after enough time has passed without warmth, food or water.
• You can carry items equal to your STR without effort. Really tiny stuff stacks, but not torches, food or water. Use regular Luck Rolls to track everything's conditions. If you carry one or two more than your STR, you're Deprived. If you carry three more than your STR, you're at 0HP, Deprived and you need to rest every other Turn, wasting precious time.
• Each STR loss should be tracked as a separate wound, which needs appropriate treatment (use Luck Rolls to check for infection chance and natural recovery). If conditions are favorable, recover a point of STR every three shifts of full rest on a Luck roll of 3+ (adjust depending on condition and types of wounds - a sprained ankle would heal by itself pretty fast, broke bones take more time, etc.)
• Whenever a character dies, everyone around them takes WIL (or CHA) damage. That stress damage may be enhanced if the death is particularly gruesome or if the body is left to rot somewhere visible or near. A character that reaches 0 WIL/CHA will either try to take their own life or starve themselves to death. Recover WIL/CHA through positive social interactions (roleplay these, and you spend time for that too) or some forms of luxuries (what consist of a luxury depends on the general survival conditions).
• Since each STR loss is tracked as a wound, do not use Scars, but HP gains are still tied to HP loss (going from max HP to 0HP in one attack grants you an additional d6 of HP, up to 3d6hp).
No levels or titles.
Inspirational Materials
• Darkwood & The Long Dark (videogames)
• Carcosa & Outdoor Survival (tabletop RPG)
• The Descent & Into the Wild (movies)
• Friday or, The Other Island & Pi's Odyssey (books)
• Go out camping with as little as you can (real life, be careful though)
No one that speaks lives there. Time flows differently, where no one is looking.
There are only two seasons: Autumn, which lasts most of the year, and Winter, deadly and strange.
When you just want to live in a cave, resort to cannibalism and die of cold.
Character Generation
You don't remember how you got here. Or who you were. You remember Bastion, but not where it is.
• Ability Scores are rolled as usual, so are starting Hit Protection. No swapping, no re-rolling.
• You start with some warm clothes, maybe a knife, but little to nothing else (Luck Roll!)
• If you start with a companion, they also don't get any gear.
• No money, you can't eat or wear money. Instead, people use Reputation as a barter currency.
Determine the value of things based on what's plentiful, what's available and what's lacking, strangers begin with their CHA worth of Reputation with people they meet. Groups usually outweigh individuals when determining Reputation scores. Spend Rep to "buy" things that people are willing to let go of. If you go into the negatives that's ok, you'll owe them later.
Rules
• Save to avoid danger from a risky action or situation.
Create difficult situations by focusing on the day-to-day stuff.
How do you get Heat? Food? Clean Water? Everything is a ressource that can be wasted.
• Combat turns are called "Rounds" to avoid confusion.
Turns are more important now. Outside of combat, a turn is ~10 minutes. Six turns make an hour, and six hours make a shift. There are two days shifts and two night shifts. You need to sleep at least a shift every four, and you need to eat or drink every day or you'll be Deprived and get no HP.
You start losing STR after enough time has passed without warmth, food or water.
• You can carry items equal to your STR without effort. Really tiny stuff stacks, but not torches, food or water. Use regular Luck Rolls to track everything's conditions. If you carry one or two more than your STR, you're Deprived. If you carry three more than your STR, you're at 0HP, Deprived and you need to rest every other Turn, wasting precious time.
• Each STR loss should be tracked as a separate wound, which needs appropriate treatment (use Luck Rolls to check for infection chance and natural recovery). If conditions are favorable, recover a point of STR every three shifts of full rest on a Luck roll of 3+ (adjust depending on condition and types of wounds - a sprained ankle would heal by itself pretty fast, broke bones take more time, etc.)
• Whenever a character dies, everyone around them takes WIL (or CHA) damage. That stress damage may be enhanced if the death is particularly gruesome or if the body is left to rot somewhere visible or near. A character that reaches 0 WIL/CHA will either try to take their own life or starve themselves to death. Recover WIL/CHA through positive social interactions (roleplay these, and you spend time for that too) or some forms of luxuries (what consist of a luxury depends on the general survival conditions).
• Since each STR loss is tracked as a wound, do not use Scars, but HP gains are still tied to HP loss (going from max HP to 0HP in one attack grants you an additional d6 of HP, up to 3d6hp).
No levels or titles.
Inspirational Materials
• Darkwood & The Long Dark (videogames)
• Carcosa & Outdoor Survival (tabletop RPG)
• The Descent & Into the Wild (movies)
• Friday or, The Other Island & Pi's Odyssey (books)
• Go out camping with as little as you can (real life, be careful though)
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