Too much?

Too much?

Too much?

I looked into the Blindheim’s Eye!

When exposed to the light of a Blindheim’s eye, roll+dex. *On a 10+, you close your eyes before it’s light blinds you. * On a 7-9 You are blind! Obviously you can’t see. Act accordingly and take -1 Forward until 1d6 minutes have passed. On a miss. Oh, you didn’t want to miss. One of your eyes pops from seeing the light. Take -1 Forward for actions that require vision until you Recover. You’ll learn to live with one eye.

5 thoughts on “Too much?”

  1. I think you can do whatever you wish with custom The only thing you need to do before is to clearly telegraph that Blindheim eye is fucking dangerous.

    “you see corpses whose eye socked are emptied, like burned from something.”

    “just from seeing its refraction on the far walls, the light of the eye is like the day. Seeing the refraction on nearer walls is like watching the sun directly. Your eyes ache.”

    This said, i would personally use the following move:

    When you look directly the light of Blindheim Eye, roll +CON…

  2. Depends on what actions the players have to take to be exposed to the light. If they can know about it in advance and take precautions then it might be OK. If it is essentially inevitable that they will have to roll this move the I think it is pretty harsh.

  3. The move is harsh, but I don’t see anything wrong with it. I do agree with Andrea Serafini about the GM telegraphing the creature’s powers. But that’s something the GM does and doesn’t need to be written into the move.

    As for the move itself, I don’t think you need all the stuff about “act accordingly” Sherman S. I would strip it down to the following:

    When you are exposed to the light of a Blindheim’s eye, roll+DEX. On a 10+, you close your eyes before it’s light blinds you. On a 7-9 You are temporarily blinded for 1d6 minutes. On a miss, one of your eyes pops from seeing the light. You take -1 ongoing to actions that require vision until you get proper medical attention.

    I’m not a huge fan of the 1d6 minutes duration. I’d prefer some fictional duration like “until you escape the Blindheim’s gaze” or similar.

  4. I think i would simplify it further to take off the duration. Just let the effect stop when it’s fictionally appropriate. I would also leave off the 6- prescription and leave that up to the gm to be any kind of move in the context of the fiction. However, i would make the 7-9 sound much worse to highlight the potential danger of a fail to the players. Last, I think i prefer

    When you are exposed to the light of a Blindheim’s eye, roll +CON. On a 10+ you close your eyes before its light blinds you. On a 7-9, your eyes burn with excruciating pain. You are temporarily blinded.

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