Divinity: Original Sin 2

Divinity: Original Sin 2

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MineWounds
   
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Type: Add-on
Game Mode: GM
File Size
Posted
Updated
60.780 KB
23 Oct, 2020 @ 3:38pm
26 Oct, 2020 @ 1:21pm
4 Change Notes ( view )

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MineWounds

Description
Made this mod for myself and my campaign at first because my players wouldn't give enough crap about traps.
Then I told myself... eh, maybe some people would like to try it as well?

Anyway here it is!

The 3 GM Modes mines (Explosive Mine, Poorly Concealed and Well-Hidden) are now enhanced with piercing damage and a new permanent stackable debuff called "Wounded".

"Wounded" can stack up to 5 times and considerably weakens whoever is too reckless about traps.
"Wounded" can be found in the GM status list, which might be useful for other RolePlay elements such as EX: if a character falls from a cliff or is injured during a dangerous task. Anyway, let your imagination go wild!

2 items were also added to help the adventurers prepare for the wounds they will accumulate ahead. We wouldn't want them to be wounded forever, wouldn't we?

GM Item Location: Consumables -> Medical
Items:

-MediPouch: Removes 1 "Wounded" stack.

-Deep Healing Potion: Removes All "Wounded" stacks and most statuses. (Burning, Poisoned, Crippled, Bleeding, Disarmed, Diseased and Muted)


Thats all, make sure to remind your adventurers to stack up on some of those medical supplies before going forth!

Enjoy!
1 Comments
RightGuard 29 Oct, 2020 @ 1:43pm 
Greatly appreciate this! I know a couple of my players would just run through mines without a care in the world. Hopefully not anymore.