Curses influence Guides corrupting their ambitions.
• When character contracts a Curse they replace one of their Guide Boons with a Curse making the Guide Cursed
• Cursed Guide cannot be changed until the Curse is broken
• Cursed Guide continues to give access to Gifts for character advancement
Curses have beneficial effects that can be drawn from by stirring the Curse. Option to Stir the Curse is marked with a [Stir] in the text.
Stirring the Curse
Curse Stirs when the character makes a contact with a source of a Curse. For example.
• Using a Gift from a Cursed artefact
• Using powers of a Curse they possess
When a Curse Stirs all effects of the Curse activate. Character then makes a Burden Test with Vigor or Will, Adventurers choice. On a successful Test Curse is kept at bay. On a failure the Curse Spreads.
Spreading Curse
When a Curse Spreads replace an uncursed Guide with the Curse.
If character does not have an uncursed Guide Slot, character is lost to their Curses and leaves to pursue strange goals. To bring them back go on a quest.
Influence of the Curse
Influence measures strength of the Curse, it makes the active effects of the Curse more powerful. Influence is rated from 1 to 3 and is equal to number of Guide slots the Curse is marked into.
Sources of Curse
Cursed Lands: Rest and Downtime in Cursed lands and places Stirs the Curse. If the Burden Test fails Curse of the land spreads.
Cursed Fare: Eating or drinking Cursed fare Stirs the Curse. If the Burden Test fails Curse of the fare spreads.
Cursed Gifts: Using a Cursed Gift Stirs the Curse. If the Burden Test fails Curse from Gifts source spreads. Cursed Gift can come from many sources artifact or a Guide for example.
Cursed Beings: Being struck by a Cursed attack Stirs the Curse. If the Burden Test fails Curse of the attacking being spreads.
Cursed Hazards: Coming to contact with a Cursed Hazard, such as looking into a possessed mirror, Stirs the Curse. If the Burden Test fails Curse of the Hazard spreads.
Breaking a Curse
While each Curse is unique there are three general strategies to breaking a Curse.
Manifest: Curse can be made to manifest as a being. It can then be fought and driven off. Knowledge of rites is required.
Deed: Performing a deed tied to the Curse will break the Curse. Piece together origins of the Curse to know what is required.
Favour: Gaining favour of something more powerful than the Curse can be a way to break it. But watch who you deal with.
To find what is required to achieve these goals go on a quest. To succeed in this quest few things are helpful.
Aid: It is good to have allies. They can make introductions and seek knowledge. They may have even faced the Curse before.
Knowledge: Knowing where the Curse came from is also knowing its weaknesses.
Places of Power: There are places where currents between worlds are calm. In these places it is easier to gain an audience with great powers and traverse to hidden realms.