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Curse detection
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<blockquote data-quote="doctorbadwolf" data-source="post: 7587562" data-attributes="member: 6704184"><p>I include stuff like this in Medicine checks, just like I include magical locks and trap elements in use of Thieve's Tools. It's a world full of magic.</p><p></p><p>I'd also allow the use of Religion as a sort of "Arcana for the divine and profane". </p><p></p><p>Obviously Arcana could work. </p><p></p><p>I'd not wait for the players to say, "hey cn I check her out for magical badness?", and instead just tell the player with the highest passive score in one of those that it occurs to them that something is off here more than simple behavior, and ask for a check. </p><p></p><p>As for the apothecary, I'd have them act like it's obvious that the character is cursed, and just sort of drop it incidentally, making checks to determine what sort of curse it is, and whether or not they can make a potion or tincture that will treat it, rather than a roll to find out that it's a curse. "Ok, I'm going to need a hair and a vial of blood from the cursed, as well as some holy water, a living and unharmed bee, a drop of mercury, and 2 grams of pepper, unbroken. Enough blood for three of these containers (tiny test tubes, character spends 1 HD providing the blood). First, she'll have to imbibe this tincture, and we'll draw the blood 1 hour afterward. The combination of elements when I mix her blood and a strand of hair with each of the components in these three combinations will tell us what manner of curse or enscorcellment your friend is under, and how powerful it is."</p><p></p><p>"Oh, you...wait seriously, you didn't realize she was cursed? I see..."</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7587562, member: 6704184"] I include stuff like this in Medicine checks, just like I include magical locks and trap elements in use of Thieve's Tools. It's a world full of magic. I'd also allow the use of Religion as a sort of "Arcana for the divine and profane". Obviously Arcana could work. I'd not wait for the players to say, "hey cn I check her out for magical badness?", and instead just tell the player with the highest passive score in one of those that it occurs to them that something is off here more than simple behavior, and ask for a check. As for the apothecary, I'd have them act like it's obvious that the character is cursed, and just sort of drop it incidentally, making checks to determine what sort of curse it is, and whether or not they can make a potion or tincture that will treat it, rather than a roll to find out that it's a curse. "Ok, I'm going to need a hair and a vial of blood from the cursed, as well as some holy water, a living and unharmed bee, a drop of mercury, and 2 grams of pepper, unbroken. Enough blood for three of these containers (tiny test tubes, character spends 1 HD providing the blood). First, she'll have to imbibe this tincture, and we'll draw the blood 1 hour afterward. The combination of elements when I mix her blood and a strand of hair with each of the components in these three combinations will tell us what manner of curse or enscorcellment your friend is under, and how powerful it is." "Oh, you...wait seriously, you didn't realize she was cursed? I see..." [/QUOTE]
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