Wednesday, June 12, 2019

Fellowship, Love Ties, and Blood Feuds

Art by Giorgio Baroni
FELLOWSHIP, LOVE TIES, AND BLOOD FEUDS
These variant rules for awarding and using inspiration can be implemented to further the bloody drama of The Liberation of Wormwood. When these rules are adopted, inspiration can be granted and used in the following ways:


BOND OF FELLOWSHIP
When a player character protects another player character or a friendly nonplayer character from harm, their player can declare that they have a bond of fellowship with that character. When a player character has a bond of fellowship, they can invoke that amity to gain inspiration when they act to defend the character they are bonded to or when they act to further that character’s interests. Inspiration can be invoked by calling on a bond of fellowship once per session.


LOVE TIE
A player can declare that their character is in love with another player character or a nonplayer character. If the attachment is between two player characters, it is a good idea to discuss this at the table to make sure everyone is comfortable with it. Keep in mind that this love is not necessarily reciprocated. When a player character has a love tie, they can invoke that intimacy to gain inspiration when they place their trust in the person they love or sacrifice themselves for the loved one’s benefit. Inspiration can be invoked by calling on a love tie once per session.


BLOOD FEUD
When a player character is harmed by a nonplayer character, their player can declare that they have a blood feud against that character. When a player character has a blood feud, they can invoke that vendetta to gain inspiration when they act to injure the object of their hate or to frustrate their goals. Inspiration can be invoked by calling on a blood feud once per session.




If you like the content above consider checking out The Liberation of Wormwood, a supplement for generating characters facing the invasion of their hometown by a usurping force, now available in print and pdf from DriveThruRPG.


8 comments:

  1. All of these are really good ideas.

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  2. This is definitely an idea I will look at utilising in a future campaign. I love the idea of giving some in-game merit - beyond just lip service - to the bonds between player-characters and the people they interact with (be that other PCs or NPCs).

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    1. Yeah, I keeping working up new ways to do it because the existing use of bonds is pretty lackluster, unfortunately.

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    2. Is "Bonds" a 5e thing then? I play in a campaign, but haven't read the full rules.

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    3. Yeah, characters have Personality Traits, Ideals, Bonds, and Flaws but...they don't really do anything much. You can reward a player for roleplaying their character in accordance with those, but then the DM has to remember four things per character and that's just not happening.

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  3. I like this idea. Right off the top of my head, I can see this leading to "Khaaan!!!" moments. And also moments where one person has seemingly died, and their true love cradles their body and weeps over them, and then (one inspiration-fueled reroll later) the dying person miraculously returns to life.

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    1. Those are absolutely scenarios I would encourage!

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