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The Fall of Civilization
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<blockquote data-quote="the Jester" data-source="post: 7465134" data-attributes="member: 1210"><p>For the record, this is the skill challenge I used for the trip through the door into time.</p><p></p><p><strong>Setup:</strong> To successfully pass through the Door into Time, the pcs must navigate through the skill challenge. Failure is unusually damning. </p><p></p><p><strong>Level:</strong> 17</p><p><strong>Complexity:</strong> 5 (requires 12 successes before 3 failures)</p><p><strong>Primary Skills:</strong> Arcana, Endurance, Insight, Perception, Religion</p><p><strong>Secondary Skills:</strong> Acrobatics</p><p> </p><p>Acrobatics (DC 30; no successes): The character concentrates on avoiding the oncoming memories and moments. He does not suffer an end of turn effect this round of the skill challenge, but doesn't gain a success. </p><p> </p><p>Arcana (DC 30; 1 success, no maximum): The character uses his knowledge of magic to help guide the party through the maelstrom of moments without harm. If he succeeds, the character may choose between two end of turn effects rolled by the dm. </p><p> </p><p>Endurance (DC 25; 1 success, maximum of 1 by each pc): With an Endurance check, the character manages to simply hold on against the trauma of the journey out of one timestream and into the remnants of another. In addition to gaining a success, if the character gets a DC 30, he avoids receiving an end of turn effect. </p><p> </p><p>Insight (DC 23; 1 success, maximum 4 successes): The character’s self-awareness helps him to withstand the onslaught of images and feelings that runs through him. He gains resist 10 psychic against this turn’s end of turn effect. </p><p> </p><p>Perception (DC 27; 1 success, maximum 2 successes): The character attempts to guide the party through the storm of temporal events without harm using her incredible senses. In addition to gaining a success, for every 2 points by which she beats the DC, the character allows one pc to avoid his next end of turn effect.</p><p> </p><p>Religion (DC 27; 1 success, no maximum): By clinging to faith, the character holds onto sanity and helps to guide his friends. The character gains resist 6 necrotic and psychic against any end of turn effect; in addition, if he ages, the amount that he ages is reduced by 4 years. </p><p> </p><p><strong>Complications:</strong> At the end of each character’s turn, roll on the following chart to see what misfortune might befall him.</p><p></p><p><strong><u>d% Roll --- Result</u></strong> </p><p>01-30 --- Character is hit by a rough experience for 2d6+6 psychic damage and - 2 on next skill check.</p><p>31-50 --- Character is hit by a concentrated patch of time and ages 2d6 years. </p><p>51-60 --- Character is filled with inertia and is slowed until the end of the party’s next encounter.</p><p>61-75 --- Character puts five wear points on items, distributed as he chooses (with dm approval).</p><p>76-90 --- Part of character’s body ages more than the rest, dealing 3d6+6 necrotic damage. </p><p>91-00 --- Character sapped of energy; lose 1 action point. If the character doesn’t have one, he instead loses 2 healing surges.</p><p></p><p><strong>Success:</strong> If the party succeeds at the skill challenge, they arrive in area 87 on sublevel 6B.</p><p></p><p><strong>Failure:</strong> In addition to suffering the full effect of whatever end of turn effect smites a character that fails a check, other bad things happen. Each time a character gets a failure in the skill challenge, one of two things happens, depending on what skill the character was using. </p><p></p><p><em>Arcana, Insight, Religion:</em> The character goes a little bit crazy and gains 1 insanity point. A character with 1 insanity point starts to act a little bit weird at times. With 2 insanity points, the character gains a non-dangerous obsession or minor, non-debilitating phobia. With 3 insanity points, roll 3d34 on the Random Insanity Chart on page 88 of Players Option: Spells & Magic.</p><p></p><p><em>Endurance, Perception:</em> The character is tugged somewhat away from the other party members. Rope and similar items will not be able to pull him back, because they will be destroyed by entropic processes, but he remains close enough to see and shout to. If a character fails a second time, he drifts further away; a third failure means that the character is lost elsewhere in the Plane of Time than the rest of the party.</p><p></p><p>If the party actually fails the skill challenge, they wind up lost in the Plane of Time.</p></blockquote><p></p>
[QUOTE="the Jester, post: 7465134, member: 1210"] For the record, this is the skill challenge I used for the trip through the door into time. [b]Setup:[/b] To successfully pass through the Door into Time, the pcs must navigate through the skill challenge. Failure is unusually damning. [b]Level:[/b] 17 [b]Complexity:[/b] 5 (requires 12 successes before 3 failures) [b]Primary Skills:[/b] Arcana, Endurance, Insight, Perception, Religion [b]Secondary Skills:[/b] Acrobatics Acrobatics (DC 30; no successes): The character concentrates on avoiding the oncoming memories and moments. He does not suffer an end of turn effect this round of the skill challenge, but doesn't gain a success. Arcana (DC 30; 1 success, no maximum): The character uses his knowledge of magic to help guide the party through the maelstrom of moments without harm. If he succeeds, the character may choose between two end of turn effects rolled by the dm. Endurance (DC 25; 1 success, maximum of 1 by each pc): With an Endurance check, the character manages to simply hold on against the trauma of the journey out of one timestream and into the remnants of another. In addition to gaining a success, if the character gets a DC 30, he avoids receiving an end of turn effect. Insight (DC 23; 1 success, maximum 4 successes): The character’s self-awareness helps him to withstand the onslaught of images and feelings that runs through him. He gains resist 10 psychic against this turn’s end of turn effect. Perception (DC 27; 1 success, maximum 2 successes): The character attempts to guide the party through the storm of temporal events without harm using her incredible senses. In addition to gaining a success, for every 2 points by which she beats the DC, the character allows one pc to avoid his next end of turn effect. Religion (DC 27; 1 success, no maximum): By clinging to faith, the character holds onto sanity and helps to guide his friends. The character gains resist 6 necrotic and psychic against any end of turn effect; in addition, if he ages, the amount that he ages is reduced by 4 years. [b]Complications:[/b] At the end of each character’s turn, roll on the following chart to see what misfortune might befall him. [b][u]d% Roll --- Result[/u][/b][u][/u] 01-30 --- Character is hit by a rough experience for 2d6+6 psychic damage and - 2 on next skill check. 31-50 --- Character is hit by a concentrated patch of time and ages 2d6 years. 51-60 --- Character is filled with inertia and is slowed until the end of the party’s next encounter. 61-75 --- Character puts five wear points on items, distributed as he chooses (with dm approval). 76-90 --- Part of character’s body ages more than the rest, dealing 3d6+6 necrotic damage. 91-00 --- Character sapped of energy; lose 1 action point. If the character doesn’t have one, he instead loses 2 healing surges. [b]Success:[/b] If the party succeeds at the skill challenge, they arrive in area 87 on sublevel 6B. [b]Failure:[/b] In addition to suffering the full effect of whatever end of turn effect smites a character that fails a check, other bad things happen. Each time a character gets a failure in the skill challenge, one of two things happens, depending on what skill the character was using. [i]Arcana, Insight, Religion:[/i] The character goes a little bit crazy and gains 1 insanity point. A character with 1 insanity point starts to act a little bit weird at times. With 2 insanity points, the character gains a non-dangerous obsession or minor, non-debilitating phobia. With 3 insanity points, roll 3d34 on the Random Insanity Chart on page 88 of Players Option: Spells & Magic. [i]Endurance, Perception:[/i] The character is tugged somewhat away from the other party members. Rope and similar items will not be able to pull him back, because they will be destroyed by entropic processes, but he remains close enough to see and shout to. If a character fails a second time, he drifts further away; a third failure means that the character is lost elsewhere in the Plane of Time than the rest of the party. If the party actually fails the skill challenge, they wind up lost in the Plane of Time. [/QUOTE]
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