Difference between revisions of "Accursed"

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(Created page with "==Origin - Accursed== Wherever there is good fortune and misfortune, there will be blessings and curses; such is the nature of fortune. And wherever there are blessings and c...")
 
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Purification tends to be limited to those whose curse is a malfunctioning blessing, although other utility effects tend to not be as restricted. Healing of any sort is not common, and usually just first aid or "second wind" in nature; buffs run the gamut from uncomplicated to "power, at a cost", and in scale from personal boosts to widespread team assists. You might not know *what* you're getting when you meet a new Accursed at a fight, but you're bound to discover it quickly enough.
 
Purification tends to be limited to those whose curse is a malfunctioning blessing, although other utility effects tend to not be as restricted. Healing of any sort is not common, and usually just first aid or "second wind" in nature; buffs run the gamut from uncomplicated to "power, at a cost", and in scale from personal boosts to widespread team assists. You might not know *what* you're getting when you meet a new Accursed at a fight, but you're bound to discover it quickly enough.
  
[[Category:Origins]]
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[[Category:Origin]]

Revision as of 19:59, 29 June 2023

Origin - Accursed

Wherever there is good fortune and misfortune, there will be blessings and curses; such is the nature of fortune. And wherever there are blessings and curses, there will be people seeking to influence them; such is the nature of people.

There are four general categories of those who fit the Accursed origin:

  • Those that are cursed themselves, whether it be due to bloodline, location, or even just annoying the wrong entity of power.
  • Those that have acquired a cursed item of some form or another -- it might even count as a person!
  • Those that sling curses at their foes (*usually* antagonists, and may or may not be Dark Energy-focused).
  • Those that have been empowered for the purpose of breaking a curse that is affecting someone else.

Note that these can overlap at times; more importantly, sometimes a curse can actually be a blessing that doesn't *quiiite* work right.

No matter what category they might fit into, an Accursed generally uses an item of some variety or another in order to access their powers: trinkets that invoke compromised blessings, tomes of hexes, and haunted doodads are simply three of the countless possibilities of power-access items. Mascots are not unheard of, but aren't a requirement -- that said, sometimes the curse does come with its own mentor, particularly in cases where the *mentor* is the one that's cursed.

Accursed henshins and combat styles are roughly as varied as the curses themselves, and naming traditions are likewise scattershot. Those that work more closely together tend to adopt similar naming formats, but this is by no means guaranteed. Henshin outfits generally reflect the nature of the related curse, as does the particulars of how a given Accursed fights; calling out named attacks tends to be more common with those where the curse is external to them, but it's not guaranteed in either direction.

Purification tends to be limited to those whose curse is a malfunctioning blessing, although other utility effects tend to not be as restricted. Healing of any sort is not common, and usually just first aid or "second wind" in nature; buffs run the gamut from uncomplicated to "power, at a cost", and in scale from personal boosts to widespread team assists. You might not know *what* you're getting when you meet a new Accursed at a fight, but you're bound to discover it quickly enough.