Difference between revisions of "A Rudimentary Curse"
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===Requirements=== | ===Requirements=== | ||
− | * Heart (Invokes the | + | * Heart (Invokes the Caladrius) |
− | * Knock (Invokes the | + | * Knock (Invokes the Anaconda) |
==Heart Invocation== | ==Heart Invocation== | ||
− | + | We call upon the Caladrius | |
− | * Heart 10: | + | * 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: | + | * 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: | + | * 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: | + | * Heart Success: The power we carry is stronger than the power which was here. We are preserved. |
− | * Heart Failure: | + | * Heart Failure: Ouch! That smarts! We will need to rest and recover from this. |
==Knock Invocation== | ==Knock Invocation== | ||
− | + | We call upon the Anaconda | |
− | * Knock 10: | + | * 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: | + | * 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: | + | * 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: | + | * Knock Success: The skin of the curse parts before us. Nothing can cling to us, now. |
− | * Knock Failure: | + | * Knock Failure: Ouch! That smarts! We will need to rest and recover from this. |
[[Category: Threats]] | [[Category: Threats]] | ||
[[Category: Curses]] | [[Category: Curses]] |
Revision as of 08:43, 14 July 2018
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.