Curses (d25)

Yu Yu Hakusho RPG: Remaining Memories

Returns a random Curse bestowed on a player character within the Yu Yu Hakusho RPG: Remaining Memory campaign.

d25 Result

1

Shoulder Jelly
Occasionally shields you upon a failed Defensive Action (1d4 chance), but consumes 1 Energy in the process.
Not optional.

2

Vampirism
Cannot heal normally.
You have a special attack (1d12) that can't be used as a Full Attack, but heals equal to damage dealt. Can be energy imbued.

3

Stoneskin
+8 guard, -8 evasion, -5 on misc. movement related rolls

4

Paranoid
Cannot take a Rest action.
Grants a +3 bonus on the party's Rest Occurrence roll.

5

Tentacle Hands
+5 bonus on Grapple and Grapple actions.
Cannot wield weapons effectively. (-5 on attack rolls)

6

Drunken Curse
Always considered Dizzy.
+5 to Evasion rather than penalties.

7

Vengeful
May only target foes that have targeted you in the previous round.

8

Broodmother
Upon taking damage, you sometimes expel spiders, some that try to defend you, but others that try to attack you.
These spiders are generated from the creature generator's Minion template.

9

Gong
You are Stunned after taking unarmed or bludgeoning attacks, but you also emit a Shockwave that can Stagger those around you should they fail a Resistance check vs a DC of 25.

10

Unfortunately Fortunate
Natural 1s do not bring great failure, but neither do Natural 20s bring great success.

11

Heavy Sleeper
Can restore 75% HP using Nap as a Rest Action, but you are unable to take any other Rest Action.

12

Double-Edged Luck
You deal double damage with critical hits, but take double damage when being on the receiving ends of crits.

13

Cursed Equipment
You may not unequip any gear whatsoever, but it cannot be disarmed from you or destroyed by any effects.

14

Prone to Ignition
You have a 1d4 chance of igniting upon taking damage, but likewise your attacks and techniques have a 1/4 chance of igniting their targets.
(if the owner is immune to fire due to their Yokai physical trait, fire is replaced with ice)

15

Ultra-Heavy
+10 bonus on rolls made to resist Knockdown, Knockback, and other similar things.
+10 bonus on rolls made to pin subjects with your weight.
Cannot swim, fly, and can barely jump. Some structures (for example: rope-bridges) cannot support your weight.

16

Overflow
Your maximum Energy is temporary doubled, but every distinct source of damage causes you to lose 1 Energy.
Upon losing the curse, your currently remaining Energy is cut in half.

17

Shared Bravado
You are unable to take Defensive Actions, but neither can your targets.

18

Shuffle
At the start of each of your turns, there is a 1 in a 4 chance that you will randomly swap places with an ally.

19

Punchable Face
Creatures favor attacking you 1 out of 4 times.

20

Reckless Genius
May activate up to 3 scrolls at a time by using a single Energy charge, but there is a 1 in a 3 chance that they will end up critically failing, resulting in some compounded consequences.

21

Cursed Activation
Can activate Scrolls without consuming Energy, but they have a 50% chance of critically failing.

22

Laughingstock
Whenever you are Downed, afflicted with a Condition, or fail an unopposed roll, everyone around you, including foes, must roll Willpower vs a DC of 25, bursting into laughter for one round on a failure.

23

Unstable Defensive Mechanisms
When feeling threatened (i.e. during an encounter), at the start of each of your turns you will either Grow or Shrink in size, returning to normal after combat.

24

Double the Odds, Double the Cost
All energy-related actions benefit from a single reroll, taking the highest result, but cost 2 Energy (not optional).
HP is consumed according to Consume Life Energy rules if you have 1 or less Energy remaining.

25

Double Edged Potency
You always benefit from a bonus 1d6 on your Potency, but you take just as much in damage when applied.