Curses
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| Level | Name | Description |
|---|---|---|
| 1 | Forgetful | Target frequently forgets minor but important details: names, directions, where they placed items. Once per scene, the GM may declare the target has forgotten something non-critical but inconvenient. |
| 1 | Gibberish | Anything the target says sounds normal to them, in any language they speak, but everone else only hears complete, unintelligble gibberish. |
| 1 | Sleepy | The target of the curse is prone to fall asleep in any mundane or relaxing situation. Sitting down for a moment to rest, during conversations, riding in a wagon, but particularly in any quiet or semi-quiet location. In each scenario, there is a 75% chance the character will fall asleep for 1d6 x10 minutes. They can be awakened normally, but will be groggy and at minus one edge for the first minute after waking up unless thrust into a life-threatening situation. At least two hours should pass before another chance at falling asleep occurs. |
| 1 | Unhurried | The target of the curse cannot move faster than a walk, try as they might. They can be carried, they can ride a mount, but they cannot fast walk, jog or run under any circumstances. |
| 2 | Cold Presence | Animals avoid the target, children cry near them, and casual social interactions feel strained. The target suffers –1 Edge on all social checks with strangers. |
| 2 | Hungering | The target constantly feels hungry and unsatisfied, no matter how much they eat. They are distracted and irritable when not eating. |
| 2 | Hydrophobia | The target becomes terrified of water in any quantity. Aside from gingerly sipping water from narrow mouthed containers to stay hydrated, they will not under any circumstance go within six feet of a body of water, a bath, a trough or any open contain of which they could even partially fall in to. They will not go over a bridge, get on a boat, and if they fall into water, they will immediately become hysterical and do everything in their power to get out of the water, ignoring anyone and everything else. If there is no place to go, they will continue to panic and thrash until they wear themselves out and eventually drown. |
| 2 | Swollen appendage | One of target's appendages (roll randomly) begins to swell and deform over the next 24 hours, until it is bloated and twice the size. It will not fit in normal sized clothing. Any actions requiring the appendage are at minus two Edge. |
| 2 | Truth | The target of the curse must speak the truth in everything they say, without any guile or ability to conceal their honest feelings. If asked a question, they will freely answer as fully and honestly to the best of their ability. The only recourse in such a scenario would be to run away, but they would still continue to answer the question. |
| 2 | Withered Hand | Target's hand (roll randomly) begins to wither over the next 24 hours, until it is shriveled and useless. |
| 3 | Bleeder | The target of the curse bleeds easily and freely. Any time they are injured, the wound always bleeds 1 pt per 5 pts of damage, round up. Any time the injury would cause bleeding, increase the bleeding by 50% (round up). |
| 3 | Clumsy | Target loses an edge on all athletics checks, and mishaps occur on a 1 or 2 as long as the result still fails by any margin. |
| 3 | Deafness | Target's hearing fades away over the next 24 hours until they are fully deaf. |
| 3 | Fumbler | Target suffers critical failures on 1-3 on all skills and attacks. |
| 3 | Ill Fortune | Once per day, the GM may force the target to reroll a successful roll and take the worse result. |
| 3 | Unsteady Shadow | The target’s shadow moves incorrectly, lags, or behaves unnaturally. Anyone noticing becomes uneasy; the target gains –1 Edge on social interactions once observed. |
| 4 | Blindness | Target's vision fades away over the next 24 hours until they are fully blind. |
| 4 | Burden of Guilt | The target is overwhelmed by guilt for imagined or exaggerated past wrongs. They are hesitant, apologetic, and self-sabotaging, suffering –1 Edge on all decisive actions. |
| 4 | Childlike | The target believes that they are a small child, equivalent to five-years old for humans. They lose all of their skills and abilities, and will only say, do and act like a five year old. This may include throwing tantrums, playing with toys, taking naps, asking endless questions and wondering where their mommy is. They have no memories of their adult life and relationships, but close companions will seem familiar and comforting. |
| 4 | Extreme Beauty | Target's face appears objectively beautiful to all who see it, to the point that people stop and stare, follow them around, try to speak to them, woo them, and otherwise prevent them from a moment of peace. It is highly probable that the wrong sort of person may attempt to abduct them depending on where they go. |
| 4 | Living Scar | A horrific scar slowly spreads across the target’s body. It is painful, unsightly, and clearly supernatural. Each week, one physical skill suffers –1 Edge (cumulative, max –3). |
| 4 | Rotting Tongue | Target's tongue will rot away over the course of a week. He loses all sense of taste, and is unable to speak on the last day. |
| 4 | Sinker | Target will immediately sink in water or any liquid. No amount of swimming will offset this. They are not physically heavy, and can be rescued by someone else, otherwise they will sink to the bottom of whatever body of liquid they are in and most likely drown. |
| 4 | Transform | Caster attempts to transform a medium-sized or smaller person into a creature that he has previously memorized using Memorize Form. If successful, the target person transforms into the creature, dropping all the clothes and gear they are wearing or carrying. They retain their mental stats, but adjust their HP, strength and dexterity for size. They are only able to vocalize in the way the creature can. The target can only be changed into a fish if it is in water. Each morning the target must make a General Knowledge check; the starting DC is 5, and each consecutive day the DC increases by 1. If they fail the check, their intelligence is reduced by 1, but never less then 3. If it reaches 3, the target is essentially a wild animal. If the spell is reversed, their intelligence stays at the number it was, and increases by 1 per day until it is fully restored. Until it is restored, they will continue to display animal-like behaviors. |
| 4 | Ugly | Target's face appears objectively grotesque to all who see it, to the point that people stop and stare, gasp, insult them, demand that they leave, weak stomached people might even vomit. Target will be shunned by any who see them, crowds might jeer them or pelt them with fruit. Looking in the mirror results in them seeing the worst version of themself. |
| 4 | Unremembered | People forget the target shortly after meeting them unless they spend significant time together. Records, notes, and rumors about them are frequently misplaced or ignored. |
| 5 | Doomed Lineage | The target is cursed so that their children (or chosen heirs) are born sickly, unlucky, or malformed unless the curse is lifted before conception. |
| 5 | Endless Vigil | The target can no longer sleep naturally. They may rest, but never truly sleep, slowly accumulating exhaustion and mental degradation. Target will only remove 2 Fatigue per 8 hours of rest. |
| 5 | Gravebound | The target’s soul cannot pass on. Upon death, they rise as a restless undead or spirit bound to the site of their demise unless the curse is broken. |
| 5 | Run | Target begins to run and cannot stop for any reason. They will run to the point of exhaustion, and will keep trying to run until they are unconscious or dead. They can be restrained, but will fight against the restraints against their own will. |
| 5 | Sleep | Target falls into a magically induced slumber. They cannot be awakened unless the curse is removed by an action determined by the caster. While sleeping they need only breathe; they will continue to age normally, but do not require food or drink. |
| 5 | Wasting | The target slowly begins wasting away. Each morning they lose 1 hit point to a wasting disease that cannot be healed. Once they have reached 50% of their health, they also begin to physicall weaken; all physical skills, including combat skills, at are minus one edge. At 75% of their health lost, all such skills are at minus two edge. If the curse is not lifted, on the morning they are at 0 health, they cannot move on their own volition and drift in and out of consciousness. If there is no one to attend to them, they will die of thirst in a matter of days. If they are atteneded to, they continue to waste away, losing nearly all available body mass until the final day that they reach their death threshold, at which point they die in the night. |