Advertisement
Guest User

Untitled

a guest
Feb 12th, 2016
80
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.31 KB | None | 0 0
  1. [1: Main goal:]
  2.  
  3. "I'm going on an adventure!"
  4.  
  5. You and your party have discovered that there is an inter-dimensional spirit lord that is trying to do away with all life on your planet.
  6.  
  7. -You and your party must hunt down potentially dangerous ethereal artifacts and use their power to combat the spirit lord and his forces.
  8. --New enemies are now present in the world.
  9.  
  10. -An artifact must be collected for every player in the party. ( 3 players = 3 artifacts)
  11. --Once all artifacts are in the hands of the party the spirit lords location can be found once any remaining conditions the DM has set are met.
  12.  
  13.  
  14. [2: Enemies and how to obtain artifacts:]
  15.  
  16. "During the day, I don't believe in ghosts, at night however I'm a little more... open minded."
  17.  
  18. Ghosts are beginning to haunt this realm and though they start out rare they become more common as the campaign progresses.
  19.  
  20. -Incorporeal enemies can now be randomly encountered throughout the world, however they will almost ALWAYS attack you at night or in your dreams.
  21. --As you might imagine, incorporeal enemies cannot be hit by conventional physical or magical attacks.
  22.  
  23. -These enemies are fairly weak HP wise and come in many different flavors.
  24. [--EXAMPLE: You might encounter a "haunt" which is the mind eater and can be hit but only in a dream.
  25. --Incorporeal enemies will do 1.5x more damage to you if you do not have an artifact equipped.
  26. ---The locations of the artifacts can be found out by defeating ghostly enemies, as they will often times give hints as to where to look next.
  27.  
  28.  
  29. [3: What the artifacts can do:]
  30.  
  31. "See back for details."
  32.  
  33. The existence of these ancient artifacts couldn't have meant anything good. Maybe this has happened before...
  34.  
  35. -Artifacts are scattered throughout the world and must be obtained before you can do anything to this new threat.
  36. --Equipping an artifact will allow you to freely switch between this realm and the spirit realm, where you will in turn be able to retaliate against the spirits.
  37.  
  38. --Spirit walking!: When the artifact is activated you can only interact with the spirit realm and attack incorporeal enemies.
  39. ---To activate the artifact in combat it will take a minor action.
  40.  
  41. ---Being in the spirit realm could open new passages to hidden treasures or even ancient cities that may still be active.
  42.  
  43. ---Corporeal enemies are hidden and cannot be attacked, however they can still see you, though they are, in turn, unable to hurt you.
  44. [---EXAMPLE: a low intelligence enemy could attempt to attack you when you are intangible and reveal himself to the rest of the party allowing them to easily get a surprise attack.
  45.  
  46. -Artifacts could potentially come in many different forms whether it be a weapon, trinket, or armor and could also be very beneficial to players.
  47. --Artifacts could be handled in one of two ways.
  48. ---The first way is that the artifact could be an armor piece or weapon and raise a stat by up to +2 when equipped, no need to activate for the benefit.
  49.  
  50. ---The second way is that it could be almost purely cosmetic, being a simple piece of jewelry that grants no benefit besides spirit walking.
  51.  
  52. [4: New stat and mechanics:]
  53.  
  54. "Sometimes I question my sanity, but then the unicorn in my mirror says I'm fine!"
  55.  
  56. Feeling a little faint and itchy? You might be in deeper water than you think.
  57.  
  58. -A new stat, sanity (SNT), is now used to calculate new mechanics.
  59. --Your base SNT is calculated: 10 + WIL.Mod + END.Mod.
  60. [--EXAMPLE: If you have a WIL modifier of 1 and END modifier of 2, your base sanity would be 13
  61. ---Your sanity has its own modifier calculated: Half of stat rounded down, -2.
  62. [---EXAMPLE: If your SNT stat is 13 your modifier would be calculated: 13/2 (rounded down) = 6 - 2 = a modifier of 4.
  63.  
  64. --Sanity is reduced by taking damage directly to it whether it be an assault on your mind from a ghost, going to long without sleeping, or a simple mind trick...
  65. [--EXAMPLE: You're attacked in a dream and lose to the entity attacking you, You will instantly jolt awake and your sanity is reduced by 1.
  66. [--EXAMPLE: Becoming overly confused about something, even if its a simple card trick, will temporarily reduce sanity by 1.
  67. [---Temporary insanity dissipates after one day and cannot take you bellow 0 sanity.
  68.  
  69. --Regaining sanity, often times, is very simply done.
  70. ---One way, and the easiest, is to simply become well rested, which obviously only requires sleep.
  71.  
  72. ---Other ways to regain sanity might involve seeing a priest, or obtaining a certain kind of herb or potion.
  73.  
  74. -Insanity has stages the lower, your sanity the more severe the effects.
  75. --sanity is treated like a secondary health bar, and once your sanity goes to (X) or lower you will start feeling the effects of insanity.
  76.  
  77. --Insanity can have up to 12 stages depending on play through difficulty, the stages are:
  78.  
  79. 1:SNT= 7: Dark secrets: you'll start hearing faint whispering occasionally
  80.  
  81. 2:SNT= 6: Wrong prescription: Vision randomly becomes blurry reducing the effectiveness of PER checks by 1.
  82.  
  83. 3:SNT= 5: Chatty spirits: Whispering will become regular reducing the effectiveness of any checks that would involve hearing by 1 and you cannot rest to regain sanity.
  84.  
  85. 4:SNT= 4: Glassy eyes: Vision becomes distorted reducing your effective range of all but melee attacks by 1 unit.
  86.  
  87. 5:SNT= 3: Fatigue: Each day a random stat (must be rolled) is reduced by 1, if the stat is already 0 it cannot be taken into the negatives. (reduction recalculates after a day)
  88.  
  89. 6:SNT= 2: Speech impediment: Your speech is slurred reducing speech based checks by 2.
  90.  
  91. 7:SNT= 1: Demonic headphones: Whispering is far louder, reducing hearing checks by 2 and the stat reduction from FATIGUE is increased to 2.
  92.  
  93. 8:SNT= 0: Baby talk: You babble incoherently reducing speech based checks by 5 points instead of 2 and sanity will be harder to regain.
  94.  
  95. 9:SNT= -1: Wear down: Each day TWO random stats are reduced instead of one.
  96.  
  97. 10:SNT= -2: Blinding madness: Your vision range (and thus attack range excluding melee) is halved from the total and it will take longer for priests to heal you.
  98.  
  99. 11:SNT= -3: Eldrich provocation: You will begin to randomly lose control of your character when the DM wills it and your max HP is halved.
  100.  
  101. 12:SNT= Absolute: Ineffable nightmare: "Send not to know for whom the bell tolls, it tolls for thee..." (This is for the DM to know and you to hopefully never find out.)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement