Curses

For your convenience, you can return to the Main Rules page here.

For your convenience, you can return to the Section Eleven here.
You can also get to other parts of section eleven:
I. Extras
II. Templates & Musts
III. Powers
IV. Morality
V. Stunts
VI. Magic
VII. Fear & Perseverance
VIII. Horror

Curses

Some creatures and people suffer from afflictions caused by a Curse. Maybe they offended a gypsy, maybe they were hit by some ancient Egyptian spell, maybe they wronged someone who, unable to seek vengeance, cursed them, or maybe – just maybe – they are an offense against what is right and good in the world. Regardless of how it happened, it happened and now they suffer for it.

Characters under a Curse gain a special Curse Aspect. This will usually be a long-term Aspect which is not a Consequence (although in some cases, it can be a Consequence.) Like any other aspect, a Curse can be compelled or invoked. What is worse is that the Curse can be tagged more than once (i.e. a compel with no Fate Point awarded), based on how powerful it is.

The following rules govern Curses; this means that the “Wizard’s Death Curse” sidebar on page 282 of DFRPG is not applicable to this campaign.

Curses can be broken down into magical and non-magical curses. Magical Curses, those laid using Thaumaturgical rituals follow the regular rules for spellcasting, causing Consequences, using Aspects, etc. This entire section deals with non-Magical Curses.

There are several different types of non-magical Curses.
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To lay a Curse upon a target, you roll Will, and you must roll 13 or higher. You must decide the strength of the Curse before rolling. See below for modifiers to the Curse roll.
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Note: If the person laying the curse is dying, they may tag any Consequences they have without spending Fate Points.

Also, it must be said that laying a Curse upon someone always requires a Corruption roll, even if you are good and the target is evil.

Finally, there are 3 ways to get rid of a Curse. The first is to meet the conditions of the Escape Clause (if there is one). The second is to gain a Blessing of equal potency. (There are no written rules for a Blessing, per se, so how this would happen is known only to the GM.) The final way is to use Thaumaturgy to effect a transformative change in the target. Doing so requires a number of shifts equal to 13+ the strength of the Curse (if the strength was 14 after the roll, then a ritual of 27 shifts would be required to remove the Curse).

One last note: the rules above are for characters that are cursed AFTER play starts (and NPCs). If you wanted a PC to be cursed before the game begins, you could create an extra that mimicked the rules above but which give you +1 refresh.

Curses

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