Cursed
She clasps the glass eye she stole from the troll horde in her rotting hand, caressing it softly to eke out the Priscan secrets she had written within it. Tendrils of flame writhe about it, enveloping it, streaking out to consume her enemies, even as her agathion, a dog as black as a new moon, lopes forward, tearing at their throats, leaving them gasping.
She is cursed. A creature born of chaos and devilry. Her powers are in the deep magics, forced to dwell among the monsters of the world. Sought out by the sordid and the desperate. Even time is wary of touching the long years of her existence, as she wiles it away, pursuing every mad fancy that touches her twisted mind.
| Lvl \ Pts | EXP | Title | Hlth | Mastery Weapon / Spell / Skill |
|---|---|---|---|---|
| 1 \ 1 | 0 | Wrong (Wrang) | - | 1 / 4 / 2 |
| 2 \ 2 | 100 | Wrong (Wrang) | - | 2 / 5 / 3 |
| 3 \ 3 | 400 | Wrong (Wrang) | +1 | 3 / 6 / 4 |
| 4 \ 4 | 750 | Wretch (Wrecca) | - | 4 / 7 / 5 |
| 5 \ 5 | 1,150 | Wretch (Wrecca) | - | 5 / 8 / 6 |
| 6 \ 6 | 1,600 | Wretch (Wrecca) | +1 | 6 / 10 / 7 |
| 7 \ 7 | 2,100 | Weird (Wyrd) | - | 7 / 12 / 8 |
| 8 \ 8 | 2,650 | Weird (Wyrd) | - | 8 / 14 / 9 |
| 9 \ 9 | 3,250 | Weird (Wyrd) | +1 | 9 / 16 / 10 |
| 10 \ 10 | 3,900 | Warg (Wearg) | - | 10 / 18 / 11 |
| 11 \ 10 | 4,600 | Warg (Wearg) | - | 11 / 20 / 12 |
| 12 \ 10 | 5,350 | Warg (Wearg) | +1 | 12 / 22 / 13 |
| 13 \ 10 | 6,150 | Hag (Hægtesse) | - | 13 / 24 / 14 |
| 14 \ 10 | 7,000 | Hag (Hægtesse) | - | 14 / 26 / 15 |
| 15 \ 10 | 7,900 | Hag (Hægtesse) | +1 | 15 / 28 / 16 |
| 16 \ 10 | 8,850 | Hex (Haehtis) | - | 16 / 31 / 18 |
| 17 \ 10 | 9,850 | Hex (Haehtis) | - | 17 / 34 / 20 |
| 18 \ 10 | 10,900 | Hex (Haehtis) | +1 | 18 / 37 / 22 |
| 19 \ 10 | 12,000 | Witch (Wicce / Wicca) | - | 19 / 40 / 24 |
| 20 \ 10 | 13,150 | Witch (Wicce / Wicca) | - | 20 / 43 / 26 |
| 21 \ 10 | 14,350 | Witch (Wicce / Wicca) | +1 | 22 / 46 / 28 |
| 22 \ 10 | 15,600 | Warlock (Wǣrloga) | - | 24 / 49 / 30 |
| 23 \ 10 | 16,900 | Warlock (Wǣrloga) | - | 26 / 52 / 32 |
| 24 \ 10 | 18,250 | Warlock (Wǣrloga) | +1 | 28 / 55 / 34 |
| 25 \ 10 | 19,650 | Fiend (Fēond) | - | 30 / 58 / 36 |
| 26 \ 10 | 21,100 | Fiend (Fēond) | - | 32 / 62 / 39 |
| 27 \ 10 | 22,600 | Fiend (Fēond) | +1 | 34 / 66 / 42 |
| 28 \ 10 | 24,150 | Accursed (Āwyrgeda) | - | 36 / 70 / 45 |
| 29 \ 10 | 25,750 | Accursed (Āwyrgeda) | - | 38 / 74 / 48 |
| 30 \ 10 | 27,400 | Accursed (Āwyrgeda) | +1 | 40 / 78 / 51 |
Equipment Restrictions
- Armor: None
- Shield: None
- Weapons: Any
Cursed Experience Table
Experience. When this number of Experience Points have been earned, you automatically move up to the next Level of Experience.
Title. You should use this title when talking with other characters. Instead of saying "I'm Weraleogan, a Fifth Level Cursed," you should say "I'm Weraleogan, the Wretch."
Health. You gain 1 health per 3 levels of experience in addition to any health gained from your endurance.
Skills. At first level, you begin with 2 Skill Mastery points, which must be spent immediately on Skills. You may use these points to advance Skills to Untrained mastery, but no further at this level.
- As a Cursed, you can learn the following skills: Alertness, Athletics, Trade (All), Lore, Presence, Spellcraft, Stealth, Tactics, Thievery, and Wilderness skills.
- You gain 1 Skill Mastery point per level. At level 16, this increases to 2 points per level. At level 26, this increases to 3 points per level.
Spell Mastery. At first level, you begin with 4 Spell Mastery points, which must be spent immediately on up to 6 Spell Forms. You may use these points to advance Spell Forms to Untrained mastery, but no further at this level.
- As a cursed, you can learn the 6 following forms: Fire, Sea, Sky, Stone, Void, and Profane magic.
- You gain 1 Spell Mastery point per level. At level 6, this increases to 2 points per level. At level 16, this increases to 3 points per level. At level 26, this increases to 4 points per level.
Weapon Mastery. At first level, you begin with 1 Weapon Mastery point, which must be spent immediately on a Weapon Type or Combat Style. You may use this point to advance a Weapon Type or Combat Style to Untrained mastery, but no further at this level.
- You gain 1 Weapon Mastery point per level. At level 21, this increases to 2 points per level.
- You can obtain Skilled mastery with a cursed.
Leveled Abilities
You gain abilities below as you increase level.
Cursed
You are cursed. Your nature with magic requires it. You have either dwelt too close to fonts of magic, have a curse in your family line that has bled through generation after generation, or have sourced your curse through some other means.
- You have Impotence on all Presence trials with all non-chaotic demi-humans and humanoids. You have Dominance on all Presence trials with chaotic demi-humans and humanoids.
As a result, you may either choose one of the following curses or have one assigned by the GM:
Horrific. You are hideous to look upon in ways that are impossible to hide. This malformation can manifest in a number of ways, but almost always includes a lack of symmetry in your appearance. Lumps, humps, tumors, misshapen limbs, warts, uneven facial features, inhuman or animalistic features, extra limbs, elongated digits, or other grotesque physical abnormalities.
- As a horrific being, you are immune to Primal damage and have Impotence on trials to resist Void damage. You are connected to the Primal magic form. Only Primal magic can Charm, Control, summon, or banish you, or restore your mind (see Magic Mastery, Connected Form). All other magic affects you normally.
- Choose one Athletics ability for free (does not cost Skill Mastery points). Describe how your malformation enables it. GM must approve the connection between the malformation and the chosen ability.
- A Cursed with an enormous, bloated frame might gain Healthy (increased endurance from sheer mass).
- A Cursed with elongated, double-jointed arms might gain Nimble (unnatural flexibility and reach).
- A Cursed with a hunched, low-slung posture and a third leg might gain Poised (near-impossible to knock off balance).
Insane. You are touched with madness in ways that are impossible to ignore. Roll twice on the insanity chart, one must be below 50 and one must be above 50.
- As an insane being, you are immune to Void damage and have Impotence on trials to resist Primal damage. You are connected to the Void magic form. Only Void magic can Charm, Control, summon, or banish you, or restore your mind (see Magic Mastery, Connected Form). All other magic affects you normally.
- You gain Dominance on trials against the Controlled and Charmed conditions.
Possessed. You have the spark of a demon or devil inside of you. Your spark is revealed through your physical being, such as skin, hair, eyes, horns, a tail, or similar infernal marks. However, even if your physical being were not altered, your damned spirit can be sensed by anyone looking upon you or being near you. Your flesh is hot to the touch and an odor of brimstone and blood emanates from you.
- As a possessed being, you are immune to Profane damage and have Impotence on trials to resist Sacred damage. You are connected to the Profane magic form. Only Profane magic can Charm, Control, summon, or banish you, or restore your mind (see Magic Mastery, Connected Form). All other magic affects you normally.
- Fire resistance equal to half level (rounded down).
- Immune to your own fire aura.
- Sacred magic damage against you has Superiority.
- Demon Trigger: Each time you personally deal a killing blow (your Agathion's kills do not count), roll Wisdom tier die where a roll of a 1 is a failure. For each kill as a part of the same action, increase the chance of failure by 1 (e.g., kill 3 creatures with one spell, fail on 1-3). If you roll a failure, your possessed nature causes your Fire Aura to trigger.
- Fire Aura: All creatures within 10 feet take fire damage equal to Perception tier each round. Lasts a number of rounds equal to Wisdom tier. You retain full control of your actions.
Undead. You are not dead, but not quite alive. You abhor the light, fresh air, and the cheerfulness of others. Your flesh is cold to the touch, your breath smells like a rotting corpse, and you are vulnerable to being turned. A Turn can target you individually; your Turn DC is half your level (rounded down) + your Perception tier.
- As an undead being, you are immune to Profane damage and have Impotence on trials to resist Sacred damage. You are connected to the Profane magic form. Only Profane magic can Charm, Control, summon, or banish you, or restore your mind (see Magic Mastery, Connected Form). All other magic affects you normally.
- You do not need to breathe and are immune to spells and effects based on breathing.
- You constantly hunger for the flesh of the living. If you do not consume the flesh of an intelligent humanoid once per week, you cannot benefit from magical healing.
Hard to Kill
You do not age and cannot die from mundane means, such as being stabbed or bludgeoned to death. You remain conscious and aware even beyond 0 Health. Below 0 Health, each -5 Health increment results in the loss of a limb as determined by the GM (usually 1d4). You are aware of the location of your limbs and can still move and use them with Inferiority and Impotence. A limb can be reconnected and will be as strong as it once was in an hour. A limb that is destroyed can be regrown in 1 week. Multiple limbs are exponentially more difficult to regrow. Two limbs take 3 weeks, three limbs take 6 weeks, and 4 limbs take 12 weeks. If you are decapitated and lose the rest of your body, a year and a day must pass before you can regain it fully.
You can only die if your head is destroyed from magical sources, including elemental magic (Fire, Sea, Sky, Stone), spiritual magic (Sacred, Profane, Primal, Void). If your head is attached to your body when you receive one of these types of damage, roll your Endurance tier die - death only occurs on a 1. You cannot be resurrected by any means.
Borrowed Vigor
You can ignore the need to rest for prolonged periods of time, but must repay with interest. If you do not sleep your 8 hours, you must sleep for three hours for every hour you have stayed awake until you finally sleep. So, if you wake in the morning at 8 AM and do not sleep for 72 hours, you must sleep for 216 hours straight (or 9 days).
After 1 week without rest, roll your Endurance tier die each day - on a 1, you fall asleep, unable to wake until you have repaid your borrowed vigor. While awake in this way, you cannot regain Health from natural means.
Priscan Magic
You can cast priscan spells. You have a number of Magan, or spell points, equal to your Perception score. For each Perception Tier up to your current tier, roll the corresponding tier die and add the result. Each time your Perception Tier increases, roll the new tier die and add it to your magan. You recover magan through rest and sustenance (see Resting).
Each spell you cast reduces your available magan by the spell's magan cost.
- The DC of your spells is equal to your Mastery Level + your Perception Tier (maximum 14).
Training. You must apprentice yourself to a cursed NPC of at least Expert mastery or higher. At level one, when you select your Untrained forms, your master teaches you two spells and provides the objects to house them (see Weird Magic). When you first reach Basic mastery in any form, your master teaches you an additional spell. When you first reach Skilled mastery in any form, your master teaches you a final spell.
Spell Acquisition. You can also discover new spells at fonts of wild magic by listening to the winds of magic, feeling the deep magics of the earth, and tasting the wild magic of the waters. Binding a spell into an object takes 1 day per magan. See the Magic Mastery chapter, Spell Sources and Discovery.
Weird Magic
Your spells are housed in valuable objects: gems, bones, skulls, trinkets, jewelry, curiosities. Each object holds one spell and must be worth at least magan² ss. A 1-magan spell requires an object worth 1 ss; a 5-magan spell requires one worth 25 ss.
As your knowledge grows, so too does your collection of magical trinkets. Your lapis lazuli stone with gold flecks might hold your Freezing Touch and your bejeweled shrunken head might hold your Lightning Bolt. It is for this reason that powerful cursed eventually settle down, as their magical repertoire has become so extensive that they can neither travel with it nor lay their hand on the correct trinket in a sack full of miscellaneous valuables.
Some powerful cursed opt to inlay their magics into staves, wands, robes, and similar items about their person. Doing so is more convenient but dangerous: if lost or broken, centuries of knowledge can be lost. Only one such consolidated item can exist at a time, and it can hold 1 spell per level of the caster.
Each time you gain a level, you can choose to re-bind your spells to different objects.
Agathion
You create or inherit a familiar bound to you that is known as an agathion. This creature can be an animal as small as a sparrow to an average creature or humanoid. Although an agathion appears and moves like these creatures, that is where their similarities end, possessing strange powers and subsisting on exotic fare, such as the light from a new moon, the dreams of children, or elf blood as determined by the GM.
An agathion is a creature that harbors the spirit of a Daeva, Morphon, or malevolent Fae. It possesses its own personality and will, often one reflecting its spirit, which is violent and chaotic. However, its existence is entirely under your control. Your agathion can become unruly if given too much freedom or if it no longer respects or fears you. Your control over your agathion allows you to change its appearance (such as skin, fur, or hair color), its ability to speak, and even imprison it within its own mind as a means of punishing and controlling it to bend it to your will.
Form determines physical capabilities:
Beast Form: - Natural mobility based on creature description (flying, swimming, climbing, burrowing) - Natural damage type (bite/claws/charge) - Cannot equip weapons or armor - Telepathic communication only - Gains 6 resistance to each mundane damage type at T1. Starting at T2, gain +1 resistance to all damage types per tier. - Cursed Perception Score + Compounding 2× tier die - Speed: 3 + Agathion tier + size modifier (½ square −1, 1 square +0) + locomotion (+4 on the mode the creature qualifies for: four-legged runners on land, fliers, swimmers). Climbing is a capability without a speed bonus; burrowing is half land speed.
Humanoid Form: - Can equip one weapon (determines damage type and properties, NOT additional dice) - Can wear armor (adds durability) - Can speak, interact with objects, blend into crowds - No special movement - Compounding 2× tier die - Speed: 3 + Agathion tier (1 square, no locomotion bonus)
Weapon Rule: The tier die IS the weapon die. A humanoid Agathion wielding a sword rolls the same attack as a beast biting. The weapon determines damage type and properties (poison, reach, ranged), not additional dice. The spirit's power channels through whatever the mortal form wields.
Spirit Track determines magical nature and active ability: - Fae (Primal): Trickery, deception, charm - Daeva (Profane): Destruction, corruption, fire - Morphon (Void): Reality distortion, displacement, chaos
The Agathion's body is mortal: it has no immunity or vulnerability. Its spirit is connected to the spirit's magic form (Fae: Primal, Daeva: Profane, Morphon: Void). Only that magic can Charm, Control, summon, or banish the Agathion, or restore its mind. All other magic affects it normally.
Separate Health Pool
The Agathion has its own independent health pool.
Agathion Attack and Defense
Attack Roll: Cursed's Perception tier die + Agathion tier die
Defense Roll: Cursed's Perception tier die + Agathion tier die + Resistance
AP: 2. The Agathion's active abilities, such as Transpose, spend its own AP.
Progression
The tier die does not represent the Agathion getting stronger. The spirit was always powerful. The tier die represents how much power the Cursed dares to let through.
| Level | Tier | Tier Die |
|---|---|---|
| 1 | 1 | 1d2 |
| 4 | 2 | 1d3 |
| 8 | 3 | 1d4 |
| 12 | 4 | 1d6 |
| 16 | 5 | 1d8 |
| 20 | 6 | 1d10 |
| 24 | 7 | 1d12 |
Health (Beast): Your Perception score + each tier adds its tier die × 2 to the Agathion's health pool (compounding).
Health (Humanoid): Each tier adds its tier die x 2 to the Agathion's health pool (compounding).
Rest: As a character, using its tier die for the Endurance tier die and your level for class level. A Fae Agathion treats a safe Wilderness Rest as a Good Night's Rest.
Agathion DC: Agathion tier + your Perception tier.
Trials: Agathion tier die + your Perception tier die.
Swap
You swap spirits with your Agathion, possessing its body for up to one hour per level. You can choose to allow your Agathion to move freely in your body or not. While in your Agathion's body, you cannot cast spells or use any abilities associated with your class.
If you die while in your Agathion's body, you are immediately pulled back to your own body and your Agathion dies instead. Your Agathion cannot abscond with your body, as you can limit their mobility at will and always know its exact location. However, your body and the Agathion's body must physically touch to restore your respective spirits to their own body, except in the case of death.
Death
If your Agathion dies, you must create a new one. This process requires locating a viable host and a spirit to inhabit the host. Both must be found and captured or purchased. You then perform a ritual to bind the two together, requiring both 1 sc in materials and 24 hours of uninterrupted ritual time for each tier of the Agathion.
Control Trial
When the Cursed commands the Agathion to use an active ability, they roll the tier die. On a 1, the spirit directs the ability according to its own nature and personality. On any other result, the Cursed directs the ability as intended.
Wresting Control: The Cursed can spend 1 AP to reroll the control trial to force the Agathion to drop the effect. On a 1, the Agathion refuses.
Spirit Personality: The Cursed's player and GM establish the Agathion's personality and grudges at character creation. This personality determines target selection on failed control trials.
Active Abilities (One per Spirit Track)
Active abilities always fire when commanded. The control trial determines who directs the effect.
Fae: Charm
- Cost: 1 AP
- Range: 30 feet
- Effect: Target rolls Wisdom trial vs Agathion DC or advances Charmed by 1 tier for rounds equal to Agathion tier. Once per turn, the target can spend 1 AP on a Wisdom trial against the Agathion DC to break free; on success, the hold drops by 1 tier. An Enthralled target cannot break free on its own.
- Successful control: Cursed chooses target
- Failed control: Fae chooses target based on its personality
Daeva: Hellfire
- Cost: 1 AP
- Range: 15 foot cone
- Effect: Creatures in cone roll Agility trial vs Agathion DC. Failure: fire damage equal to Agathion tier die + Perception tier die.
- Successful control: Cursed aims the cone
- Failed control: Daeva aims the cone
Morphon: Transpose
- Cost: 1 AP
- Range: 30 feet
- Effect: Two creatures swap positions. Willing creatures swap automatically. Unwilling roll Physique trial vs Agathion DC. If either resists, neither transposes.
- Successful control: Cursed picks both targets
- Failed control: Morphon picks both targets
Passive Abilities (Tiers 2-7, pick one per tier)
At each tier from 2-7, choose one passive ability. Three are specific to your spirit track. Three are universal (available to any Agathion).
Track-Specific Passives
Fae:
Primal Resistance. The Agathion gains resistance to primal magic equal to its tier.
Glamour. The Agathion can alter its appearance to mimic any creature of similar size. This is an illusion and can be detected as such.
Fae Regeneration. The Agathion passively regenerates 1 Health per hour when in contact with natural surroundings (earth, water, vegetation). This is not combat healing.
Daeva:
Profane Resistance. The Agathion gains resistance to profane magic equal to its tier.
Dark Sight. The Agathion sees perfectly in magical and mundane darkness.
Profane Tenacity. Once per day, when the Agathion would reach 0 Health, it remains at 1 Health instead.
Morphon:
Void Resistance. The Agathion gains resistance to void magic equal to its tier.
Weightless. The Agathion exerts no physical pressure on its surroundings. No footprints, does not trigger pressure plates, can walk across thin ice or unstable surfaces.
Phase Death. When the Agathion reaches 0 Health, it phases out of existence and reforms at the Cursed's location at dawn the following day with 1 Health. No gold cost, no ritual. If it dies again within a week, true death - full resummon required.
Universal Passives
Spell Conduit. The Cursed can channel a spell through the Agathion, casting from the Agathion's position. If the spell requires concentration, the Agathion maintains it. A control trial applies - on failure, the spirit picks the target or drops concentration at the worst moment.
Reborn. Resummon cost and ritual time are halved.
Telepathic Link. The Cursed and Agathion can communicate telepathically within 1 mile. For beast-form Agathions, this overrides the baseline 60-foot telepathic range. For humanoid-form Agathions, this grants telepathic communication they do not otherwise have.