12-26-2020, 10:30 PM | #1 |
Join Date: Aug 2018
Location: Dallas, TX
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Pathfinder Haunts
Pathfinder introduced the concept of Haunts, which are traps that are supernatural curses rather than traditional mechanical traps. To disarm them, in the Pathfinder system, your cleric would have to channel positive energy.
Not sure how to convert that to DFRPG. |
12-26-2020, 11:07 PM | #2 |
Join Date: Jul 2010
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Re: Pathfinder Haunts
It seems that Curses would fit the bill (Exploits 23). Also, there's an overview of Nasty Surprises on Exploits 83.
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12-27-2020, 12:10 AM | #3 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Pathfinder Haunts
Dungeon Fantasy Traps has a few traps that use Foul Magic (tm) instead of traditional means as well.
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12-27-2020, 10:15 PM | #4 |
Join Date: Aug 2018
Location: Dallas, TX
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Re: Pathfinder Haunts
I'm running The Haunting of Harrowstone and the first module is a bunch of ghosts and haunts.
Here's an example: Cold Spot Notice Perception DC 10 (to notice a sudden temperature drop) hp 13; Trigger proximity; Weakness damaged by fire; Reset 1 hour Effect When the area of a cold spot is entered, the temperature immediately drops to freezing as the minor spirit draws warmth from living creatures. This action duplicates the effects of a chill touch spell (save DC 11), automatically affecting all creatures in the area for each round they remain. Destruction An unattended metal object must be subjected to heat metal while the cold spot manifests. The warm object will absorb the entity, and must be quickly buried in hallowed ground. How would you translate that to DFRPG? |
12-27-2020, 11:09 PM | #5 | ||
Join Date: Sep 2006
Location: Luxembourg
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Re: Pathfinder Haunts
Quote:
For the Cold Spot, I don't know the source material, but at a guess : Quote:
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12-28-2020, 10:38 AM | #6 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pathfinder Haunts
Quote:
That's a net skill of Per-based Traps of about 13. A starting DFRPG character such as a Scout or Thief rolls out of the gate with a minimum of Per-based Traps-15 (both are at IQ+1 and Per-14), suggesting something like "roll Per-based Traps at -2" for difficulty to spot. Characters who invest more heavily in trap-finding through enhanced Per or buying extra traps will thus find it more easily, which is as it should be! Those defaulting to Traps or in off-niche specialties may have trouble...which is also as it should be.
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