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MurderHobo Connections
MurderHobo Connections
MurderHobo Connections
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MurderHobo Connections

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A mechanics manual for a roleplaying game, for two or more players, focused on party dynamics. Includes a complete sample campaign.

LanguageEnglish
PublisherJames Milne
Release dateNov 12, 2021
ISBN9781005425210
MurderHobo Connections

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    Book preview

    MurderHobo Connections - James Milne

    MurderHobo Connections

    James Milne

    MurderHobo Connections

    A mechanics manual for a roleplaying game, for two or more players, focused on party dynamics.

    A mechanics manual for a roleplaying game, for two or more players, focused on party dynamics. Copyright © 2021 James Milne

    All Rights Reserved.

    MurderHobo Connections

    About

    MurderHobo Connections is a roleplaying game, played by at least two players and one non-player who helps to guide the players through the game, called the Narrator from here on.

    Players take up the role of adventurers, and move throughout an imaginary world freely, their interactions with each other and the world changing it in vital ways.

    The key concept to MurderHobo Connections is relationships between players, and non-player-characters (called NPCs from here on). With better relationships, players gain abilities to protect each other, and more events where they can change the narrative. However, with worse relationships, other abilities and events are also unlocked, many with undesirable impacts to the game, and some desirable impacts.

    The player’s personal relationships with their deity will also affect what abilities they have, and what events the narrative may encounter.

    This document attempts to set forth the mechanics, leaving the actual worldbuilding up to the Narrator. However, a sample campaign with the lore, maps, and so on already created for the Narrator is also included. (SampleCampaign)

    — — —

    Style of Game

    MurderHobo Connections is meant for casual play.

    As such, many of the rules and mechanics heavily bias themselves towards the players, making it easy to become highly successful at the quests that they encounter, etc.

    This is entirely intentional.

    As for the actual rules, neither players nor the Narrator should feel strong impedance to follow them to the letter. If fudging them makes it easier and keeps people engrossed in the game, then that should be what happens. The idea is to make sure everyone is having fun.

    Narrator’s Note: They’re more like guidelines than actual rules.

    As in most roleplaying games, the idea of ‘metagaming’ should be discouraged. That is, players discussing the best course of action to take, when clearly their characters would be unable to discuss it. Especially when a revealed piece of knowledge would not have actually been revealed to all the characters.

    However, as MurderHobo Connections is a casual game, a certain amount of metagaming may be allowable. The Narrator should show some consideration for the players, and try to guide them as best they can. There is no cut and dried approach that will work for every party.

    — — —

    Dice Rolling

    Most dice rolls will be referred to as a triplet of characters, a number, followed by the letter ‘d’, followed by a number.

    The first number, refers to the quantity of dice to be rolled. For example, 2d6, will refer to rolling 2 dice.

    The second number, refers to the number of pips that the dice should have. That is, a d6 is the standard dice that most games are played with. It is a die with 6 sides.

    MurderHobo Connections exclusively makes use of the d6 die, to keep things simple. As most households will have a handful of d6 dice available. If you do not have enough dice, then you can repeat a roll. A minimum of a single d6 die will be required for play.

    — — —

    Requirements of Play

    Essential

    These tools are required for playing the game:

    Access to at least one full copy of this manual.

    A single d6 die.

    Highly Recommended

    These tools are highly recommended for playing the game:

    Note taking materials. (e.g. Pencil, eraser, and paper or a digital note taking application).

    Printed character sheets.

    Printed maps, especially for ‘Battle Encounter’s.

    Printed cards for character quirks, relationship abilities, spells, weapons and armour.

    — — —

    Creating a Player

    For any step, if you can’t decide, why not try a dice roll to decide?

    Choose a deity - These will effect your rewards.

    See the Deities chapter. (Deities)

    Roll 1d6 for starting zealotry - How intensely do you believe in your deity?

    Players with different zealotry will get along differently.

    You can gain/lose zealotry along the way.

    The Narrator may allow a player to choose their zealotry, instead of rolling it.

    Choose a personality - These have a number of effects on gameplay.

    See the Personalities chapter. (Personalities)

    Choose a class - This effects your attacks, skills, outfits and weapons.

    See the Classes chapter. (Classes)

    Choose a species - This effects your starting attributes, and starting relationships.

    See the Species chapter. (Species)

    Choose your food preferences - This effects the gameplay of increasing certain player attributes.

    See the Food chapter. (Food)

    Each kind of food should get one of:

    Love

    Like

    Meh

    Dislike

    Hate

    Roll 1d6 and add it to 5 for your starting Health Points, then add any other starting HP bonuses (class, etc).

    Roll 1d6 and add it to 5 for your starting Magic Points, then add any other starting MP bonuses (class, etc).

    Roll 1d6, add any other starting AP bonuses (class, etc). for your starting Attack Points.

    Roll 1d6, add any other starting MPP bonuses (class, etc). for your starting Magic Proficiency Points.

    Roll 1d6, add any other starting DP bonuses (class, etc). for your starting Defence Points.

    Roll 1d6, add any other starting SP bonuses (class, etc). for your starting Speed Points.

    Player’s Note: You probably don’t want to tell everyone your stats. The game is roleplay, if you’re a zealous worshipper, everyone else can work it out without you giving them a number!

    Narrator’s Note: You can allow multi-classing, for things like classes, deities, and so on. However, you’re going to want to be careful how you balance it. It’s a little bit harder to get that right in this game.

    If you end up with something that isn’t balanced, don’t be afraid to change the rules, and talk your players through the changes. It would probably be wise to get them involved if you’re in this situation, too!

    — — —

    Player Statistics Caps

    A player’s values are capped in the following ways:

    Zealotry - Must be in the range 0..10.

    Relationships - All relationships must be in the range -10..+10.

    Max HP - Must be in the range 1..1000.

    Max MP - Must be in the range 1..1000.

    AP - Must be in the range 0..1000.

    DP - Must be in the range 0..1000.

    SP - Must be in the range 0..1000.

    MPP - Must be in the range 0..1000.

    These maximum values only apply to the player’s values before any extras, such as from a weapon or outfit, are applied. That is, the base value is capped, but various things may allow the player to far exceed, or go far beneath, these values.

    — — —

    Player Sheet

    Creating a Party

    All parties have a Shared Inventory.

    They start out with:

    200 Gold

    2x InstaHeals

    2x InstaManas

    1x Outing Ticket per every 2 players in the party.

    2x Gambling Tickets per every 2 players in the party.

    Unless the non-gambling alternative is in play. (Gambling), in which case no Letters are added to the inventory.

    Additionally, every player starts out with a relationship of 0 with every other player, apart from any starting effects (such as by species).

    Parties do not begin with any Companion Creatures (CompanionCreatures).

    Narrator Note: If you want to start a party off with formed relationships and animal friends, go ahead! It will likely make the start game faster, and you may have to be careful balancing it, but you are the one creating the world. Tweak it to fit your players.

    Narrator Note: Whilst the Narrator may start off players in varying locations, it is probably best to start them in the one town, so that they can hook up into a party more easily, and smoothly.

    — — —

    Party Inventory Sheet

    Party Inventory Sheet

    Deities

    All players have a deity that they serve.

    They may or may not be into serving the deity, how zealous their character is reflects this. The more zealous a player, the greater the rewards, and the greater the problems that it may cause for the character.

    The Narrator should make full use of this during roleplay, wherever it makes sense.

    — — —

    Zealotry

    Zealotry refers to how tightly a player follows their particular deity.

    The value of this must be within the range 0..10.

    This value may or may not directly affect the player, depending on other choices that they have made.

    Certain events will cause a player to lose and/or gain zealotry.

    — — —

    Monotheist

    The Monotheist god is a jealous god.

    Those of this faith immediately gain a -2 relationship to believers in any other deity.

    The Monotheist god rewards their followers with things that tend to be miraculous in nature.

    The reward to be selected by the Narrator, should be selected from the following list, where the item number corresponds with the player’s zealotry:

    One of:

    1x InstaHeal

    1x InstaMana

    One of:

    2x InstaHeal

    2x InstaMana

    One of:

    3x InstaHeal

    3x InstaMana

    1x each of: ‘Sugarcane’, ‘Lemon’, ‘Bell Pepper’, ‘Celery’

    One of:

    3x InstaHeal

    3x InstaMana

    1x each of ‘Rat Kebab’, ‘Eidechsecake’, ‘Hundecurry’, ‘Suret’

    One of:

    3x InstaHeal

    3x InstaMana

    3x InstaCure

    One of:

    3x InstaHeal

    3x InstaMana

    3x InstaCure

    3x Coward’s Leap

    One of:

    1x each of InstaHeal, InstaMana, InstaCure, Coward’s Leap

    1x each of ‘Rat Kebab’, ‘Eidechsecake’, ‘Hundecurry’, ‘Suret’

    One of:

    1x each of InstaHeal, InstaMana, InstaCure, Coward’s Leap

    2x ‘Longweed’

    1x ‘Humanis Errus’

    One of:

    1x each of InstaHeal, InstaMana, InstaCure, Coward’s Leap

    3x ‘Longweed’

    2x ‘Humanis Errus’

    One of:

    1x each of InstaHeal, InstaMana, InstaCure, Coward’s Leap

    4x ‘Longweed’

    3x ‘Humanis Errus’

    — — —

    Nature

    Those of this faith tend to have an affinity for nature, and gain a +1 to their initial relationship with any Companion Creature.

    The Nature god tends to reward their followers in subtle ways.

    The reward to be selected by the Narrator, should be selected from the following list, where the item number corresponds with the player’s zealotry:

    One of:

    1x InstaHeal

    1x InstaMana

    One of:

    2x InstaHeal

    2x InstaMana

    1x InstaCure

    One of:

    2x InstaHeal

    2x InstaMana

    1x InstaCure

    1x each of: ‘Sugarcane’, ‘Lemon’, ‘Bell Pepper’, ‘Celery’

    One of:

    2x InstaHeal

    2x InstaMana

    1x InstaCure

    1x each of: ‘Sugarcane’, ‘Lemon’, ‘Bell Pepper’, ‘Celery’

    A ‘Rat’ Companion Creature.

    One of:

    4x InstaHeal

    4x InstaMana

    2x InstaCure

    A ‘White Hare’ Companion Creature.

    One of:

    2x InstaHeal and 2x InstaMana

    2x InstaHeal and 2x InstaCure

    2x InstaMana and 2x InstaCure

    1x each of ‘Sugarcane’, ‘Apple’, ‘Lemon’, ‘Lime’, ‘Bell Pepper’, ‘Allspice’, ‘Celery’, ‘Artichoke’.

    One of:

    3x InstaHeal and 2x InstaMana

    3x InstaHeal and 2x InstaCure

    3x InstaMana and 2x InstaCure

    2x each of ‘Sugarcane’, ‘Apple’, ‘Lemon’, ‘Lime’, ‘Bell Pepper’, ‘Allspice’, ‘Celery’, ‘Artichoke’.

    One of:

    3x InstaHeal and 3x InstaMana

    3x InstaHeal and 3x InstaCure

    3x InstaMana and 3x InstaCure

    One of:

    2x ‘Longweed’, 2x ‘Cureweed’, 2x ‘Candied Luck’.

    A Companion Creature of the player’s choosing, that is not one of the following: ‘Unicorn’, ‘Dragon’.

    One of:

    An ‘unicorn’ Companion Creature.

    A ‘dragon’ Companion Creature.

    — — —

    Destruction

    Those of this faith tend to celebrate the ends of things. This may be that creation and destruction are seen as the same thing, or it may be of a darker nature such as celebrating the end of all things. It is not necessarily evil, but certain sects may be.

    The Destruction god tends to reward their followers with things useful in battle.

    The reward to be selected by the Narrator, should be selected from the following list, where the item number corresponds with the player’s zealotry:

    One of:

    1x InstaHeal

    1x InstaMana

    One of:

    2x InstaHeal

    2x InstaMana

    One of:

    2x InstaHeal

    2x InstaMana

    1x InstaCure

    One of:

    3x InstaHeal

    3x InstaMana

    2x InstaCure

    1x Coward’s Leap

    One of:

    4x InstaHeal

    4x InstaMana

    3x InstaCure

    2x Coward’s Leap

    1x Quantum Leap

    One of:

    5x InstaHeal

    5x InstaMana

    4x InstaCure

    3x Coward’s Leap

    2x Quantum Leap

    One of:

    6x InstaHeal

    6x InstaMana

    5x InstaCure

    4x Coward’s Leap

    3x Quantum Leap

    One of:

    6x InstaHeal

    6x InstaMana

    5x InstaCure

    4x Coward’s Leap

    3x Quantum Leap

    A ‘Elephant’ Companion Creature.

    A ‘Drake’ Companion Creature.

    One of:

    6x InstaHeal

    6x InstaMana

    5x InstaCure

    4x Coward’s Leap

    3x Quantum Leap

    A ‘Elephant’ Companion Creature.

    A ‘Drake’ Companion Creature.

    A ‘Lioness’ Companion Creature.

    One of:

    6x InstaHeal

    6x InstaMana

    5x InstaCure

    4x Coward’s Leap

    3x Quantum Leap

    A ‘Elephant’ Companion Creature.

    A ‘Drake’ Companion Creature.

    A ‘Lioness’ Companion Creature.

    A ‘Dragon’ Companion Creature.

    — — —

    Charming

    Those of this faith tend to celebrate relationships, particularly those of a romantic nature. Certain sects may also make use of brainwashing and other techniques, but the overall faith doesn’t require those sorts of behaviours.

    The Charming god tends to reward their followers with personal experiences.

    The reward to be selected by the Narrator, should be selected from the following list, where the item number corresponds with the player’s zealotry:

    One of:

    1x InstaHeal

    1x InstaMana

    One of:

    2x InstaHeal

    2x InstaMana

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    1x Coward’s Leap

    One of:

    3x InstaHeal

    3x InstaMana

    3x InstaCure

    2x Coward’s Leap

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    1x Coward’s Leap

    +(3d6) DP, as rolled by the player.

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    1x Coward’s Leap

    +(3d6) DP, as rolled by the player.

    +(3d6) AP, as rolled by the player.

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    1x Coward’s Leap

    +(3d6) DP, as rolled by the player.

    +(3d6) AP, as rolled by the player.

    +(3d6) SP, as rolled by the player.

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    1x Coward’s Leap

    +(3d6) DP, as rolled by the player.

    +(3d6) AP, as rolled by the player.

    +(3d6) SP, as rolled by the player.

    +(3d6) MPP, as rolled by the player.

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    1x Coward’s Leap

    +(3d6) DP, as rolled by the player.

    +(3d6) AP, as rolled by the player.

    +(3d6) SP, as rolled by the player.

    +(3d6) MPP, as rolled by the player.

    +(3d6) Max HP, as rolled by the player.

    +(3d6) Max MP, as rolled by the player.

    — — —

    Madness

    Those of this faith tend to be anarchistic by nature, rejecting the rule of law and much of organised hierarchy - however it is not necessarily required. The insanity of bureaucracy may be seen as an act of worship to the Madgod.

    The Madgod deity tends to reward their followers in strange and unexpected ways, which may or may not actually be helpful at all.

    The reward to be selected by the Narrator, should be selected from the following list, where the item number corresponds with the player’s zealotry:

    One of:

    1x InstaHeal

    1x InstaMana

    One of:

    2x InstaHeal

    2x InstaMana

    One of:

    2x InstaHeal

    2x InstaMana

    1x ‘Reed Wand’

    1x ‘Flute’

    1x ‘Razer’

    1x ‘Gauntlet’

    1x ‘Woven Amulet’

    1x ‘Iron Frying Pan’

    One of:

    2x InstaHeal

    2x InstaMana

    1x ‘Reed Wand’

    1x ‘Flute’

    1x ‘Razer’

    1x ‘Gauntlet’

    1x ‘Woven Amulet’

    1x ‘Iron Frying Pan’

    10x ‘Twig’

    10x ‘Diddley Bow’

    10x ‘Blunt Shiv’

    10x ‘Wooden Stave’

    10x ‘Copper Frying Pan’

    One of:

    2x InstaHeal

    2x InstaMana

    300x ‘Acolyte Robe’s.

    300x ‘Canvas Cloth Outfit’s.

    300x ‘Beggar's Outfit’s.

    300x ‘Copper Armour’s.

    300x ‘Surplice’s.

    300x ‘Black Apron’s.

    One of:

    The ‘Poison’ status effect.

    The ‘Infection: Vampirism’ status effect.

    The ‘Infection: Lycanthropy’ status effect.

    The ‘Infection: Possession’ status effect.

    The ‘Infection: Viral’ status effect.

    The ‘Infection: Magical’ status effect.

    One of:

    5000x ‘Apple’s.

    1000x ‘Twig’s.

    20x InstaHeal.

    3x ‘Outing Ticket’s.

    3x ‘Gambling Ticket’s.

    One of:

    The player must roll 1d6, and then change their personality to the one matching the number on the die, detailed in Personalities. (They lose all previous personality quirks.)

    The player must roll a 1d6, if they don’t roll a 1, they lose all their quirks.

    5000 Gold.

    +200 Max HP.

    One of:

    The player must choose a new class, but keeps all current quirks.

    5000 Gold.

    +200 Max HP.

    +200 Max MP.

    One of:

    Nothing.

    All gold in the party inventory disappears.

    All food in the party inventory disappears.

    — — —

    Lawful

    Those of this faith tend to be stoic in nature, or enjoy organisation in some fashion. Their outlook on the world tends to be extremely black and white. There are things that are allowed, and things that are not. Compromise is anathema to them.

    The Lawful god tends to reward their followers in predictable and strictly professional ways.

    The reward to be selected by the Narrator, should be selected from the following list, where the item number corresponds with the player’s zealotry:

    One of:

    1x InstaHeal

    1x InstaMana

    One of:

    2x InstaHeal

    2x InstaMana

    100 Gold

    One of:

    2x InstaHeal

    2x InstaMana

    150 Gold

    One of:

    2x InstaHeal

    2x InstaMana

    1x InstaCure

    200 Gold

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    250 Gold

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    300 Gold

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    350 Gold

    All party members restored to Max HP.

    One of:

    2x InstaHeal

    2x InstaMana

    2x InstaCure

    400 Gold

    All party members restored to Max HP.

    All party members restored to Max MP.

    All party members have all status effects removed.

    One of:

    3x InstaHeal

    3x InstaMana

    3x InstaCure

    450 Gold

    All party members restored to Max HP.

    All party members restored to Max MP.

    All party members have all status effects removed.

    One of:

    4x InstaHeal

    4x InstaMana

    4x InstaCure

    500 Gold

    One Creature Companion chosen from the following list, by the player:

    ‘Horse’

    ‘Dog’

    ‘Rat’

    ‘White Hare’

    All party members restored to Max HP.

    All party members restored to Max MP.

    All party members have all status effects removed.

    Personalities

    Personalities effect how your players get along, and have other gameplay quirks attached to them.

    These personalities will also effect your relationship with other players, as they make use of their relationship abilities.

    — — —

    Stubborn

    A stubborn player character is one that doesn’t like to admit they’re wrong, doesn’t back down from a fight, and will always leap head-first into things.

    They have the following ‘quirk’s (Quirks):

    ‘Immovable’

    ‘Solid’

    ‘Brace’

    — — —

    Airhead

    An airhead player character is one that generally doesn’t tend to understand what is happening around them, to the point where they don’t tend to understand simple events, such as other players getting angry at them.

    They have the following ‘quirk’s (Quirks):

    ‘Ditz’

    ‘Insightless’

    ‘Divine Sympathy’

    — — —

    Generous

    A generous player character is one that is freely giving, and may be freely believing. They tend to be kind, or naive, but that doesn’t mean they are incapable of cruelty.

    They have the following ‘quirk’s (Quirks):

    ‘Sharing’

    ‘Better Gifts’

    ‘Pure of Heart’

    — — —

    Berserk

    A berserk player character is one that easily loses control of themselves. This may come out in an over-the-top rage, or in the creepy-silent-type personality.

    They have the following ‘quirk’s (Quirks):

    ‘Tiger Roar’

    ‘Enrage’

    ‘Frenzied Shadow’

    — — —

    Stoic

    A stoic player character is a relatively unemotional player character. They tend to sit and analyse situations, rather than being intimidated by the circumstances. This is not to say they have no emotions, but they are not guided by them.

    They have the following ‘quirk’s (Quirks):

    ‘Second Thoughts’

    ‘Intense Awareness’

    ‘Emotionally Distant’

    — — —

    Cautious

    A cautious player character is one that is hesitant about doing anything that seems remotely dangerous. They tend to be timid, or anxious, or simply meek.

    They have the following ‘quirk’s (Quirks):

    ‘Fastidious’

    ‘Instant Retreat’

    ‘Cowering Servant’

    Classes

    Classes effect what kind of outfits and weapons you can use, and also have an effect on your starting attributes.

    — — —

    Mage

    The Mage is a magic-user class. This is for your classic wizard, warlock, magus, etc. characters.

    They are well-suited for ranged attacks, but poorly suited for physical combat.

    They start with the ‘Acolyte Robe’ outfit.

    They start with the ‘Twig’ weapon.

    They have the following attribute changes when creating a new character:

    Starting MPP receives +2.

    Starting Max MP receives +2.

    Starting Max HP receives -1.

    Starting DP receives -1.

    The ‘Mirror’ Quirk. (Quirks)

    — — —

    Bard

    The Bard is a generic combat-assisting character. They are not well suited to attacking, but rather supporting the rest of the party. You don’t generally want to play with a party where many of the characters are a bard.

    They start with the ‘Corduroy Outfit’.

    They start with the ‘Diddley Bow’ weapon.

    They have the following attribute changes when creating a new character:

    Starting SP receives +2.

    Starting Max HP receives +1.

    Starting AP receives -2.

    Starting MPP receives +3.

    The ‘Imitation’ Quirk. (Quirks)

    — — —

    Thief

    The Thief is a stealth-oriented class. They can be suited to combat, but it depends greatly on the circumstances.

    They start with the ‘Ragged Outfit’.

    They start with the ‘Blunt Shiv’ weapon.

    They have the following attribute changes when creating a new character:

    Starting SP receives +3.

    Starting Max HP receives -2.

    Starting MPP receives -1.

    Starting Max MP receives +1.

    The ‘Eye Spy’ Quirk. (Quirks)

    — — —

    Warrior

    The Warrior is the class that likes to hit things. They are the class you want to choose if you like getting up close and personal with your enemies.

    They are poorly suited to ranged attacks.

    They start with the ‘Tin Armour’ outfit.

    They start with the ‘Fist’ weapon.

    They have the following attribute changes when creating a new character:

    Starting AP receives +2.

    Starting DP receives +2.

    Starting SP receives -2.

    Starting MPP receives -3.

    The ‘Mustang Inheritance’ Quirk. (Quirks)

    — — —

    Cleric

    The cleric is somewhat similar to

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