Curses

Curses corrupt Guides turning their strength into a danger.
• 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
• Long periods of Downtime

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 the character does not have an uncursed Guide Slot the Curse takes them over.

While taken over by the Curse the character can Stir without Tests or ill effects. They regain one Wound and their Hit-points. Adventurer remains in control of the character until Rest or Downtime. Then the character leaves to pursue strange goals.

Tearing Struggle: Test against a Spreading Curse can be re-rolled with Advantage by staking a Guide, including the one about to be taken over. On success Curse does not spread and the staked Guide is removed from the character. On failure Curse spreads and Stirs a second time.

Breaking a Curse

Curses are a significant part of the game and the method to breaking them is intended to be discovered through play. There isn’t one process to follow but there are a few general strategies.

Artefact: Powerful artefact can break a weak Curse.
• Track down an artefact
• Get it for yourself
• Discover how to bind the artefact to you

Deed: Performing a deed tied to the Curse will break the Curse.
• Discover origins of the Curse
• Discover the conditions
• Perform the deed

Favour: Gaining favour of something more powerful than the Curse can be a way to break it. But watch who you deal with.
• Discover a capable being
• Gain an audience
• Convince them to aid you

Manifest: Curse can be made to manifest as a being. It can then be fought and driven off.
• Discover rites
• Prepare a vessel for the Curse
• Gather equipment and strength

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