Been playing more Darkest Dungeon (my way, of course).
Sudden urge to run it as an RPG (as with most things I watch or play).
Looked for stress mechanics for Into the Odd (not very far, I’ll admit).
Stumbled back upon Cairn (lots of cool new stuff like Jim Parkin’s d66 backgrounds).
Also, Into the Wyrd and Wild still has some neat salvageable bits (check it here).
Making bolt-on mechanics (here we go).
Stress is WIL loss. If a monster attack or terrifying situation would cause stress, lose WIL.
- 1 if minor
- d4 if major
- d6 if crippling
- d8 if maddening
- d10 IF IT WOULD CAUSE MORTALS TO TEETER ON THE BRINK OF ELDRITCH INSANITY
When at 0 WIL, roll d6 (here we’re leaning into the “salvageable bits” from Into the Wyrd and Wild):
- Deep Madness, pg. 25
- Madness, pg 25
- Quirk, pg 24
- Call of the Wild, pg. 21-22
- Call of the Wild, pg 21-22
- Gain a VIRTUE and restore WIL. Virtues last until the end of the expedition (see below).
Replace entries as you wish, but I like keeping Virtues to 1-in-6. Could insert the Insanity and Mutation tables here from Maze Rats.
- Hopeful: Reduce all WIL loss for you and nearby allies by 1.
- Stalwart: Gain 1 Armor, regain 2d6 HP.
- Courageous: Nearby enemies flee from you.
- Focused: Always go first. Immediately take another turn.
- Powerful: Attacks are enhanced.
- Vigorous: Increase STR, DEX, WIL by 2 (max 18).
Pros of the system:
- Works with mechanics on the character sheet as they are
- Doesn’t add a literal STRESS mechanic
- Allows for Virtuous moments ala Darkest Dungeon
- Stress makes you more likely to fail WIL saves. This makes casting spell even more dangerous and wild (Side-note, if a WIL save to cast a spell fails, NEVER make it fizzle. Go for chaotic results.)
- Untested. Whoop.
- Virtues are too mechanical. They need more fictional meat.
- No idea how to recover after taking madness or a quirk. If at 0 WIL, do you just keep making “stress rolls”? No idea.