Hard, unbending mechanics are not the system I feel Kith and Kin should be represented in. Fully freeform isn't my favorite way to run a game, but FKR fits a certain level of comfortable flexibility for me.
Cueva De Las Manos, "Cave of the Hands" in Argentina. |
Core Mechanic
If a player character or other acting thing within the world attempts something, consider whether it will automatically succeed or fail. I default to these to keep the game going. Sometimes I'll instead have the referee (so, me) roll for certain results, if they rely on things outside the players control.
In cases of ambiguity, such as combat or other contests where participants and circumstances lead to difficult to predict outcomes, I prefer a 3d6 roll. It has almost the range of a d20 roll, with a rather nice bell curve that makes even small bonuses useful.
Thank you Anydice. |
This roll is either attempting to meet or exceed a target number, or is against an opposed roll. I prefer the later, personally, it makes things more difficult to predict in these circumstances.
Modifications to this core mechanic are easy and possible. Tiny bonuses are okay, but I prefer biasing the rolls in other ways.
Specifically, advantageous traits and circumstances can allow you to roll additional dice in the pool, and drop the lowest number of dice equal to the additional ones. You can do the other way too, with disadvantages, just dropping the higher dice instead. This is described as giving one or more "dice" of advantage or disadvantage.
Advantages and disadvantages cancel each other out, to an extent, unless there's a reason for one of them to simply not apply. Then its not really an advantage or disadvantage.
This is used in character creation in other games sometimes. It pushes up the probability spread a bit. I like it, its rather basic and still leaves room for error (though unlikely the more dice you add).
For combat, I just take how much the attacker succeeded by, and whatever weapon they're using, and sort of eyeball how badly they hurt their target. Wounds are narrative, but can work as disadvantages too.
I also use "clocks" with "ticks" for things like bleeding out, disease, certain curses, etc. Smarter folks than I have explained those before. Again these aren't hard mechanics, more shorthands for my convenience than anything else.
This core mechanic is my default system for FKR games. Of course, if it gets to the point where you think someone would just succeed, or just fail, then just go with that and don't even roll.
By Ettore Mazza |
Character Creation
First, select a people. This will provide some one dice advantages and disadvantages based on the group you select.
Some possibilities are
- Youngfolk: Can use projectile weapons without a spear-thrower or sling thanks to having a waist. Higher self-control. Can switch rolls or skills faster than others. Look young. Tallest. Frail for their size.
- Broadfolk: Tough and strong. Resist cold easier, more neutral on heat. Better visual perception. Require more food.
- Smallfolk: Smaller. Require less food and drink. Can work together and get along with others easier. Weaker and more fragile.
- Treefolk: Smaller, but less so than smallfolk. Can climb much easier. Using tools is a bit more difficult unless built by them (hands work a bit differently).
- Elderfolk: Hodge-podge of benefits from other "Kin" groups depending on the Elderfolk. Either less specialized or hyper-specialized.
- Wildfolk: Hard time speaking, but have fur. This makes you tougher, able to survive cold easier, but less endurance in heat. Easier time climbing. The more wild, the more primate-like, the harder it is for you to relate to the tools and behaviors of the Kin, the better "natural" traits you have.
- Underkin: (Not done yet. I swear I'll make a post on them eventually. They deserve their own.)
Neanderthals with Modern Humans (By the Kennis Brothers) |
Next, select what role your character played in their former society. This will provide some skills and potentially even some other advantages. Skills usually allow you to simply do things that others might have to roll for, and lets you roll in circumstances others might just fail. Other times they might provide a dice of advantage. Some possibilities are...
- Craftsperson (provides skills in a handful of crafting disciplines. Can include cooking.)
- Forager (everyone can forage, you're just really good at it. Includes fishing if bodies of water were in the area. Probably line or net fishing.)
- Hunter (combat and tracking. Also includes fishing, though probably more spear-fishing.)
- Wise-one (herbalism and spiritualism. An initiatory secret...)
- Entertainer (song and dance, storytelling, Performance)
- Leader (Keeping people calm and/or effective, Being heard, Making sense)
- Farmer (Farmwork. Ideal conditions for plants and animals. Selective breeding. Less useful as a nomad.)
Others are possible. The bits in the parenthesis are meant to be skills you can have, and are more of a rough guide than anything concrete. Bit of a theme this post, it seems.
Some can be from more settled cultures, but will provide less useful advantages to surviving in the wild.
Looks-wise, these are somewhat-kin-adjacent Wildfolk. Behavior-wise, it varies. Some are nice, some are not. Just like people. (From Primal, the show) |
Next, select one (or more, depending on the ref. I'd require more disadvantages to take more than one) secondary quality to add some depth. This is like the role you had, but is less categorical. Some possibilities include...
- Physically fit (Overall more athletic than your fellows.)
- Iron Guts (Hard to poison or get drunk/inebriated. Resist venom.)
- Ascetic (Need half as much food, drink and comfort. Just not as affected by their absence.)
- Spiritual Affinity (Can more easily slip into altered states of consciousness. Useful for sorcery, spiritualism and mysticism. Might accidentally slip into them sometimes, especially if something is trying to catch your attention.)
- Learned (More likely to just know things. Biased towards the culture you are from.)
Again, others can be possible. Work with your ref.
"Gabillou Sorcerer", I'm unsure how accurate this interpretation is. Its cool regardless. |
Finally, determine why you were exiled from your former culture. These are mixed advantages and disadvantages. Some possibilities include (but are not limited to)...
- You made trouble. For whatever reason you simply were not compatible with the culture or authority of your former tribe. Sadly, you're prone to making trouble in other large groups too, but you're definitely good at stirring up peoples animosity towards leadership...
- Sacrificial treatment. You were either selected for a sacrifice, or your banishment was the sacrifice. Either way, this weighs on you in some way. It might lead to preferential treatment by some unusual things though.
- You were taken, not banished. In a raid or war, you were taken as a prisoner. You escaped. Fortunately, your old tribe would welcome you if you found them again. Unfortunately your former captors would also welcome you back if they found you again.
- Endling. Your tribe was obliterated, somehow. This is unlikely to be your fault, but that might not be entirely the case, depending on the situation.
- Forbidden Sorcery. Gain an initiatory Secret. If you were a Wise one, you may choose to gain another or deepen your understanding of your selected initiatory secret, or gain the favor of a forbidden spirit. The more powerful, the less attention and differential treatment you'd get. You might owe something.
- Mutant. Some physical difference sets you apart from others. Real-world disability and disorders probably don't fit here, since there are entire tribes in which these differences are just a natural facet of that culture. Its probably something clearly unnatural. How did you get it? What is it?
- Cursed. Highly variable. Perhaps you are a therianthrope, haunted by a spirit, or worse. Work with your Ref to determine how this works out.
Lastly, select one or two items/objects for each section up above. Food and drink for a few days as well as some tools are recommended. The groups should have at least a few weapons as well.
Your goals are survival... And whatever goals you make for yourselves, or develop naturally from your interactions with the environment and peoples.
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