Thursday, 2 July 2020

Scraps for GRAVEROBBERS

I continually revise my idea of what the eventual, full release of the GRAVEROBBERS system (free alpha version here) will look like. Sometimes I want to create an entire baroque gothic town of potential heist locations with blueprints and secret sewer tunnels and criminal contacts et al. Sometimes I feel like the current Bare Bones Edition might be the best and truest expression of the system.

Right now I’m leaning towards something like: the Bare Bones, a small but dense starter adventure with extensive Prep section, and a big wad of pages in the middle with extra rules, hacks and commentary.

Stuff like these:

Alternate Odds Generation

Some players won’t want to roll completely randomly for their characters’ Odds. They might not like the chance of being exceedingly unlucky in an area of expertise, or they might have a vague idea of who their character “should” be and want their higher and lower numbers to be distributed a certain way.

Here’s another way - it instantly creates a character that’s just over the threshold of not dying to a >13 total Odd score, but the fixed numbers mean it won’t ever produce characters much more lucky than that minimum. Those are for gamblers.

Your alternative:
- Roll a die and put that number in an Odd of your choice.
- Flip the die over, and put that number in a different Odd.
- Repeat for the remaining two Odds.

[btw this is how stat generation works in BUTCHERY, my zinequest project that Kickstarted back in Feb. That’ll be out in a few short months!]

Encumbrance

By default, characters in GRAVEROBBERS can carry however much stuff makes sense. Work it out, as with most things, through standard play.

If the Judge wants to keep tabs on things or enforce a greater sense of danger, use the following rule:

A player character has six inventory slots for useful items, with one item generally taking up one slot. Collections of smaller items, such as the Grifter’s pouches of goods, take up one slot each, while very large, cumbersome or noisy items such as swords or cockatrice eggs might take up two. Another person, or a corpse, takes up three, plus any weight on that person. Carrying something big between multiple people splits the weight evenly, but those carrying the item can’t make rolls without dropping it.

If a character carries items that would take up slots but they have no slots left, remove a die from any Finesse or Fortitude rolls that character makes for each slot the extra items would take up. If a character carries enough items that they no longer have dice for Fortitude rolls, they are weighed down and completely unable to move.

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