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101 bad things to happen to good PCs
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<blockquote data-quote="rounser" data-source="post: 861476" data-attributes="member: 1106"><p><strong>1.</strong> Everything the PCs say must come out as rhyme or they lose a hit point for each "line" they say that doesn't rhyme (idea ripped off from Buffy). I can imagine this getting very old or very silly very quickly, so it would probably only be good for a short term curse.</p><p></p><p><strong>2.</strong> PCs bodies become those of eight-year old children (or equivalent for long-lived races). Ability scores are adjusted for age and for going down a size category, and all gear changes size to match (perhaps losing a size) but other abilities remain unchanged. Players will need to roleplay the children appropriately, and they do remember who they once were.</p><p></p><p><strong>3.</strong> All PCs are haunted by terrible nightmares as soon as they fall asleep. Three mutually exclusive approaches suggest themselves on how they might affect play:</p><p><strong>a)</strong> The nightmares wake them up in a fit of screaming within moments every time, leading to exhaustion due to continual insomnia and possibly eventual death.</p><p><strong>b)</strong> The nightmares gate their "shadow selves" (with full shadow equipment) off to the Demi-Plane of Shadow, where they live the nightmare as an adventure, encountering twisted shades of characters they know in the prime material. Needless to say, in Nightmare on Elm Street style, death in the shadow plane means death on the prime material.</p><p><strong>c)</strong> There are messages (adventure hooks) in the nightmares, as if someone is desperately trying to communicate something in riddles or stories, but they keep being twisted, interrupted and tainted by something powerful and evil. Each nightmare can be narrated, and may require a DC roll to discern meaning, or overcome an obstacle.</p></blockquote><p></p>
[QUOTE="rounser, post: 861476, member: 1106"] [b]1.[/b] Everything the PCs say must come out as rhyme or they lose a hit point for each "line" they say that doesn't rhyme (idea ripped off from Buffy). I can imagine this getting very old or very silly very quickly, so it would probably only be good for a short term curse. [b]2.[/b] PCs bodies become those of eight-year old children (or equivalent for long-lived races). Ability scores are adjusted for age and for going down a size category, and all gear changes size to match (perhaps losing a size) but other abilities remain unchanged. Players will need to roleplay the children appropriately, and they do remember who they once were. [b]3.[/b] All PCs are haunted by terrible nightmares as soon as they fall asleep. Three mutually exclusive approaches suggest themselves on how they might affect play: [b]a)[/b] The nightmares wake them up in a fit of screaming within moments every time, leading to exhaustion due to continual insomnia and possibly eventual death. [b]b)[/b] The nightmares gate their "shadow selves" (with full shadow equipment) off to the Demi-Plane of Shadow, where they live the nightmare as an adventure, encountering twisted shades of characters they know in the prime material. Needless to say, in Nightmare on Elm Street style, death in the shadow plane means death on the prime material. [b]c)[/b] There are messages (adventure hooks) in the nightmares, as if someone is desperately trying to communicate something in riddles or stories, but they keep being twisted, interrupted and tainted by something powerful and evil. Each nightmare can be narrated, and may require a DC roll to discern meaning, or overcome an obstacle. [/QUOTE]
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