Adapted from GM Core pg. 88,
A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions.
Curses may come from a malicious action, such as a necrovite's Painful Mark or a spell from an otherworldly spellcaster. The guardians of an orbital tomb or of the remnants of a destroyed world might ward their charge with a curse as protection against scavengers. Gods may inflict curses on servants who have raised their ire. In some rare cases, a curse might manifest as a response to a terrible act, such as the wanton destruction of natural resources or a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. Then, decide on a trigger for the curse—such as a creature attempting to steal a unique datapad, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse's Effect entry.
Social Media Addiction
This curse afflicts you with an insatiable need to whittle away your time on your current system’s infosphere, the vast system-wide network of data and communication.
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