• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Hitchhiker d20


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I met a xorn at GenConUK this year that was a lot like Marvin. Very strange experience.

What are the effects of seeing Don't Panic in large friendly letters? Would that help you regain Sanity?

What about a skill in Use Guide? Enabling you to get more useful information?
 


Use Guide would be a synergy-only skill. For every 3 ranks in it that you have, choose either a Knowledge or Profession skill, a skill useful for hanging around in not-so-classy places, or a skill useful for being a general criminal. You gain a +2 bonus on checks with that skill.

seeing Don't Panic in large friendly letters would remove the effects of fear for one round. At the end of the fear-free round, repeat the initial save that caused you to become scared in the first place, with a +2 bonus. If you fail, you resume being freaked out, and will not gain any benefit from seeing the words Don't Panic for the duration of the fear effect. If you succeed, you are released from the fear effect. Also, seeing Don't Panic doubles the rate at which you regain Sanity.
 

Sector ZZ 9 Plural Z Alpha

Sector ZZ 9 Plural Z Alpha is an anomaly in the galaxy. Any character origininating from a planet in ZZ 9 Plural Z Alpha is 5% likely per Earth month spent out of the sector to experience a time-space anomaly involving his home planet. The anomaly could be any one of the following, or some other event:
--Spontaneously disappearing.
--Encountering a planet suspiciously like thier home planet, but unfortunately unlike it.
--Experience a "split," and create an alternate version of themselves, which has no knowledge of another version of themselves and exists as if a major choice the character made in the past decade was made in a different way.
For every month spent back in ZZ 9 Plural Z Alpha, a character from that sector decreases his chance of an anomaly by 5%.
 

The Dangers of Temporal Grammer
NEVER even try to speak with the correct grammer when time travveling, as it will most likely result in suicide. (or, it mayith forwhen doubleunfuturepastseperate infor fordeath unresultith.)

Any character attempting to speak with correct temporal grammer must make a Will save (DC 10 + number of words in the sentance) or take 1d8+3 Sanity damage. Talking to someone who actually knows temporal grammer counts as an extreemly stressfull situation if you are trying to pretend that you also know temporal grammer.

So, forhave when a nice day have had!
 

Into the Woods

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