
Turin the Mad |
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UnArcaneElection wrote:I have a friend who wants to do Paranoia: Hermea.Wei Ji the Learner wrote:UnArcaneElection wrote:"Smile and be happy, Citizen, the Decemvirate is your friend!"
Pathfinder meets Paranoia!
I was thinking more to set this in Razmiran, but this works too.
I can't get that out of my brain now.
"Mengkare knows what is best, Citizen."
"Report to the nearest termination, Citizen. All hail Mengkare!"
etc...

UnArcaneElection |
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captain yesterday wrote:I think, at this point, nothing is more experimental then Galt. :-)Chapter 6 "Dance of the Final Blade".
Bonus points if Red Revolution gives an opportunity to start as true believers (even getting so far as to become Grey Gardeners) that later get disillusioned. Also good for the Paranoia theme.

captain yesterday |

Turin the Mad wrote:captain yesterday wrote:I think, at this point, nothing is more experimental then Galt. :-)Chapter 6 "Dance of the Final Blade".Bonus points if Red Revolution gives an opportunity to start as true believers (even getting so far as to become Grey Gardeners) that later get disillusioned. Also good for the Paranoia theme.
Seriously, take a Kidney! anything!

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The Raven Black wrote:
An idea I got : the PCs are cursed to never die. They resurrect not long after being killed. But their loot might not be there.
That could make for a truly terrifying situation.
"The Big Bad isn't going down! Initiate the Humanoid Wave technique!"
The Raven Black wrote:That could become horrifically problematic, if said gear was *barely* keeping them competitive at the AP level. Losing some or all of said gear would drop party effectiveness and force months if not years of 'side-quest grinding' to regain all the lost gear to get back up to a spot where they can actually do the things they need to do.
Or magic items are automatically used up to fuel this resurrection. The AP, among other things, would be about defeating this curse of immortality.
I'd go with "friendly NPCs that are close to the party die." That way you aren't creating a cycle of death by weakening the PCs personally - instead, their immortality comes at the cost of their friends and family.
If you have the kind of group that considers NPCs disposable, make sure they have minor mechanical benefits that the players will miss. I'd also consider these deaths to be a death effect so it would be very difficult to undo, at least until the PCs can reverse death themselves anyway.

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I'd go with "friendly NPCs that are close to the party die." That way you aren't creating a cycle of death by weakening the PCs personally - instead, their immortality comes at the cost of their friends and family.
If you have the kind of group that considers NPCs disposable, make sure they have minor mechanical benefits that the players will miss. I'd also consider these deaths to be a death effect so it would be very difficult to undo, at least until the PCs can reverse death themselves anyway.
This is important! Players don't tend to learn enough from dying to make up for the loss in XP or wealth. Even if you give them mechanically equivalent wealth and experience, they need to relearn their tactics and coordination. Showing how their failures affect everyone around them, on the other hand...
I don't know about preventing Raise Deads and the like on NPCs, though. If the party wants to raise an NPC with their own funds, that seems fine with me.
And not every death is a bad one, of course. But it's not something you want to institutionalize.

Turin the Mad |

Turin the Mad wrote:The Raven Black wrote:Accursed Champions AP. The PCs are 10th tier mythic heroes cursed by a Great Old One/[redacted]/ Snoopy. They can't die ... but they can suffer ...I am sure the Paizo team can come up with excellent ways to help with PC's survival, even in Hard Mode, while still allowing for new characters to join the team when a player wants to try a new PC.
An idea I got : the PCs are cursed to never die. They resurrect not long after being killed. But their loot might not be there. Or magic items are automatically used up to fuel this resurrection. The AP, among other things, would be about defeating this curse of immortality.
Pathfinder meets Paranoia!
Accursed Champion PCs are variants of 10th tier Guardians.
- Hard to Kill death threshold (2x Con score +20, including the benefits of ‘ability score’, below).
- Mythic Power 23
- Surge (1d12, immediate action, cost: 1 mythic power)
- Amazing Initiative is replaced with Unbreakable Resilience x2 & 6th bonus feat (q.v. mythic feats)
- Recuperation (q.v.)
- Mythic Saves (q.v.)
- Force of Will (immediate action, cost: 1)
- Unstoppable (free action, cost: 1)
- Immortal (q.v.)
- Legendary Hero (q.v.)
- Mythic Feats: Great Fortitude (mythic), Iron Will (mythic), Lightning Reflexes (mythic).
- Ability Score bonuses are replaced with +5 hp/HD; +5 bonus on all Fortitude saving throws; +10 KO threshold; +20 death threshold (including the benefits of Hard to Kill, q.v.).
- Hit Points +50
- Longevity
- Mythic Sustenance
- Beyond Morality
- Fearless
- Pure Body
- Pure Destiny
- Sleepless
- Unchanging
- Adamantine Mind
- To the Death
- Unbreakable Resilience (all ability scores)
Why the PCs wound up so accursed and the trials and tribulations that await them are yet to be determined. They don't have to be mythic nor is there any need to include mythic nor hero points (save to avert permanent deaths). <grin>

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captain yesterday wrote:I think, at this point, nothing is more experimental then Galt. :-)Chapter 6 "Dance of the Final Blade".
The PCs start the AP being led to the Final Blade, together or separately (even throughout the history of Galt) depending on their background (could make for interesting background traits BTW, depending on why they got executed).
They die.
And they walk up later, not knowing how or why they are alive. But their souls are still imprisoned within the Final Blade, granting them a kind of immortality but with real drawbacks when they die again.
A new PC could be introduced as another reanimated victim who escaped the Final Blade later than the others, while a discarded PC does not come back because something mysterious happened that prevented it.
All tied to the reasons behind the Final Blade's "glitches", that the PCs have to uncover and fix (to go back to a normal life or to their final reward), or master (to live forever).

captain yesterday |
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I'm not a writer, however if they ever need anything built.

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Who says there can only be one AP in Galt, captain? ;)
Depending on how they're set up and written, they could be intertwined...
Paizo has a habit of doing something, and then doing something very different as to not cheese people off with repetitiveness. I would be surprised having Hells Rebels and Hells Vengeance while not being truly intertwined being too close to one another in theme and location. To do another back to back in the same location without a few years would likely not fly past their repetition sensors.

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Turin the Mad wrote:Paizo has a habit of doing something, and then doing something very different as to not cheese people off with repetitiveness. I would be surprised having Hells Rebels and Hells Vengeance while not being truly intertwined being too close to one another in theme and location. To do another back to back in the same location without a few years would likely not fly past their repetition sensors.Who says there can only be one AP in Galt, captain? ;)
Depending on how they're set up and written, they could be intertwined...
Correct.

Covent |
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Late to the party, but loving the ride. This thread is very nice.
Please add my vote to the pile of those who would love a "Hard Mode" AP.
Facing only APL+1 - APL+5 encounters is fun and challenging for my gaming group. This is what we usually fight, I just have to homebrew most things, but having an AP to buy that not only catered to this play style but took advantage of the extra XP to go 1-20 would make it a sure buy for my group.
P.S. My Mythic feedback here.