Posted October 24, 2024 by AdamHensley
#Monolith 2e
Hello everyone!
When I said semi-regular, I meant it! Actually, life's just been busy lately, and I've started a new job, so there's been little brain capacity for 2e work.
Today I wanted to share another new set of mechanics that I plan to add to Monolith 2e, and that is a system for Stress and Panic! Hopefully this helps with converting MoShip adventures as well as adds tools to the toolbox for more psychological or horror-focused situations, without being too dominating of a mechanic. I think the hardest part of these sorts of fear-based mechanics, for me, is that I don't want to take away too much player agency, but at the same time, sometimes sci-fi situations are terrifying, mind-bending, and stressful. And sometimes, when you have enough stress, you crack.
This new set of rules is intended to push player's WIL in the same way damage reduces their STR. And the way STR is reduced in combat, going through HP first, isn't the same as when a PC suffers STR damage out of combat, say from a trap, accident, or risky move. The idea of Stress is you give GMs another option for when a situation is mentally taxing, and Panic is how that manifests during combat. I thought keeping panic responses minimal and simple would be best. These are sort of generic responses, and of course GMs can make custom panic tables for unique adventures.
I took a lot of inspiration from Liminal Horror, which is a game I love! However, LH is designed around quicker descents into madness, so experiencing "Fallout" after failing a critical stress save would result in too much, too fast for a Monolith campaign. I still might explore the idea of something like Fallout being a potential result on the Panic table, but I think how I'm tying in some new Psionic rules (coming soon!) fits the vibe of Monolith's sci-fi adventure vibes a bit better. And a GM can always add fallout options to their panic table, or swap panic with a full fallout table if it fits the adventure. In my opinion, fallout is very context dependent on the adventure's themes and tone. (LH also includes "stability" which is armor for stress/WIL. Interesting concept that I might toy around with as well.)
This all needs some wordsmithing, but this is the general concept.
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d6 | Panic Effects |
|---|---|
1 | Flee: PC moves as far away from the source of their panic as possible. |
2 | |
3 | Freeze: PC freezes in place, unable to act and their HP is temporarily reduced to 0. |
4 | |
5 | |
6 | Fight: PC wildly attacks (impaired) the closest enemy in a panicked frenzy on their next turn. |