Power Checks for Cursing
Speaking a curse is no small matter in the
Demiplane of Dread. The very nature of the act sends a
shiver through the fabric of the land, which cannot
help but draw the attention of the dark powers.
Thus, as soon as the curse is uttered, the individual laying it
must roll a Ravenloft powers check (see Chapter Seven: Powers Checks).
The chance of failing this check varies with the
power of the curse.
The more deadly the curse, the more likely it is to earn
the attention of the dark powers. Table 37 indicates the
normal chances that a powers check will fail for a given
curse. If a character invoking a curse fails his powers check,
he draws the attentions of the dark powers. Dungeon
Masters may modify these numbers based on the
circumstances of the event. A highly justified curse, for
example, would have a smaller chance of failure than one
laid out of pure spite and malice.
Table 37: Powers Checks for Cursing
Curse Strength |
|
Powers Check |
Embarrassing |
|
2% |
Frustrating |
|
4% |
Troublesome |
|
8% |
Dangerous |
|
16% |
Lethal |
|
32% |
Resolving the Curse
Once a curse has been laid, the Dungeon Master
must decide whether it takes hold and, if so, its
exact effect. The most important rule of thumb is
that if the curse dramatically enhances the
adventure, then it works. In the AD&D game (no matter
what the campaign setting), no table or rule can replace the
insight and eye of the Dungeon Master. This holds as true
for curses as for encounters, events, ability checks, and
combat (in short, die rolls of every kind). If the curse would
further the Dungeon Master's story, then it succeeds. On the
other hand, if it would impede the progress of the adventure,
then it fails.
Still, some demand specific rules - a table that gives them
some idea of the percentage chance that a curse will take
hold. A curse has a base chance to take effect of 0%. When
a curse is laid, the Dungeon Master should proceed through
each of the modifiers in Table 38 and then roll against the
final total. If the result is equal to or lower than the curse's
chance of success, then it succeeds. If not, it fails.
Table 38: Curse Success Chance
|
|
Modifier |
Result of Power Check |
Succeeded |
|
-25% |
Failed |
|
+25% |
Justification |
Highly justified |
|
+10% |
Justified |
|
+0% |
Unjustified |
|
-10% |
Emotional State |
Highly charged |
|
+15% |
Charged |
|
+5% |
Normal |
|
-10% |
Background |
Vistani |
|
+25% |
Other Ravenloft native |
|
+10% |
Nonative |
|
-10% |
Male |
|
-5% |
Female |
|
+10% |
Character Type |
Spellcaster |
|
+5% |
Nonspellcaster |
|
-5% |
Alignment |
Lawfull |
|
-5% |
Chaotic |
|
+5% |
Good |
|
-10% |
Evil |
|
+10% |
Drama of Curse |
High |
|
+25% |
Average |
|
+0% |
Low |
|
-25% |
Wording |
Mentions game mechanics |
|
-15% |
Includes broad prohibiton |
|
-15% |
Not tailored to victim |
|
-15% |
No escape clause |
|
-15% |
Curses
Laid by Player Characters
Curses can be very powerful, and if used correctly,
they can create some stunning effects on both the
adventure and the characters. However, if
unleashed upon the adventure at an unexpected
time, this same potential impact can drive a Dungeon
Master to despair. Even the mightiest efforts of the Dungeon
Master can be ruined by a casually tossed curse. Thus,
player characters should not freely toss curses around.
This does not mean that a player character should be
unable to lay a curse. Curses can be entertaining (in game
terms), and the players expect to have fun when they enter
the realms of the Dungeon Master's imagination. Thus,
characters should be able to invoke curses only under
controlled circumstances.
The Dungeon Master should pay careful attention to the
use of a curse by a player character and should strictly
enforce the rules that govern curse content and style. Most
importantly, the curse must be appropriately dramatic.
For example, assume the player characters have been
hunting a vampire across the wilds of Valachan. On the
wooded shores of the Arden River, just outside of Hebelnik,
they believe that they have cornered the monster. In reality,
however, they have walked into a trap. The vampire easily
kills one of their number when it strikes, and the others are
left wounded and unable to follow as it flees into the night. If
the dying character was not utterly disintegrated, then the
Dungeon Master might allow a last few words. With a dying
breath, the character could curse the vampire that killed
him. Similarly, if one of the other characters in the group
had a special relationship to the deceased, he might hold
the fallen one and speak a tearful curse against the vampire
that claimed his beloved companion.
Such a curse still requires a Ravenloft powers check, of
course. That alone can be enough to keep many players
from using them. If players insist on invoking curses
frequently, ignoring the peril they place themselves in by
calling upon the dark powers in this way, the Dungeon
Master should simply stop rolling for their checks, assuming
that they fail automatically. A player whose character has
begun to change into a reptilian swamp dweller is less prone
to invite future gifts of the dark powers.