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Old 10-14-2007, 09:30 AM   #1
Mental_Myopia
 
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Default Curse: Weapon Becomes Evil (Cthulhu)

A player gets hit by the curse Weapon Becomes Evil, and it gets stuck on one of his items. The curse says that there's no way to get rid of the curse, unless you lose 2 Levels and discard the item (or something like that).

The player dies in combat. Death makes all of your items go away. (Of course, the other players definitely did not want to loot that item!)

Anyway, would the cursed item go away at death, since it's attached to an item?

Perhaps the weapon has become so evil that it makes the dead player keep the item?

The FAQ states that death isn't a way that a curse can leave, but then the rules state that all of your items have to be discarded when you die...
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Old 10-14-2007, 09:46 AM   #2
mk31bolo
 
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Default Re: Curse: Weapon Becomes Evil (Cthulhu)

This card works pretty much exactly like "Antimatter" does in Star Munchkin. Dying will NOT cancel the curse. You MUST lose two levels (and have the two levels to lose) or the curse sticks with you.

Kinda bites, doesn't it? ;)
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Old 10-14-2007, 09:46 AM   #3
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Default Re: Curse: Weapon Becomes Evil (Cthulhu)

it stays. i don't think it can be taken from you either, so even if another player wanted to loot it, i don't think they'd be allowed.
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Old 10-14-2007, 09:52 AM   #4
Mental_Myopia
 
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Default Re: Curse: Weapon Becomes Evil (Cthulhu)

Thanks!

That weapon really IS evil! ;)

I'll have to keep that Star Munchkin ruling in mind for similar curses! :)

Checking out the Antimatter rulings, it appeared as though using the cursed item is optional. The player could unequip the cursed item in order to not have the negative combat penalty?
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Last edited by Mental_Myopia; 10-14-2007 at 09:55 AM.
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Old 10-14-2007, 11:10 AM   #5
maxdemon76
 
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Default Re: Curse: Weapon Becomes Evil (Cthulhu)

I think that's when the weapon that is anti-mattered is the poof gun. Since using the poof gun is optional, the negative effects of the curse are optional.

However, in other cases, the effect isn't optional and you can't unequip the item.
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Old 10-14-2007, 11:48 AM   #6
MunchkinMan
 
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Default Re: Curse: Weapon Becomes Evil (Cthulhu)

Quote:
Originally Posted by Mental_Myopia
Checking out the Antimatter rulings, it appeared as though using the cursed item is optional. The player could unequip the cursed item in order to not have the negative combat penalty?
No, that's only for the Foof Gun.

However, the Item is flipped over to represent the penalty, and really isn't an Item anymore, int that respect, so it can't be looted.
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Old 10-14-2007, 07:39 PM   #7
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Default Re: Curse: Weapon Becomes Evil (Cthulhu)

Quote:
Originally Posted by MunchkinMan
No, that's only for the Foof Gun.

However, the Item is flipped over to represent the penalty, and really isn't an Item anymore, int that respect, so it can't be looted.
To be more clear, upside down, rather than flipped over right?
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Old 10-14-2007, 09:26 PM   #8
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Default Re: Curse: Weapon Becomes Evil (Cthulhu)

Hmmmm. How does rotated 180 degrees suit you? I think it's probably best. Sometimes I can't help but speak in the patois of the land of my birth, in which what I just said and what I said before are the same.
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Old 10-15-2007, 01:52 PM   #9
Mental_Myopia
 
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Default Re: Curse: Weapon Becomes Evil (Cthulhu)

Quote:
Originally Posted by MunchkinMan
No, that's only for the Foof Gun.

However, the Item is flipped over to represent the penalty, and really isn't an Item anymore, int that respect, so it can't be looted.
Ahh! Thanks! That Foof Gun is troublesome, indeed! ;)

So after the item is rotated 180 degrees, it doesn't take up an item slot anymore, either? (Such as Big Item, Hands, Headgear, Footwear, etc.)

(My friend owns the Cthulhu version of Munchkin, so I can't read the card at the moment.)
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Old 10-15-2007, 02:25 PM   #10
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Default Re: Curse: Weapon Becomes Evil (Cthulhu)

That would be correct, it doesn't take up a slot.
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