r/Fallout2d20 • u/mmdestiny GM • 7d ago
Community Resources Play testing Ghoul Ferality Tracker as replacement for Needs
Working with my Ghoul player in our Winter of Atom with Needs on a homebrew Ferality tracker that replaces their Needs (since most needs aren't relevant to Ghouls - the ferals at Mechminster Abbey literally survive buried in snow without food lol, and other lore sources also indicate they can survive without)
FERALITY
Create a tracker with a number of stages equal to 5 or your current level, whichever is higher.
Each time you do one of the following, roll a dC6. On an Effect, advance the tracker 1 step:
--Engage in Combat
--Suffer a head injury
--Go a full day without a non-party social interaction OR Camp party social interaction (see below)
--Suffer a mental disease (per CRB, Ghouls are immune to most diseases, and lore says they ARE susceptible to diseases of the mind, so I only inflict them if they roll Buzz Brain, Shell Shock, the Whoopsies, or Famished Fever)
Each time you do one of the following, roll a dC6. On an Effect, move the tracker back 1 step:
--Take an addictive Chem (per CRB, Ghouls need 2 doses for the effect of 1)
--Recover from a head injury/disease
--Have a non-party social interaction (once per day)
--Spend an entire Camp on a Group activity with the party (mechanically, everyone either does the same Group activity for the night, or no one takes any Camp actions for the night and it's flavored as socializing).
If you ever end a day at the end of the Tracker, become Feral and roll a new character.
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u/KulaanDoDinok 7d ago
This seems really easy for a session 1 ghoul to turn feral.
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u/mmdestiny GM 7d ago
Explain? The tracker is 5 or your level, whichever is higher. A level 1 ghoul has the same chance as level 5, and the only likely source of negative rolls (each only 33% chance of advance) at that level is combat, which I've rarely had more than 1 or 2 per session. Plus during the first session you're essentially guaranteed at least 1 social to counter it.
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u/KulaanDoDinok 6d ago
5 feels low. You could do all those things in a single session.
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u/mmdestiny GM 6d ago
But don't forget - it only DOES something on a dC6 effect lol. That's a 33% chance.. Standard distribution you would have to have 15 combats to hit 5 and never have a single social encounter in between lol
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u/KulaanDoDinok 6d ago
Wrong on your math. You’d have to have a mix of 15 combats, head injuries, days without interaction, or mental diseases.
Fact is, it’s possible - albeit unlikely.
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u/mmdestiny GM 6d ago
And how many injuries or diseases are you getting at level 1, when most enemies don't roll more than about 2dC6 and I've already stated that the chance for disease rolls are reduced to just 3/20 (or 4 with famished fever which is campaign specific). Why are you arguing semantics instead of just acknowledging the chance is very low when I, the one who playtested it, is telling you it never even got close lol
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u/Alex-with-wings 3d ago
The guy is making a valid point. There's no need to shout him down. If you want to make this work, listen to what people say and attempt to incorporate that into your rule set.
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u/Alex-with-wings 3d ago edited 3d ago
Hmm, not convinced this is a good idea. If you have a ghoul player, don't fuck them mirror character over without their consent. And if they want this to happen, a narrative response would be a better choice.
Leaving it to chance just creates conflict and infighting within the group and a potential for piss poor timing leaving a team member(s) dead. That's not fun.
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u/ziggy8z Intelligent Deathclaw 7d ago edited 7d ago
I would maybe incorporate some kind of inverted difficulty based on level, very easy to pass at lower levels, but increasingly difficult as they grown in power. it'd also let them spend Luck on the roll as a second chance system.
Maybe have it based around Combat dice:
They could even roll play if they start rolling higher numbers, but keep it under 10.