Curse! Persistent debuff effects
So, in between working on my many other projects I had a couple of bathroom thoughts (the best kind of thoughts, obviously) regarding my next Quest Pack, to come after Heralds of Chaos. Although the specifics are very much WIP atm, the overarching theme of this Quest Pack is going to be "Curses", much like "Recurring villain" was the subtext that led to the creation of Heralds. Unlike the temporary debuffs that come from Chaos Spells such as Fear, Curses will be capable of persisting beyond the Quest in which they appear.
I have a couple of ideas already laid out for this sort of thing. For example:
I'm hoping to end up with a decent array of eight or nine Curse options available when I eventually lay out the Quests. I could probably come up with more effects on my own, but I thought I'd share the idea first and see what the forum's collective wisdom had to offer.
I have a couple of ideas already laid out for this sort of thing. For example:
- The Ur Example of this sort of thing is the Werewolf's Curse from the Elf Quest Pack, which will randomly change the afflicted Hero into a Werewolf under the control of Morcar for a turn at a time. As I recall, this Curse was particularly nasty in that not only would it never wear off on its own, but the only way to cure said lycanthropy was to drink a Wolfsbane Extract, which was not a terribly common find.
- Saiyaforthelight's rewrite of the seven original Quest Packs (nice job, guy!) featured a Curse of Ice during the Frozen Horror, which slows a Hero down by 2 squares and can occasionally cause him or her to miss a turn. This seemed like such a unique and good idea that I felt obligated to steal it.
- The Orc Shaman Necromancer spell Skulls of Doom (thanks, Gold Bearer!) is a really bad spell, so I decided to buff it. In addition to increasing its damage from two combat dice to three, I have also added a Curse effect lowering its victim's maximum Body Points by the amount of damage the spell deals. Look out, Wizard!
- Naturally, the Heroes need some way to cure themselves of any Curses they may pick up. In addition to a new Potion of Uncurse, I may buff the spell scroll Mystic Recovery and the lesser artifact Holy Water to also have the power to remove Curses.
I'm hoping to end up with a decent array of eight or nine Curse options available when I eventually lay out the Quests. I could probably come up with more effects on my own, but I thought I'd share the idea first and see what the forum's collective wisdom had to offer.