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Grand Unified Theory: Modos RPG revision 1.3 thread
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<blockquote data-quote="GMMichael" data-source="post: 6414902" data-attributes="member: 6685730"><p>Well, the game has really easy-to-make characters, and cohorts can quickly become PCs, but I thought I'd include this:</p><p></p><p><strong><span style="font-size: 15px">Sidebar: Effects of Max Damage</span></strong></p><p></p><p>In this game, it’s best to try to avoid killing a PC. The GM should consider using the event of a mostly dead PC to make the plot or character more interesting. For example, a mostly dead character could return to play with a new scar or missing limb. Or the plot could divert, and the character could become undead, get captured, or send the living PCs on a quest to revive the mostly dead character. A character who becomes unconscious might return with a nervous tick, paranoia, or amnesia. Characters recovering from the catatonic condition might see ghosts, hear voices, or become slightly more pious, having almost met their maker.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6414902, member: 6685730"] Well, the game has really easy-to-make characters, and cohorts can quickly become PCs, but I thought I'd include this: [B][SIZE=4]Sidebar: Effects of Max Damage[/SIZE][/B] In this game, it’s best to try to avoid killing a PC. The GM should consider using the event of a mostly dead PC to make the plot or character more interesting. For example, a mostly dead character could return to play with a new scar or missing limb. Or the plot could divert, and the character could become undead, get captured, or send the living PCs on a quest to revive the mostly dead character. A character who becomes unconscious might return with a nervous tick, paranoia, or amnesia. Characters recovering from the catatonic condition might see ghosts, hear voices, or become slightly more pious, having almost met their maker. [/QUOTE]
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