Curses

Curses are dramatic afflictions that provoke character into uncontrolled action and threaten to devour their ambitions. Curses are marked into Guides and provide Bonds or Boons in exchange for constant threat.

Curse Compulsion

Compulsion is an event when Curse senses a chance to take control. When Curse is Compelled:
• Curse Stirs
• Gain a dot to the Curse and add a Deed to session pool if able

Bearer can Compel a Curse as a Setback to a Doomed Effort.
Each Curse also has its own Compulsion.

Stirring the Curse

Curse Stirs when the character comes into contact with a source of the Curse. For example bite of a cursed being.
• When Curse Stirs character makes a Burden Test. On a successful Burden Test Curse is kept at bay. On failure the Curse Spreads
Curse also Stirs when Curse is Compelled and when character Draws Strength from the Curse.

When Strength is Drawn:
• Use one or more dots from the Curse
• Curse Stirs
• Boon or Bond of the Curse is activated. Using additional dots increases the strength

Spreading Curse

When a Curse Spreads mark it into a Guide slot this Curse has not yet affected.
• Spreading Curse will not take over a Cursed slot if others are available
• Guide within chosen slot becomes Cursed. Drawing strength from the Guide will Stir the Curse
• Cursed Guides cannot be changed without first breaking the Curse
• Adventurer can choose to alter effects of the Guide that was taken over or keep them

If character does not have a Guide Slot for the Curse when it spreads character is lost to the Curse and leaves to pursue strange goals.

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. To find what is required to achieve these goals go on a quest.

Manifest: Curse can be made to manifest as a being. It can then be fought and driven off.
Ritual can be performed to Manifest a Curse. As long as the ritual holds Curse can be fought.

Rite: Performing rites under favorable conditions pushes back spreading Curse.
Rites are Arduous challenges that can be performed to decrease Curses strength. If challenge succeeds one Guide slot taken over by this curse is cleared.

Deed: Performing a deed tied to the Curse will break the Curse. True loves kiss or atonement for sins are examples of performing a deed.

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