Author Topic: Corruption from evil magic items  (Read 611 times)

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Offline Druss_the_Legend

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Corruption from evil magic items
« on: October 22, 2022, 03:12:58 PM »
How would you handle corruption from an evil magic item?

The item is a magic ring that controls werewolves but it has lycanthropy curse on it when the user fails their RR vs corruption (lvl15). The ring also gives the wearer Sense as the monk spell.
I originally planned for the control of werewolves power to only work when they are not in werewolf form but perhaps they can still influence other werewolves when they transform into a werewolf but in some unexpected way?

The player knew the ring was evil and would cause corruption if they used it. The chose to put it on when a actual werewolf was close by. Obviously hoping that they could control the werewolf. Perhaps they still can but they are corrupted somehow?

Wearer fails the corruption RR. Now what?
I’m thinking it might change the characters alignment and outlook.
They might be able to fight as a werewolf but have limited communication and go into frenzy in battle.
They might use the item in greedy or selfish ways.
Their stats might be effected.
They might not want to remove the ring?
Is there a spell that simulates corruption effects?

Thoughts?

Offline Druss_the_Legend

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Re: Corruption from evil magic items
« Reply #1 on: October 22, 2022, 07:16:08 PM »
ok think i have an idea...


the pc transforms into a werewolf.. probably takes 2-3 turns (buying any ally nearby to get some distance between them).

the pc werewolf can speak but only has limited words and phrases (perhaps their mental stats are temporarily lowered while in wolf form).

they gain the power to control other werewolves (but each werewolf gets an RR vs lvl 15 to have free will)
while in werewolf form the character relishes in the desperation and bloodshed of enemies around him (could also slip into a frenzy/rage)

the pc werewolf orders other werewolves to kill anything and everything with gruesome violence and with no remorse and no mercy. Once all enemies are slain allies are next.

each person killed while in werewolf form puts the pc closer to becoming evil. such a character will lose any benefits gained from magical healing or 'good' magic including magic items.




Offline Druss_the_Legend

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Re: Corruption from evil magic items
« Reply #2 on: October 22, 2022, 07:26:07 PM »
PC gets to make a SD check to shift form back into human. This is modified by -10 for each person they have killed while in wolf form.

Offline Druss_the_Legend

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Re: Corruption from evil magic items
« Reply #3 on: October 22, 2022, 07:28:39 PM »
pc werewolf has free will but GM will offer guidance with certain actions and occasionally 'control' the decision the pc makes to bring into line with being evil.

Offline Thot

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Re: Corruption from evil magic items
« Reply #4 on: October 28, 2022, 12:19:15 PM »
How would you handle corruption from an evil magic item?
[...]

In general: By corrupting the player as well. That is, the item rewards something the player (not necessarily the character) really wants (or punishes with something the player wants to not suffer): XP, increased healing, increased damage… but only if they do something that is questionable, with the questionable thing being dependent on what behavior the item wants to achieve.

Quote
I originally planned for the control of werewolves power to only work when they are not in werewolf form but perhaps they can still influence other werewolves when they transform into a werewolf but in some unexpected way?

It could make them extremely charismatic to wolflike creatures, who will treat it with respect?

Quote
The player knew the ring was evil and would cause corruption if they used it. The chose to put it on when a actual werewolf was close by. Obviously hoping that they could control the werewolf. Perhaps they still can but they are corrupted somehow?

Wearer fails the corruption RR. Now what?
[...]

The failed RR gave the item a certain degree of power over the character, and now it can punish him for not doing werewolfy things. They feel a certain longing for the moon, and not seeing it when it is up gives -1XP per second. Once he the PC has settled into just spending the night outside, the next step could be wandering along in the woods at night during a full moon (again -1XCP per second of not doing this when the moon is up). Once they get used to that as well and accept it, the next step follows, and another, etc. Eventually, they will have done a given number of steps on this escalation ladder (say, ten), and they become a full werewolf as per the usual rules.