darkbard
Legend
The following is a hack of the Injury Deck optional rules in Dungeon 204 and the Disease track subsystem. It is intended as a fun way to implement the lasting effects of a brutal wound received from an early story BBEG. The Player is on board with the idea, but I'm eager to have a few more eyes pass over this before we implement it in play to check for balance issues (or, potentially, alternatives that seem more appropriate, evocative, etc.).
My thought is to set the initial stage at 2 so this is at play for at least two levels.
Kalarel’s Vile Retribution Variable Level Curse
The afflicted creature experiences frequent piercing pain in the wounded flesh that eats away at their strength and vitality.
Stage 0: The target recovers from the curse. An ash-colored scar of Kalarel’s handprint remains on the target’s body as a permanent reminder of the encounter.
Stage 1: Whenever you use a Daily Attack power, you are dazed until the end of your next turn.
Stage 2: Whenever you use a Daily Attack power, you are weakened until the end of the encounter.
Stage 3: Whenever you use a Daily Attack power, you are stunned (save ends).
Stage 4: The target dies and rises as a wight under Orcus’s control.
Check: Every time the target gain a level, the target makes an Endurance check if it is at stage 1, 2, or 3.
Lower than at-level Easy DC: The stage of the curse increases by one.
Between at-level Easy DC and at-level Moderate DC: No Change
Higher than at-level Moderate DC: The stage of the curse decreases by one.
Profit from Setback: Once per encounter, if the afflicted creature meets the trigger described in the text below, they can attempt to turn the pain of the curse into a momentary advantage. The character makes a Constitution check as a free action against an easy DC of the character’s level. On a success, the character benefits from the positive effect; on a failure, the character suffers the negative effect.
Kalarel’s Vile Retribution Variable Level Curse
Encounter
Immediate Reaction
Trigger: You take damage from an attack.
Success: You can spend a healing surge.
Failure: Your healing surge value is reduced by one half until you take a short rest.
Thoughts?
My thought is to set the initial stage at 2 so this is at play for at least two levels.
Kalarel’s Vile Retribution Variable Level Curse
The afflicted creature experiences frequent piercing pain in the wounded flesh that eats away at their strength and vitality.
Stage 0: The target recovers from the curse. An ash-colored scar of Kalarel’s handprint remains on the target’s body as a permanent reminder of the encounter.
Stage 1: Whenever you use a Daily Attack power, you are dazed until the end of your next turn.
Stage 2: Whenever you use a Daily Attack power, you are weakened until the end of the encounter.
Stage 3: Whenever you use a Daily Attack power, you are stunned (save ends).
Stage 4: The target dies and rises as a wight under Orcus’s control.
Check: Every time the target gain a level, the target makes an Endurance check if it is at stage 1, 2, or 3.
Lower than at-level Easy DC: The stage of the curse increases by one.
Between at-level Easy DC and at-level Moderate DC: No Change
Higher than at-level Moderate DC: The stage of the curse decreases by one.
Profit from Setback: Once per encounter, if the afflicted creature meets the trigger described in the text below, they can attempt to turn the pain of the curse into a momentary advantage. The character makes a Constitution check as a free action against an easy DC of the character’s level. On a success, the character benefits from the positive effect; on a failure, the character suffers the negative effect.
Kalarel’s Vile Retribution Variable Level Curse
Encounter
Immediate Reaction
Trigger: You take damage from an attack.
Success: You can spend a healing surge.
Failure: Your healing surge value is reduced by one half until you take a short rest.
Thoughts?