Using Condition Cards for Roleplay

By Romus, in WFRP House Rules

How about these examples for a house rule?

A player can choose to enhance the roleplay by taking on condition cards

Panicked

A character is in a fight or flight situation and his adrenalin is pumping

  • The player gains the Frenzied, Shock, and Exposed conditions till the end of the encounter or until someone snaps him out of it with a 3d difficulty check.
  • Increase party tension by one
  • Add a fortune point to the party card at the end of the encounter.

We're Doomed!

A character thinks the current situation is a bad idea, and possibly going to get eveyone killed

  • The character gains ILL-Fortuned, and Demoralized conditions.
  • The character gains a bonus to his Defence +1 while in this condition
  • Increase party tension by one

Scared Stiff

The character voluntarily takes on the Frightened condition when encountering a Fear or Terror check

  • The character gains the Frightened, Traumatized and Cowed conditions till the end of the encounter or until someone snaps him out of it with a 3d difficulty check.
  • The character gains a bonus to his Defence +2 while in this condition

Revenge!

A fellow party member, or someone very close to the character, has just been severely injured, or killed before your eyes.

  • The character gains Frenzied, Inspired, Energised, Exposed, and Shock conditions.

I don't know if I'd let them "choose" it or it just becomes another min-maxing kind of thing, however you may want to periodically have people who fail a discipline check or something like that receive the card.

jh

I'm all for giving out condition cards for things that happen during roleplay, but I don't know if I would give the players the choice. I had them out based on roll results and situation.

Chaos Stars and bad happenings grant negative conditions.

Comets and some great RP or description on the player's part grant positive conditions.

When my party's dwarf drinks too much, he gains intoxicated (which is almost always).

The reason I started thinking about this is because I was playing a character that I wanted to role play as panicked, but the only mechanic I could do is shift from one conservative to neutral stance, and blow some of my abilities (in that round). I thought it would be interesting to take on some additional conditions.

The above ideas does seem a bit rigid and complicated though. oh well, just an idea.