|Some people argue this is|
what magic should have been
Mechanics of a Curse
- The curse advantage is based on an affliction
- That affliction has the malediction and the aura enhancements and limitations
- It uses the magical power modifier instead of the sorcery power modifier
- It requires the Cosmic Enhancement "Immune to Dispel" and Extended Duration, Permanent enhancements
- As a consequence of that, a method to defeat a curse must be described.
- Whether or not the cursed equipment is stuck is a 0 point feature for a small item like a ring, bracelet, or necklace. As a consequence of the previous point, the method of defeating the curse may be removing one's finger, hand... or head.
- No signature can be made optional, but a curse should be nigh evident for anyone that has a mundane expert skill at identifying the type of accursed item, eg, a player with Jeweler can tell with a normal roll that a ring with the normal signature is cursed. This is something to think about if players should be able to thwart the curse before it is too late.
- A curse probably shouldn't have a power modifier on the actual disadvantage. What happens in a no mana zone when you put on a cursed ring where the affliction has a power modifier, but the disadvantage doesn't? What if someone leaves the no mana zone while wearing a cursed item?
- If a curse can only work once, and then it is done, consider the fact that it can be discounted to 1/5 the cost.
- If a GM wants the effects to be subtle, be careful about the type of curse you choose. A mental self control trait can manifest at a time when a player doesn't realize it, making it harder to understand when and why they have started needing to roll self control around fire.