Wednesday, September 21, 2011

Weird Arcana - Doomed (New Oracle's Curse)

Like Graveborn, this curse deals with an element that I believe to be common to many myths (but usually hard to use on RPGs, unless as a metagame rule). I toyed with a different approach to these rules, basically the 10th and 15th level abilities.

Doomed: Through fevered dreams it was revealed to you the moment of your death. You don’t remember the precise circumstances, only symbols and images associated with your doom. You’re filled with hopeless, nihilism or ennui. You take a –4 penalty on all Charisma-based skill checks. You’re immune to morale bonus or penalties (including fear effects). At 5th level, you gain a +4 competence bonus against compulsion effects and any Sense Motive check against you has its DC increased by +8. At 10th level, you can once per day treat a natural 1 as a natural 20 on any d20 check. However, after using this ability the GM can declare any natural 20 rolled by you as a natural 1, until the end of the day. At 15th level, you can once per day ignore one damage-dealing attack against you as an immediate action. However, the GM can declared any damage-dealing attack against as a critical threat, until the end the day.

2 comments:

  1. I really like the idea of avoiding something bad, but paying for it with some kind of harm in your future.

    Though as a GM I would feel bad about taking away a player's natural 20 roll.

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  2. Yeah, its a hard bargain. I tried to limit with two things: 1) The choice belongs to the player to use it or not; 2) There's a time limit for the GM.

    Try to see the mechanic as a small gamble with Fate.

    And (of course), if you have any suggestion, please, let me know.

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