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Adding more curses and ambiguous powers - sounds fun! We can't shift the tone of the party dynamics too hard, but curses and mixtures of good and bad effects from transformations is a great thing to explore, as long as it doesn't squash player agency or take a hero out of the player's control too hard. It's part of what we were going for with the Oldwane curse.
There is the Old Coin:
https://wildermyth.com/wiki/index.php?title=Old_Coin_Talisman
It is registered by the "The Merchant" event. And propably by the events that grant it.
The Bone Spear has a upgrade event:
https://wildermyth.com/wiki/index.php?title=Bone_Spear
And of course the is the Skeletal/Oldwane curse, that starts with a Item and is a self-progressing transformation.
The main issue is user experience:
- the players must have a fair warning to choose to keep the items
- a fair way out of it would be nice as well
- as it is partially multi-chapter, you have to consider the hero entering the legacy and starting a new game before the full time is passed