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Afflictions

Afflictions

Mental Afflictions Broken Mind: Disadvantage to Intellect, Presence, Reflex or Will. If you suffer this Affliction again gain Disadvantage to different Prowess or Defense. Doubt: To Draw Strength from a Guide you must succeed in a Will Burden Test. If you suffer this Affliction again you have Disadvantage on the Test. Dread: To gain benefit […]

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Mystic Items & Wards

Mystical Effect Cost Mortal Dust As an Intellect Attack against beings Reflex. Gives incorporeal being physical presence, making it possible to affect them with physical actions. Duration: 3 rounds. Being can make an Intellect Test as an Action against users Passive Intellect to reduce duration by one. 50 Night Dust Create a cloud of dust

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Cures & Alchemicals

Cures Effect Cost Antidote, Set: 3 Advantage on Tests to resist poison until Significant Time passes. 20 each Healers Bloom, Set: 3 Advantage on Tests to resist diseases until Long Time passes. 15 each Healing brew, Set: 3 Recover 1D6 + 1 Hit-points. 15 each Rousing brew, Set: 3 Reduce Burden by one. 20 each

Rules

Stealth, Trickery, Darkness & Light

Stealth & Trickery Adventurer can declare that their character is hiding or sneaking at any time. Tests for success are made when character is in danger of being spotted. This can be due to attempting to sneak past a foe, causing loud noise or being actively searched. On success character is Hidden. Hidden: Hidden being

Rules

Trouble Check

While adventuring in dangerous places Bearer makes Trouble Checks for unexpected Setbacks. Trouble Check is made:• Every Round of Conflict to check if an adversary is able to recover dangerous abilities• When Significant or Long Time passes. See Time for more details• When the Trouble Rating increases Trouble Check is made with a six-sided-die (D6).

Rules

Dice, Numbers & Notes on rules

When dice are rolled, they decide the outcome and all around the table have to live with it.Cursebearer uses a suite of dice from four-sided to twenty-sided (D20). Twenty-sided die is reserved for Tests, the rest are used for effects like damage and healing. Dice rolls are abbreviated to formula “number of dice D sides

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