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Back from the Dead: Seeing the "Other Side"
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<blockquote data-quote="fba827" data-source="post: 5741419" data-attributes="member: 807"><p>i'm a fan of story developing part of the characters in tandem with player build choices, so i like this idea. but having said that, i'd shy away from it being something beneficial but instead should be neutral or negative. else, you might end up with other players who are jealous that they <em>lived</em> which seems like an awkward thing to not reward as much.</p><p></p><p>Here are some random ideas off the top of my head.</p><p></p><p></p><p>* Called back to the dead.</p><p>When dying something accelerates the pull from dying to dead as the spirit is more closely linked to limbo and therefore easily pulled back there</p><p></p><p>* Whispers of the dead</p><p>After every sleep, some sort of endurance-style check to see if he got a peaceful sleep despite hearing whispers from the dead all night. AND once in a while the whipsers actually give some hint of what is about to come up in the adventure (representing some small bonus or clue for the current adventure)</p><p></p><p>* ability to sense undead</p><p></p><p>* ability to sense areas that have strong emotional echos (i.e. there was a family slaughtered in this room / there this locket belonged to a woman who felt strong and intense love / this dagger echos with a sadness )</p><p></p><p>* he is a little crazy (or at least everyone thinks he's gone a little crazy -- perhaps he really is seeing ghosts, but no one believes him and therefore thinks he's crazy)</p><p></p><p>* is able to bypass resistances of undead BUT also takes double damage from undead creatures</p><p></p><p>* is under a strong compulsion/gaes to reunite someone (living) with a spirit that he met while in limbo (i.e.a minor quest... reunite lovers... kill the other to bring them together? or find a way to raise the dead one? etc).</p><p></p><p>* takes a penalty to endurance and diplomacy but bonus to intimidate due to a slightly sickly appearance</p><p></p><p></p><p>(<em>Note that the exact mechanics of any of this sort of depend on what system you're playing. But the concept is what's important first...</em>)</p></blockquote><p></p>
[QUOTE="fba827, post: 5741419, member: 807"] i'm a fan of story developing part of the characters in tandem with player build choices, so i like this idea. but having said that, i'd shy away from it being something beneficial but instead should be neutral or negative. else, you might end up with other players who are jealous that they [i]lived[/i] which seems like an awkward thing to not reward as much. Here are some random ideas off the top of my head. * Called back to the dead. When dying something accelerates the pull from dying to dead as the spirit is more closely linked to limbo and therefore easily pulled back there * Whispers of the dead After every sleep, some sort of endurance-style check to see if he got a peaceful sleep despite hearing whispers from the dead all night. AND once in a while the whipsers actually give some hint of what is about to come up in the adventure (representing some small bonus or clue for the current adventure) * ability to sense undead * ability to sense areas that have strong emotional echos (i.e. there was a family slaughtered in this room / there this locket belonged to a woman who felt strong and intense love / this dagger echos with a sadness ) * he is a little crazy (or at least everyone thinks he's gone a little crazy -- perhaps he really is seeing ghosts, but no one believes him and therefore thinks he's crazy) * is able to bypass resistances of undead BUT also takes double damage from undead creatures * is under a strong compulsion/gaes to reunite someone (living) with a spirit that he met while in limbo (i.e.a minor quest... reunite lovers... kill the other to bring them together? or find a way to raise the dead one? etc). * takes a penalty to endurance and diplomacy but bonus to intimidate due to a slightly sickly appearance ([i]Note that the exact mechanics of any of this sort of depend on what system you're playing. But the concept is what's important first...[/i]) [/QUOTE]
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