Post by DM Exitium on Mar 1, 2018 22:14:22 GMT
The inspiration to do this to my players comes from an amalgamation of the DMB top 10's episode the Freaky Friday idea. Swith your players into different bodies, and DM Lord Neptune's Chimera RPG that I got to playtest at AcadeCon!
The set up in 3 short bullet points;
The effects of purging the Tree of Gulthias the Vampire...
Moving foward after the Fusion:
The set up in 3 short bullet points;
- The players took up residence in the Sunless Citadel, and they wish to perform an exorcism on the Gulthias tree. Currently level 5
- I asked them to generate level 7 characters and give me the sheets before next session. It's a rival adventuring party they've had problems with.
- The rival adventuring party will find our heroes, and finding a mutual enemy will band together. Afterwards, they might mention, "Hey, we have a druid, and he might be able to do something about the Gulthias Tree"....
The effects of purging the Tree of Gulthias the Vampire...
- Gulthias, now free instantly thanks them by not killing them and drinking their blood. He also assumes that they were Belak the Outcast feeding him blood while in the tree and thanks the PCs for that too (whether or not they take credit for it is up to the players)
- He asks the players "What year is it?", by his reckoning, it was nearly 1000 years ago he was staked in this place, its 46 A.E.A. (After the Elvish Arrival). The players will likely respond with "153 A.O.E. (After Orcish Enlightenment)" which Gulthias will not understand. Growing frustrated with the PC's but having already promised to not kill or drink them, he ponders a different method of punishment for their incompetence....
- Gulthias will fuse 2 consciousnesses together in 1 body, leaving 1 comatose and dormant and the other active with both souls/minds. The fusion will be of each players, 2 characters that they generated. One level 5. One level 7. Vying for control of the same body.
Moving foward after the Fusion:
- Players choose one body to have their fused consciousness in. Their level 5, or their level 7. Only one gets XP for adventuring at a time, so they have to choose, but they have a "bench" and "depth" to their adventuring party now. They may spend a long rest to sleep and transfer consciousness to the other body via dreaming.
- Unlock 7th ability score! Resonance roll 3d6 then add a modifier based on how your alignments of your two characters match up! +2 for perfect match, +1 for match along one axis (lawful/chaotic or good/evil), 0 for neutral with any strong alignment, -1 for opposites along 1 axis, -2 for complete alignment opposites.
- The more positive their modifier is, the harder it will be to separate their consciousnesses later. However, they will be able to make resonance checks to attempt to use a class ability from their other character sheet. The opposite is true for both statements for negative modifiers.
- The players may choose to stay fused as a sort of pseudo-gestalt PC that needs to make checks to dip into alternate abilities. I'm debating adding exhaustion levels to this if they do it too many times? I'll have to find a balance. OR they may want to split and get back into their own bodies ASAP! haha we'll see...