Difference between revisions of "A Rudimentary Curse"

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(Created page with "This shouldn’t harm anyone, perhaps give us a little shock. But we’ll still need to get past it. Heart might keep us strong, or Knock might open a way past the curse. ===...")
 
 
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This shouldn’t harm anyone, perhaps give us a little shock. But we’ll still need to get past it. Heart might keep us strong, or Knock might open a way past the curse.
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Lock text: We don't really need anything to suppress this curse, given that it's as toothless as a beggar. But we'd do better to bypass it. Heart or Knock should suffice for this job.
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Start text: This shouldn’t harm anyone, perhaps give us a little shock. But we’ll still need to get past it. Heart might keep us strong, or Knock might open a way past the curse.
  
 
===Expeditions===
 
===Expeditions===
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===Requirements===
 
===Requirements===
* Heart (Invokes the FNORD)
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* Heart (Invokes the Caladrius)
* Knock (Invokes the FNORD)
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* Knock (Invokes the Anaconda)
  
 
==Heart Invocation==
 
==Heart Invocation==
FNORD
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We call upon the Caladrius
* Heart 10: FNORD
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* Heart 10: We call upon the Caladrius, who does no harm. It will safeguard our lives, and protect us from pain. We will pass.
* Heart 5: FNORD
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* Heart 5: We call upon the Caladrius, who does not permit death. The curse will not kill us. But it may cling, even so.
* Heart 1: FNORD
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* Heart 1: We call upon the Caladrius, who aids the injured. Although... its attempts to heal often cause equal harm. This may not succeed.
* Heart Success: FNORD
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* Heart Success: The power we carry is stronger than the power which was here. We are preserved.
* Heart Failure: FNORD
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* Heart Failure: Ouch! That smarts! We will need to rest and recover from this.
  
 
==Knock Invocation==
 
==Knock Invocation==
FNORD
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We call upon the Anaconda
* Knock 10: FNORD
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* Knock 10: We call upon the Anaconda, who cannot be barred. The curse may be strong, but we need not force our way in. Everything has a second route, and we shall find it.
* Knock 5: FNORD
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* Knock 5: We call upon the Anaconda, who sheds her skins. The curse will cling to our old skins, and leave us unharmed. Probably.
* Knock 1: FNORD
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* Knock 1: We call upon the Anaconda, sibling to the Bright-Delver. It is unlikely to assist us against its sister. But maybe it will have mercy.
* Knock Success: FNORD
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* Knock Success: The skin of the curse parts before us. Nothing can cling to us, now.
* Knock Failure: FNORD
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* Knock Failure: Ouch! That smarts! We will need to rest and recover from this.
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===Impact of the Curse===
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Nothing. (If possible wrt coding, when the curse activates, it plays a "fwee" sound effect and makes fireworks. That way it's still an annoyance, just in a meta way, bc blocked view.)
  
 
[[Category: Threats]]
 
[[Category: Threats]]
 
[[Category: Curses]]
 
[[Category: Curses]]

Latest revision as of 10:06, 31 July 2018

Lock text: We don't really need anything to suppress this curse, given that it's as toothless as a beggar. But we'd do better to bypass it. Heart or Knock should suffice for this job.
Start text: This shouldn’t harm anyone, perhaps give us a little shock. But we’ll still need to get past it. Heart might keep us strong, or Knock might open a way past the curse.

Expeditions

  • A Clever Little Treasurehunt

Requirements

  • Heart (Invokes the Caladrius)
  • Knock (Invokes the Anaconda)

Heart Invocation

We call upon the Caladrius

  • Heart 10: We call upon the Caladrius, who does no harm. It will safeguard our lives, and protect us from pain. We will pass.
  • Heart 5: We call upon the Caladrius, who does not permit death. The curse will not kill us. But it may cling, even so.
  • Heart 1: We call upon the Caladrius, who aids the injured. Although... its attempts to heal often cause equal harm. This may not succeed.
  • Heart Success: The power we carry is stronger than the power which was here. We are preserved.
  • Heart Failure: Ouch! That smarts! We will need to rest and recover from this.

Knock Invocation

We call upon the Anaconda

  • Knock 10: We call upon the Anaconda, who cannot be barred. The curse may be strong, but we need not force our way in. Everything has a second route, and we shall find it.
  • Knock 5: We call upon the Anaconda, who sheds her skins. The curse will cling to our old skins, and leave us unharmed. Probably.
  • Knock 1: We call upon the Anaconda, sibling to the Bright-Delver. It is unlikely to assist us against its sister. But maybe it will have mercy.
  • Knock Success: The skin of the curse parts before us. Nothing can cling to us, now.
  • Knock Failure: Ouch! That smarts! We will need to rest and recover from this.

Impact of the Curse

Nothing. (If possible wrt coding, when the curse activates, it plays a "fwee" sound effect and makes fireworks. That way it's still an annoyance, just in a meta way, bc blocked view.)