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GM Screen
Horror Rules
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Horror Characters
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Curses
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Creating New Curses
Types of Curses
Source
Horror Adventures pg. 140
Curses can have a wide range of effects, which is something to keep in mind when designing a new curse. They may trigger only intermittently, apply a constant penalty, or grow worse with time. In addition, curses can function exclusively using game mechanics, or incorporate roleplaying considerations.
Intermittent
: Some curses, such as
unluck
, trigger only under certain conditions but otherwise stay consistent in their effects.
Mechanical
: These curses rely on game mechanics for the majority of their effects, such as applying penalties, ability damage, or negative conditions. This sort of curse is a good choice if you want a steady, consistent effect for the curse, though particularly with conditions, you might have to start considering interactions with other abilities triggered by those conditions.
Progressive
: A progressive curse functions much like a disease, requiring periodic checks to determine whether the affliction progresses. However, unlike those suffering from diseases, the victims of these curses cannot recover just by succeeding at saving throws. A progressive curse worsens with each failed save, often ending in incapacitation or death.
Mummy rot
is a typical progressive curse.
Static
: Curses like
baleful polymorph
apply an effect for the entire duration of the curse, with no change in their severity.