Shapeshifting PC- Kitsune

So I have PC playing a Kitsune with the realistic likeness feat. Basically they can shapeshift into any human character they seen before and it gives them a +10 to disguise. In this adventure I think that could really mess with the flow of the mystery. Im going to restrict this to humans so that helps a little. I also realize that the enemy has rings to identify themselves as part of the group. So that should help prevent the PC from pretending to be the enemy and getting all kinds of details they normally wouldnt have.

Any suggestions on how I can let this be a cool advantage but not let them blow away the secretive nature of the enemy. Anyone have experience with running a game with a PC who has this ability or similar?
 

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I mean, Hat of Disguise can do about the same thing. In playtests I had a PC use one a lot to mess with people, but it didn't seem like a problem. Often the PCs would get a hint of a problem, and want to go infiltrate, but not know enough to successfully fake it if they got confronted. It could avoid some combats, but provoked other ones. The real challenge was that it can get boring for other players when one PC goes off alone.

The closest they got to 'jumping ahead' was when in adventure 3 (before they even went to the High Bayou) the PC disguised himself as Caius Bergeron and told the people at his residence that he'd lost his keys. He got let into Caius's room and found some documents about planning expeditions to the sunken dig site in Ber, but I made sure to also have records that he was sending specialists back to the High Bayou dig site, and that their mission was more urgent. That kept the party from skipping the ziggurat of Apet, but still made them feel like they were piercing the veil of secrecy.

Oh, and after Caius died, before it got reported to Delft, the PC rushed back to the RHC, got outside Saxby's door, disguised himself as Caius, and walked in. (They'd earlier tried arresting Caius, but he was released within an hour by Saxby's order.) Saxby was shocked, asked Caius why he was here in person, and then was canny enough to realize how out of character that was. The moment the PC spoke she realized it wasn't Caius, and she threatened to have the constable's badge revoked for insubordination and spying.

The key is, the bad guys who matter and who know anything are clever. They destroy any truly incriminating evidence, are suspicious of the risks of mind control or illusions, and maintain compartmentalized secrecy specifically so it's not easy for one loose link to bring the whole conspiracy down. Yes, the party might be able to get someone whom they're already suspicious of to blab a little, but it's not like they can disguise themselves as Macbannin in adventure 2, walk up to his butler, and say, "Remind me who all I've been having secret meetings with and what it is I'm working on."
 

I appreciate the response. I figure that he can use it to infiltrate lesser NPCs but it will be very difficult to pose as the main NPCs. Thanks RangerWickett. Really enjoying the 1st AP so far. My group just went down to wake the duchess and think she was kidnapped. The halfling ambushed them but couldnt really do much dmg and took a beating so he is escaping. Cant wait until they realize her role!

Waiting for the hardcopies of the handouts and NPCs. Going to be picking up the hardcover of the first 5 adventures.
 

Glad you like it so far. If you don't mind me asking, how did you learn about ZEITGEIST?

Oh, and the general trend I've noticed among GMs is that we might have made the mystery in adventure 2 a little bit too deep, and some groups start to feel like they're digging without finding a final answer. When you get to it, be conscious of how your players are looking. It might be good to have Delft commend them on finding evidence, and reminding them that some cases take a while to figure out.

(I type this as I'm writing the last 5 pages of Adventure 12. Quite a while indeed.)
 

I was looking around for 3rd party classes/archetypes for the Pure Steam game I was going to run. I found another setting called "They City" I believe and thought it was pretty cool. Then while searching more steampunk related stuff I came upon Zeitgeist. I was somewhat familiar as I had came upon it a year or so back but never really checked it out. Then as I always do I looked for an endzeitgeist review. After that I was sold. I really enjoy the world building, attention to detail, physical props, 1-20 lvl campaign, emerging steam tech setting, and the investigation-based adventures. Its different. I like Pure Steam as well but I wanted to try running a full campaign. I will most likely pull stuff from the PS to supplement as well.

Right now I am trying to incorporate some ways to make the setting more gritty. Making combat feel more tactical and deadly (without killing PCs left and right). I was considering using Armor as DR/Wounds and Vigor. However, I have found out I really dont like the mechanics of Armor as DR. The W&V system is ok. I might switch to Wound Threshold which is a little easier to manage or a homebrew system I found called Strain and Injury. If you have any suggestions of things you have used in the past I am all ears.
 

One thing 5th edition has is a ranked Exhaustion system. A friend of mine kit-bashed it into a 'gritty wound' mechanic that actually makes PCs harder to kill, but makes injuries feel more visceral.

It would need to be a little different for PF, but here's how it basically works.

Exhaustion Levels
There are 6 levels of exhaustion.

  1. Disadvantage on ability checks (i.e., roll twice and take worse result, includes skill checks; in Pathfinder I'd probably make this just a flat -2).
  2. Speed halved.
  3. Disadvantage on attack rolls and saving throws.
  4. Hit points cannot heal above half your maximum.
  5. Speed reduced to 0.
  6. Death.

Wounds and Exhaustion
You don't track 'negative hit points.' The lowest your HP can go to is 0, and you remain conscious while at 0 hit points.

You do automatically die if you take damage from a single source equal to twice your maximum hit points, but normally you'll die over a few rounds, represented by accumulating exhaustion.

While you are at 0 HP you have two temporary levels of exhaustion (this replaces the 'staggered' and 'dying' conditions in PF). If your hit points rise above 0, this temporary exhaustion goes away.

Additionally, whenever you drop to 0 HP, or when you take damage while already at 0 HP, you gain one level of lasting exhaustion, which stacks with the temporary exhaustion. You also fall prone.

Whenever you take an action that exerts you while at 0 HP (basically any standard action), you must make a Fortitude save (DC 15) or else the pain causes you to fall unconscious and you don't complete your action. Either way, you suffer an extra level of lasting exhaustion after the action.

(Something like Diehard would let you avoid falling prone at 0 HP, remove the risk of falling unconscious, and instead have a successful Fort save let you act without taking additional exhaustion levels.)

So someone who goes to 0 HP the first time in a combat will end up with 3 levels of exhaustion. If they're healed, they'll still have 1 level. If they're knocked to 0 again they'll have 4 levels of exhaustion (2 real, 2 temporary). If they keep fighting despite the sorry state they're in, they'll get 5 levels of exhaustion.

Most people who are smart stay on the ground while at 0 HP and don't fight back.

You heal 1 exhaustion level with a night's sleep, or 2 with a full day's rest. Magical healing only removes exhaustion if you are already at full HP. Any magical healing used when you're already at full healing removes 1 exhaustion level for each die of healing (or for every 5 points of non-dice healing, like lay on hands).

It got a little more fiddly with mechanics for eventually bleeding to death if you were alone below 0 HP for a while (in a matter of days at 3 levels of exhaustion, hours at 4 levels, and minutes at 5 levels), but it never came up, since unless there was a TPK the party would stabilize you.



The tone was really set for how this mechanic would work when, in the first encounter, we were beset by zombies that grappled my character, tripped him, and began biting him and tearing at his flesh. I remained conscious and struggling even down to 4 levels of exhaustion before the rest of the party managed to destroy the undead. They'd already blown their healing trying to keep me alive, so I just had to stagger after the party, holding my throat closed with my hand. Fun times.

Now, for our game the GM paced encounters differently than normal D&D or Pathfinder, and it was more up to us whether to pick fights and how much trouble to get into. ZEITGEIST sometimes throws several encounters at the party in a row, so this system could force the PCs to fail just from exhaustion. But I thought it might interest you.
 
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