At the end of Dead Roads, there was the AP overview that called the AP Survival Horror. Now this will no doubt bring up thoughts of Resident Evil Silent Hill with the hordes of monsters and scavenging ammo and of course, alien logic puzzles, but those still let the player be empowered via firepower when the rifles, grenade launchers and chainsaws be found. Another type of horror series are the Amnesia and SOMA games.
In these games, fighting is not possible and it does kind of get weird with the 'Turn around and look at the wall' mechanic of not losing your mind but it is pure stealth and distraction. Which might be a good option for this AP but there is the problem of 'Boss Fights'. Pretty much every McGuffin is held by a monster that must be fought in the classic manner and I think it would require a lot of reworking to allow the PCs to say, stick a holy wrench into the Festering Maw and run like heck before it explodes while ghouls and vampires how at their heels.
Perhaps this is something that can be more of an option in some APs? Sneak in through the air vent and disable the tractor beam so your ship can get away hile one stays behind to fight the Dark Lord.
Using technologies as well as magicks, I have devised the bubble thread. Here, we are free from the naked tyranny of the Moderators. We are free to do whatever we want and say whatever we want, in whatever colour we want (except Mod colors because then we'll become just like them, man).
So here it goes. My first rebellious act.
Watch it, and join.
Ok. I'm ready. I'm going to post porn
Legendary WWE interviewer "Mean" Gene Okerlund has died at the age of 76, WWE.com announced Wednesday.
Okerlund joined WWE in 1984 after spending nearly 15 years in the AWA. He remained with WWE from 1984-1993 and then worked for WCW from 1993-2001 and became the most notable interviewer in professional wrestling history in the process.
His contributions were celebrated in 2006 when he was inducted into the WWE Hall of Fame.
After WWE bought WCW in 2001, Okerlund returned to the company as a jack of all trades and announced the gimmick Battle Royal at WrestleMania X-Seven alongside fellow Hall of Famer Bobby "The Brain" Heenan.
So Trolls are notorious for not only their regeneration but being able to control their severed limbs and bodies. So Would they say be capable of laying traps like severed limbs in pits to attack and maybe sentence out of control trolls to be severed head watchdogs and squash several trolls together as monstrous, insane attack beasts? Might make for an interesting horror themed game.
So started this up and played through up to the double sawblade boss. Veyr nice music and I like the visuals
Of course being a newb at this I died to the boss..
Right back to the beginning! Color me annoyed at no checkpoints in the prologue, I think I'll just easy mode the prologue to save me the stress.
Also, dat butt. Awesome butt.
So as the Heal Deadly Wounds skill says,
Heal Deadly WoundsWhen treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.
So assuming a max of +6 Wisdom mod at high levels of play, we're looking at a max of 26 points healed for 20th level, which at this point is a banged knee and since PCs are often not able to spend the time for normal healing, would just burn charges from wands or spend leftover channels before sleeping. So there is little reason to go beyond what is needed to make a First Aid/Stabilization check.
So, a suggestion is that each +5 that the DC is beaten by, another Wisdom mod worth of damage is healed.
Or perhaps lowering the Deadly Wounds DC to 15 so a PC can get more milage out of their wisdom mod?
This was pointed out to me about the Diva archtype.
A Diva of 8th level or higher can use her performance to verbally lash out at another creature, causing it to become frightened. To be affected, the target enemy must be within 30 feet and be able to see and hear the diva’s performance. The effect persists for as long as the enemy is within 30 feet and the diva continues her performance, plus 1d4 rounds. Although the diva can only direct the effect at one creature at a time, its effects persist for as long as she continues the performance, even if directed at a different creature. For example, she could direct her tirade at an innkeeper, who becomes frightened, then focus her wrath on the captain of the guard, and the innkeeper remains frightened for 1d4 more rounds even though her attention is no longer directed at him.
This performance cannot cause a creature to become panicked, even if the target is already frightened from another effect. Scathing tirade is a mind-affecting fear effect, and it relies on audible and visual components.
This performance replaces dirge of doom.
Does this have a save DC?
A variant of the interposing hand spell. When cast, a transparent hand appears and pats the target on the head. This does no damage but counts as an attack in regards to concentrating for spellcasting. If the roll fails, a soft "Shssshing' is heard and the difficulty increases by 2 for the next check.