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(+) Project Chronicle: Curses and Corruption
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<blockquote data-quote="Faolyn" data-source="post: 8345298" data-attributes="member: 6915329"><p>Don't forget: if you make corruption too good, without enough penalties or problems associated with it, you will encourage some players to be as evil as possible.</p><p></p><p>Ravenloft, in older editions, had there be a percentile chance that the Dark Powers would notice your evil act. You <em>probably </em>don't want to go for percentiles.</p><p></p><p>My suggestion would be to create a track exactly like piety, but for evil acts. In Mythic Oddessy of Theros, it specifically states "Your piety score increases by 1 when you do something to advance the god's interests or behave in accordance with the god's ideals." So, if you say that each person chooses, or is chosen by, one of the gods, then each time they do something that advances that god's brand of evil, they get one or more points of corruption. (When I say "chosen by the gods," I mean the player picks the god, or lets the DM pick for them, but the <em>PC </em>didn't make the choice.) </p><p></p><p>So it could be:</p><p></p><p><strong>The Weaver: </strong>Taking away a person's free will, preventing that person from achieving their destiny (i.e., preventing that person from turning into a "vibrant color" in the tapestry of existence. Casting spells that inflict the charmed condition or that imprison someone.</p><p></p><p><strong>The Serpent: </strong>Poisoning wells, killing livestock, burning fields--anything that makes it more difficult to live in the wasteland. Casting spells like <em>blight</em>, or spells that inflict poison damage.</p><p></p><p><strong>The Mountain: </strong>Swift and thoughtless action, caring too much about individuals. Casting spells that completely destroy stone.</p><p></p><p><strong>The Witch: </strong>Stealing magic from another person, creating magic items and new spells, spreading magic by teaching it to others, creating constructs. Casting spells like <em>dispel magic.</em></p><p></p><p><strong>The Beast: </strong>Destroying anything civilized, transforming into a beast. Casting spells like <em>awaken </em>or <em>animal shapes. </em></p><p></p><p><strong>The Dweller: </strong>Summoning and binding creatures from beyond (aberrations, fiends, undead). Casting spells like <em>animate dead </em>or <em>planar ally</em> (or any of the <em>summon </em>spells from TCE).</p><p></p><p><strong>The Tempest: </strong>Acts of wild and massive destruction, channeling the weather, conjuring elementals, making natural disasters worse, using elemental magic. Casting spells like <em>fireball </em>or <em>lightning bolt.</em></p></blockquote><p></p>
[QUOTE="Faolyn, post: 8345298, member: 6915329"] Don't forget: if you make corruption too good, without enough penalties or problems associated with it, you will encourage some players to be as evil as possible. Ravenloft, in older editions, had there be a percentile chance that the Dark Powers would notice your evil act. You [I]probably [/I]don't want to go for percentiles. My suggestion would be to create a track exactly like piety, but for evil acts. In Mythic Oddessy of Theros, it specifically states "Your piety score increases by 1 when you do something to advance the god's interests or behave in accordance with the god's ideals." So, if you say that each person chooses, or is chosen by, one of the gods, then each time they do something that advances that god's brand of evil, they get one or more points of corruption. (When I say "chosen by the gods," I mean the player picks the god, or lets the DM pick for them, but the [I]PC [/I]didn't make the choice.) So it could be: [B]The Weaver: [/B]Taking away a person's free will, preventing that person from achieving their destiny (i.e., preventing that person from turning into a "vibrant color" in the tapestry of existence. Casting spells that inflict the charmed condition or that imprison someone. [B]The Serpent: [/B]Poisoning wells, killing livestock, burning fields--anything that makes it more difficult to live in the wasteland. Casting spells like [I]blight[/I], or spells that inflict poison damage. [B]The Mountain: [/B]Swift and thoughtless action, caring too much about individuals. Casting spells that completely destroy stone. [B]The Witch: [/B]Stealing magic from another person, creating magic items and new spells, spreading magic by teaching it to others, creating constructs. Casting spells like [I]dispel magic.[/I] [B]The Beast: [/B]Destroying anything civilized, transforming into a beast. Casting spells like [I]awaken [/I]or [I]animal shapes. [/I] [B]The Dweller: [/B]Summoning and binding creatures from beyond (aberrations, fiends, undead). Casting spells like [I]animate dead [/I]or [I]planar ally[/I] (or any of the [I]summon [/I]spells from TCE). [B]The Tempest: [/B]Acts of wild and massive destruction, channeling the weather, conjuring elementals, making natural disasters worse, using elemental magic. Casting spells like [I]fireball [/I]or [I]lightning bolt.[/I] [/QUOTE]
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