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<blockquote data-quote="F5" data-source="post: 515996" data-attributes="member: 4607"><p>To expand on the ideas that Willpax had:</p><p></p><p>Concentration checks. In order to maintain ones' sanity in the Badlands, the character must make periodic Concentration checks. </p><p></p><p>Say that when the gods were wiped from the material realm in the cataclysm, they left behind a spiritual rent in the fabric of reality, causing the badlands. The epicenters of the badlands act like a Black Hole, that draws a character's spirit and sanity away, and can only be resisted by force of will.</p><p></p><p>Give it a DC of 10 or 15 or so, every hour. Make the DC go up considerably, the closer you get to the Epicenters. On the outskirts, it should be pretty easy for a character with Concentration to make (and mostly, only d4-types will have the concentration skill, if clerics, paladins and Rangers aren't around). A character without Concentration will make maybe half of the checks but will eventually succumb to madness and degeneracy. The actual effects of failing a check could be Ability damage, or negative levels, or something similar. Being reduced to 0 by failing multiple checks turns you into a soulless creature of the Badlands.</p><p></p><p>Maybe to make it easier on the players (and not have to remember to roll periodic concentration checks), say that X ranks in spellcraft/psicraft lets you take 10 on these concentration checks. This gives the characters a limited distance they can go into the Badlands safely, which increases as they go up in level and their Concentration skills get better. It also gives you the option of the NPC rogue with a good Concentration skill, that's been living in the badlands for months, barely hanging onto the last thread of his sanity.</p></blockquote><p></p>
[QUOTE="F5, post: 515996, member: 4607"] To expand on the ideas that Willpax had: Concentration checks. In order to maintain ones' sanity in the Badlands, the character must make periodic Concentration checks. Say that when the gods were wiped from the material realm in the cataclysm, they left behind a spiritual rent in the fabric of reality, causing the badlands. The epicenters of the badlands act like a Black Hole, that draws a character's spirit and sanity away, and can only be resisted by force of will. Give it a DC of 10 or 15 or so, every hour. Make the DC go up considerably, the closer you get to the Epicenters. On the outskirts, it should be pretty easy for a character with Concentration to make (and mostly, only d4-types will have the concentration skill, if clerics, paladins and Rangers aren't around). A character without Concentration will make maybe half of the checks but will eventually succumb to madness and degeneracy. The actual effects of failing a check could be Ability damage, or negative levels, or something similar. Being reduced to 0 by failing multiple checks turns you into a soulless creature of the Badlands. Maybe to make it easier on the players (and not have to remember to roll periodic concentration checks), say that X ranks in spellcraft/psicraft lets you take 10 on these concentration checks. This gives the characters a limited distance they can go into the Badlands safely, which increases as they go up in level and their Concentration skills get better. It also gives you the option of the NPC rogue with a good Concentration skill, that's been living in the badlands for months, barely hanging onto the last thread of his sanity. [/QUOTE]
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