Ties are one of these nifty role-playing mechanics that made me buy OGL Horror last February. I think they are a great incentive for players to go beyond the classic 'boundless wanderer' style and define things they really care/stand for. I intend to use them instead of allegiances.
A quick reminder for those not owning the OGL Horror book : each players gets 5 Permanent Ties to allocate between things his PC holds dear. The objects of these Ties may be persons, locations, causes, etc. but must be external elements the GM can threaten. A PC may allocate more than one Tie to a particular object. If the object of his Tie(s) is threatened, the PC get 1d10 per Tie per adventure to add to any attack roll, damage roll, skill check made while defending it. PCs have also 1 Temporay Tie representing the character's current goal. While originally designed for horror gaming, I thing Ties would be appropriate in Conan. After all, we all can imagine Conan going ballistic when Belit's life is threatened. I do not say they could be used as they are in Conan, though. I'm going to use this modifications :
Allocation. Players are not required to allocate Permanent Ties at character creation, they can do it during the game.
Severance. Players may 'sever' a Permanent Tie at will : the character is changing his priorities. But the severed Permanent Tie won't be back for reallocation before a year after severance, and a character won't get more than one Tie/year back.
Failure. If the character fail to protect the object of a Permanent Tie(s), the Tie(s) is severed and the character suffer a Curse-like penalty until he gets back the Tie. For instance, if the character fails to prevent his 3-Ties beloved from being killed, he'll be suffering from a -3 curse during the next year, a -2 curse during the following year and a -1 curse during the third year. A character can alleviate or eliminate this penalty by taking appropriate actions : bloody vengeance, swift justice, penance etc.
Sorcerers may trigger the Rule of Obsession by allocating permanent Ties. Scholars level 1-4 allocating more than 4 Ties are considered as sufferring from Obsession, as are Scholars level 5-8 allocating more than 3 Permanent Ties, scholars level 8-12 allocating more than 2 and so on...
A character's Corruption score will be deducted from his number of Ties. Unallocated Ties go first. In the case of allocated Ties, the character is considered having voluntarily severed the Tie except he won't get it back before a year after he has reduced his corruption score.
The Temporay Tie will follow the same Allocation, Severance and Failure rules than the Permanent Ties, except the 'retention period' is only three monthes. Also, Temporary Ties like 'kill them all and take their stuff' will be actively discouraged.
A quick reminder for those not owning the OGL Horror book : each players gets 5 Permanent Ties to allocate between things his PC holds dear. The objects of these Ties may be persons, locations, causes, etc. but must be external elements the GM can threaten. A PC may allocate more than one Tie to a particular object. If the object of his Tie(s) is threatened, the PC get 1d10 per Tie per adventure to add to any attack roll, damage roll, skill check made while defending it. PCs have also 1 Temporay Tie representing the character's current goal. While originally designed for horror gaming, I thing Ties would be appropriate in Conan. After all, we all can imagine Conan going ballistic when Belit's life is threatened. I do not say they could be used as they are in Conan, though. I'm going to use this modifications :
Allocation. Players are not required to allocate Permanent Ties at character creation, they can do it during the game.
Severance. Players may 'sever' a Permanent Tie at will : the character is changing his priorities. But the severed Permanent Tie won't be back for reallocation before a year after severance, and a character won't get more than one Tie/year back.
Failure. If the character fail to protect the object of a Permanent Tie(s), the Tie(s) is severed and the character suffer a Curse-like penalty until he gets back the Tie. For instance, if the character fails to prevent his 3-Ties beloved from being killed, he'll be suffering from a -3 curse during the next year, a -2 curse during the following year and a -1 curse during the third year. A character can alleviate or eliminate this penalty by taking appropriate actions : bloody vengeance, swift justice, penance etc.
Sorcerers may trigger the Rule of Obsession by allocating permanent Ties. Scholars level 1-4 allocating more than 4 Ties are considered as sufferring from Obsession, as are Scholars level 5-8 allocating more than 3 Permanent Ties, scholars level 8-12 allocating more than 2 and so on...
A character's Corruption score will be deducted from his number of Ties. Unallocated Ties go first. In the case of allocated Ties, the character is considered having voluntarily severed the Tie except he won't get it back before a year after he has reduced his corruption score.
The Temporay Tie will follow the same Allocation, Severance and Failure rules than the Permanent Ties, except the 'retention period' is only three monthes. Also, Temporary Ties like 'kill them all and take their stuff' will be actively discouraged.