MRQ Relationship Rules

Blackyinkin

Mongoose
Hi All,

I have been toying with the idea of bringing a Relationship bonus into my house game. Each occupation would begin with several relationships, for example a Bard would have relationships to his Troupe, his Audience and to other Musicians. The initial starting level for a relationship is rolled on 1D10. This creates a bonus that can be added to any skill rolls directly relating to this group, so if he was using Influence to try and get money out of his Troupe, if he was Dancing before an audience he could add the bonus and so forth. New relationships could be added by burning a hero point, although their starting skill would be 1D6. Relationships can only be increased through the burning of hero points, at a rate of 1% per hero point.

for example
Brond the Wandering Alchemist has the following relationships To Customers +6%, to Alchemists Guild +9%, to Ingredient Suppliers +5%, during the course of an adventure he encounters the Justified Agents of Mui Mui, a secret organisation of Dragon Worshippers, they befriend him, he burns 1 HP to create a relationship to them, rolling 4 on 1D6, thus he has +4%. Later he is trying to get some of the organisation's agents to help him protect his laboratory, he uses Influence vs Persistence in an opposed roll, his influence is 56%, but his relationship makes it 60%. He rolls a 57, and they roll a 96, so they readily agree to help him.

other oppotional ideas...
Cultural Relationships - Each culture gives you several relationships as well, based on region. Orlanthi, might give relationships to Tribe, Clan, Cheiftain or King for example, and of course, family!

Animosity - You can have negative relationships, Hate Trolls, would give you a bonus when fighting trolls, but act in a negative manner when negotiating with them for parlais.

Plot Relationships - A character can have up to three starting relationships, that are not tied to occupation or culture, to add storyline to the game, these would be rolled on 1D10, for example Brond might have a relationship to Uncle Samas, a wealthy priest, Dorian his beloved Homunculus and Barbarosa, a notorious pirate in the region who he sells vigour potions to.

Organisational Relationships - when you join certain organisations you get relationships from doing so. Brond becomes a worshipper of Amaras of the Nine Potions, he gains the following relationships at 1D6 for free, to Local Priest, to Worshippers of Aramas, Hate Dwarves.

Multiple Bonuses - You can only uses multiple bonuses where it is directly relevant, if one of Brond's regular Customers is also a Worshipper of Aramas, then he can combine both bonuses to influence a sale of goods for example.

NPC's and Relationships - All NPC will also have relationships, these can be used where appropriate. So Glang the Pounder, a very surly dwarf has the relationship of Hate Worshippers of Aramas 10%, which he can added to any skills relating to that cult, for example he is raising a war party to hunt down Brond, he could add +10% to his influence rolls to muster his fellows. He could also add +10% to his Hammer Skill when trying to kill Brond, to represent his eternal hatred of his foe.

GM Increases - A GM can increase a PC's relationship skill as they see fit, however increases of only 1% max are recommended during any game session. Game balance must dictate how high a relationship could be, although I woul probably look at capping the skill bonus at 20-30% max.

New Magic - You could create new spells associated with this skill, Harmony Magic that Double Positive Relationships, Disorder Magic that boosts emnity, Magic that creates fake temporary relationships.

What do people think?

Simon
 
Rather than rating the as a bonus, you could effectively make them a special kind of skill. This would allow them to be used in opposed rolls. The problem is that they wouldn't rise like skill, and could fall arbitrarily. RQ style mechanics just don't handle this sort of thing very well.

Here's a variant opposed roll mechanic that might work with abilities like this, especially for contests such as arguments, court cases and trade negotiations.

The winner is the side that gets to 100 Victory Points (VPs) first ,or gets the highest total over 100 if both get there in the same round.

Each roll under an ability such as Influence, or a relationship ability contributes the number rolled on the dice. Thus a character with an influence of 55% rolling 38 scores 38 VPs. All VPs are cumulative round to round. Each round only one character on each side can advance an argument, make an appeal, etc otherwise the contest degenerates into a shouting match. Characters with over 100 in a skill add the points over 100 to their VPs after the roll.

A critical success is an (apparently) incontrovertible argument, or irresistible appeal and is essentially an instant win.

If both sides get over 100 in the same round, then the winner's victory is somewhat less complete than it would otherwise be.

It's just the outline of a system. This could also be used for stealth contests - can the guard spot the thief before he makes it over the wall?
 
I'd second the use of a skill. It's easier to use when determining the result of a Relationship Test.

I wouldn't increase it using the standard Experience Rules, though - it makes no sense to attempt to increase your Hate The EWF relationship if they've just butchered more of your family, for instance.

Keep it flexible, allow relationships to change names, be scrapped or change into their reverse relationship - so Loves Hilda 78% becomes Hates Hilda 78% when she runs off with your best friend.

You could use them fairly easily. If you had Member of Red Fist Gang 55% then you could ask the Red Fist Gang to raid a caravan (+40%), attack their rivals (+20%), help you rescue a friend (+0%), attack a powerful warlord (-20%), go to war for a good cause (-40%). You could use a straight roll or some kind of opposed test.

I wouldn't go quite as far as HeroQuest, some things you wouldn't need a Relationship for. A Priest probably doesn't need Member of Temple in RQ, for instance.

But, Relationship Bonuses would probably work as well.
 
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