Modern Carrion Crown how to handle Haunts.


Advice


I don't know if the situation will even come up but my group is planning on starting a new game in a few weeks and I've decided to let them vote on a list of ideas I've been wanting to run for awhile and go from there. One of them was Carrion Crown set in a more modern era using the Modern Path.

The problem is that chances are we may not have a channeler in the group to handle the haunts easily. Anyone have any suggestions for the best way to deal with this....or will it even be an issue (haven't read back over everything just yet so I might be forgetting something about haunts.)


i mean, if he has the skills to deal with the haunts let him just do it, unless haunts are the MAIN enemy in the game (unlikely considering their trap-like nature) then it should be fine to let the channeler shine when they come across one, it sounds no worse than letting the rogue deal with traps if he decided to build a trap-disabler in a trap-heavy campaign


Pathfinder Adventure Path Subscriber

You could do like how they countered the negative slime in Ghostbusters II and let them somehow counteract the negative emotions a haunt evokes with some display of positive emotions. (Example: blaring out upbeat music, hosing them down with slime charged with positive emotions, or using some kind of Charismatic Hero ability). For a more rules based approach, I think think that haunts-created effects are considered mind-affecting fear effects, so abilities that function against mind-affecting or fear effects can usually work against the direct effects of a haunt.


With Insanity Points!

Oh, wait, that's a different modern (nearly modern?) game...


The AP provides items for dealing with haunts. Increase their number if those are the only option available. But honestly, the only real way to deal with haunts is positive energy and channeling is the main way of dealing that (typically because haunts affect an area and the easiest way to do positive energy in an area is channeling).

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