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<blockquote data-quote="Jeph" data-source="post: 324270" data-attributes="member: 6738"><p>cuuuurses.......ooooh, my faaaaavorite.......</p><p></p><p>Curse of ADD: Every turn, subject has a 10% chance to start staring intently at a spider web, stone, or little rusty spot on his armor. He continues doing so for 1d6 rounds.</p><p></p><p>Curse of the Feather: Character now weighs less than air, though retains their former strength score. They accelerate 5' upward every two turns (encounters in open fields just got much more interesting....)</p><p></p><p>Curse of the Stone: All items the character wields seem to be five times as heavy. This could slow them due to heavy loads, and may cause weapons to be held in more hands or dropped.</p><p></p><p>Curse of Displacement: The character sees everything about half a foot to one side. 10% chance to miss any attack, and -2 to AC. A balance check may be required in some circumstances</p><p></p><p>Curse of Extreem Momentum: Every time the character moves, they continue half again that distance before their next action. Characters may only decelerate 10 feet per round, and they may only make one 45° turn for every 10 feet travveled.</p><p></p><p>Curse of Delayed Synaptic Reflexes: All the characters actions are resoved 6 points of initiative order after the character's turn, although the character must still declare what they are doing on their initiative order. This can result in attacking empty spaces, bullrushing a rude bit of air, orrunning through a door that has just been slammed shut.</p><p></p><p>Curse of Malevolency: weverything the character sees has a 10% chance to be labeled threatening in the character's mind. The character will do all in their power to get rid of such "threatening" items, from brushing away the cobwebs to setting the mayor's house on fire.</p><p></p><p>Curse of Ye Olde Smartasse: The character can't help being dreadfully sarcastic. this results in a -6 penalty on all charisma checks to influence NPCs and Diplomacy checks.</p><p></p><p>Curse of the Merchant: The character can not help selling everything they own (allbeit for a hefty price--they won't settle for anything less than the full market value!). The character attempts to sell off all their items, starting with the most expensive, to the nearest creature (sentient or not). this does not stop him from noticing if the creature is unintersted, rather, they notic it right away and move on to a more likely customer. The character gains a +6 bonus to Diplomacy checks when attempting to sell items. the character will not stop unless his life is in imediate danger or there is no one to sell items to. Even if his life is in danger, instead of fighting, he will leave the dangerous area ASAP to find some good, high-paying buyers.</p><p></p><p>So, how ya like these bad apples?</p><p></p><p>-Jeph</p></blockquote><p></p>
[QUOTE="Jeph, post: 324270, member: 6738"] cuuuurses.......ooooh, my faaaaavorite....... Curse of ADD: Every turn, subject has a 10% chance to start staring intently at a spider web, stone, or little rusty spot on his armor. He continues doing so for 1d6 rounds. Curse of the Feather: Character now weighs less than air, though retains their former strength score. They accelerate 5' upward every two turns (encounters in open fields just got much more interesting....) Curse of the Stone: All items the character wields seem to be five times as heavy. This could slow them due to heavy loads, and may cause weapons to be held in more hands or dropped. Curse of Displacement: The character sees everything about half a foot to one side. 10% chance to miss any attack, and -2 to AC. A balance check may be required in some circumstances Curse of Extreem Momentum: Every time the character moves, they continue half again that distance before their next action. Characters may only decelerate 10 feet per round, and they may only make one 45° turn for every 10 feet travveled. Curse of Delayed Synaptic Reflexes: All the characters actions are resoved 6 points of initiative order after the character's turn, although the character must still declare what they are doing on their initiative order. This can result in attacking empty spaces, bullrushing a rude bit of air, orrunning through a door that has just been slammed shut. Curse of Malevolency: weverything the character sees has a 10% chance to be labeled threatening in the character's mind. The character will do all in their power to get rid of such "threatening" items, from brushing away the cobwebs to setting the mayor's house on fire. Curse of Ye Olde Smartasse: The character can't help being dreadfully sarcastic. this results in a -6 penalty on all charisma checks to influence NPCs and Diplomacy checks. Curse of the Merchant: The character can not help selling everything they own (allbeit for a hefty price--they won't settle for anything less than the full market value!). The character attempts to sell off all their items, starting with the most expensive, to the nearest creature (sentient or not). this does not stop him from noticing if the creature is unintersted, rather, they notic it right away and move on to a more likely customer. The character gains a +6 bonus to Diplomacy checks when attempting to sell items. the character will not stop unless his life is in imediate danger or there is no one to sell items to. Even if his life is in danger, instead of fighting, he will leave the dangerous area ASAP to find some good, high-paying buyers. So, how ya like these bad apples? -Jeph [/QUOTE]
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