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- [1: Main goal:]
- "I'm going on an adventure!"
- 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.
- -You and your party must hunt down potentially dangerous ethereal artifacts and use their power to combat the spirit lord and his forces.
- --New enemies are now present in the world.
- -An artifact must be collected for every player in the party. ( 3 players = 3 artifacts)
- --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.
- [2: Enemies and how to obtain artifacts:]
- "During the day, I don't believe in ghosts, at night however I'm a little more... open minded."
- Ghosts are beginning to haunt this realm and though they start out rare they become more common as the campaign progresses.
- -Incorporeal enemies can now be randomly encountered throughout the world, however they will almost ALWAYS attack you at night or in your dreams.
- --As you might imagine, incorporeal enemies cannot be hit by conventional physical or magical attacks.
- -These enemies are fairly weak HP wise and come in many different flavors.
- [--EXAMPLE: You might encounter a "haunt" which is the mind eater and can be hit but only in a dream.
- --Incorporeal enemies will do 1.5x more damage to you if you do not have an artifact equipped.
- ---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.
- [3: What the artifacts can do:]
- "See back for details."
- The existence of these ancient artifacts couldn't have meant anything good. Maybe this has happened before...
- -Artifacts are scattered throughout the world and must be obtained before you can do anything to this new threat.
- --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.
- --Spirit walking!: When the artifact is activated you can only interact with the spirit realm and attack incorporeal enemies.
- ---To activate the artifact in combat it will take a minor action.
- ---Being in the spirit realm could open new passages to hidden treasures or even ancient cities that may still be active.
- ---Corporeal enemies are hidden and cannot be attacked, however they can still see you, though they are, in turn, unable to hurt you.
- [---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.
- -Artifacts could potentially come in many different forms whether it be a weapon, trinket, or armor and could also be very beneficial to players.
- --Artifacts could be handled in one of two ways.
- ---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.
- ---The second way is that it could be almost purely cosmetic, being a simple piece of jewelry that grants no benefit besides spirit walking.
- [4: New stat and mechanics:]
- "Sometimes I question my sanity, but then the unicorn in my mirror says I'm fine!"
- Feeling a little faint and itchy? You might be in deeper water than you think.
- -A new stat, sanity (SNT), is now used to calculate new mechanics.
- --Your base SNT is calculated: 10 + WIL.Mod + END.Mod.
- [--EXAMPLE: If you have a WIL modifier of 1 and END modifier of 2, your base sanity would be 13
- ---Your sanity has its own modifier calculated: Half of stat rounded down, -2.
- [---EXAMPLE: If your SNT stat is 13 your modifier would be calculated: 13/2 (rounded down) = 6 - 2 = a modifier of 4.
- ----Sometimes you might find you need to roll sanity checks. Checks are rolled with 1d10 + modifier.
- [----EXAMPLE: You roll a 1d10 and it lands on 7, you add your modifier and your final "roll" would be 11.
- --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...
- [--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.
- [--EXAMPLE: Becoming overly confused about something, even if its a simple card trick, will temporarily reduce sanity by 1.
- [---Temporary insanity dissipates after one day and cannot take you bellow 0 sanity.
- --Regaining sanity, often times, is very simply done.
- ---One way, and the easiest, is to simply become well rested, which obviously only requires sleep.
- ---Other ways to regain sanity might involve seeing a priest, or obtaining/finding a certain kind of herb, potion, etc.
- -Insanity has stages, the lower your sanity the more severe the effects.
- --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.
- --Insanity can have up to 12 stages depending on play through difficulty, the stages are:
- 1:SNT= 7: Dark secrets: you'll start hearing faint whispering occasionally
- 2:SNT= 6: Wrong prescription: Vision randomly becomes blurry reducing the effectiveness of PER checks by 1.
- 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.
- 4:SNT= 4: Glassy eyes: Vision becomes distorted reducing your effective range of all but melee attacks by 1 unit.
- 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)
- 6:SNT= 2: Speech impediment: Your speech is slurred reducing speech based checks by 2.
- 7:SNT= 1: Demonic headphones: Whispering is far louder, reducing hearing checks by 2 and the stat reduction from FATIGUE is increased to 2.
- 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.
- 9:SNT= -1: Wear down: Each day TWO random stats are reduced instead of one.
- 10:SNT= -2: Blinding madness: Your vision range (and thus attack range excluding melee) is halved from the total.
- 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.
- 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.)
- [5: Artifact conditions:]
- "Limitless cosmic power!... Some restrictions may apply."
- Thought that was it to insanity? guess again.
- -Artifacts, though powerful are not without their downsides.
- --Having an artifact equipped for longer than a day will start forcing you to roll SNT checks.
- ---The initial check difficulty is low, only requires you to roll higher than a low number.
- [---EXAMPLE: Initially, you must roll higher than 6 in order to not fail the SNT check.
- ----The check difficulty increases by +1 per number of days the artifact has been equiped.
- [----EXAMPLE: Having the artifact equipped for 1 day will start the checks.
- [----EXAMPLE: Having the artifact equipped for 2 days will increase check threshold to 7 from 6.
- --Having an artifact ACTIVE for a full day will begin to bypass the check entirely, instead ticking sanity down by 2 x number of days active.
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