Cursed Abilities: Difference between revisions

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Revision as of 09:04, 13 April 2024

A little more than human, the Cursed have a unique set of abilities that set them apart as a curiosity. Or a tragedy waiting to happen.

Traits[edit | edit source]

Human After All
Curiously, the Cursed register as human on preternatural and metaphysical senses. Although their curse precludes them from using their own blood for rituals, they are subject to only a few of the Codes of Conduct despite being magical beings. Oaths, Thrice Asked, and Favours are the codes that impact the cursed.
Tides of Chaos
The cursed always feel the effect of their Seven Sorrows. Anything could happen whenever you use your magic. Something in the way you channel it warps the reality around you in more ways than you intend. Whenever you use your magic, roll on your Sorrows Table.

Abilities[edit | edit source]

Cantrip[edit | edit source]

Gain one at Mischance. Gain an additional one at Misery.

This is a kindness. The Cursed have one single minor ability based on one or more of their chosen Magic Keywords. This ability is one they're able to perform without anything bad happening and without a Cinder roll. The only drawback is that there's a chance that even this ability can change because a Cursed life is not a stable one. Once per advancement, a player can choose to change their existing Cantrip, pending approval.

Third Eye[edit | edit source]

Gained at Woe.

You're able to blink open your metaphorical third eye with a successful Cinder roll. In short bursts, you can see the fabric of magic around you. The rush of information is often too great to hold your eye open for longer than a moment, but with it, if you're able to interpret what you see, you can make out auras around other beings, if they are magical themselves. You're also able to see the outlines of enchantments. Note: Third eye does not trigger a Sorrow.

Echo[edit | edit source]

Gained at Woe.

You have gained just enough control over the strangeness of your magic that you're able to echo an effect from your Sorrows table that has already occurred the current thread in lieu of rolling for one. You can do this up to half the number of dice in your Cinder pool, rounded down.

Trickster[edit | edit source]

Gained at Dolor.

With your Third Eye, you're able to see into the aether and because of this, you can impose your particular brand of chaos on others. After opening your Third Eye for a minimum of one post, you can switch someone's keyword with one of your own with a successful Cinder roll. This lasts for the remainder of the thread. You no longer have access to that keyword for the duration. If you do this more than once per thread, roll twice on your Sorrow's table each time beyond the first.

False Hope[edit | edit source]

Gained at Misery.

Even something that seems like a stroke of luck will come back and bite you. Once per thread, a Cursed can add 2d6 to either their Strike or Cinder rolls, at the cost of rolling twice on their Sorrows table.

Twist[edit | edit source]

Gained at Scourge.

Like the alchemists who turned iron into gold, you're able to transform your misfortune into fortune. Or turn someone else's fortune in your favor. Once per thread, with a successful Cinder roll, you're able to turn the results of up to two dice in an opponent's roll from a pass to a failure. If you do this more than once per thread, roll twice on your Sorrow's table each time beyond the first.

M.A.D.[edit | edit source]

Gained at Calamity.

In moments of desperation, a curse can seem like a boon even if it hurts. Resorting to mutually assured destruction can give someone a chance to turn the tide of battle at the cost of themselves. Once per thread, the Cursed can roll Cinder on the success range, rather than versus DC. A complete success or higher will subtract 1 Luck from both the Cursed and the target.

Maelstrom[edit | edit source]

Gained at Calamity.

When you walk in the room, everybody better pay attention. Or run. Once per thread, you are able to impose chaos on the world around you. Choose one effect: Opposite, Harmless, or Overload. On a successful Cinder roll, for the remainder of the thread, all magic use abruptly changes after casting to have the opposite effect (a fireball turns into a jet of water), is rendered harmless (a fireball turns into a flock of birds), or becomes even more dangerous (a fireball turns into a firestorm). All effects retain the same level of force, as determined by the Cinder roll if applicable. This includes all active magic use: Cinder rolls, magic items, charms, boons, cantrips, and enchantments.

Weaknesses[edit | edit source]

Sky Iron[edit | edit source]

Meteorite or Sky Iron and Cold Iron both have a powerful dampening effect on your blood magic, preventing abilities from functioning properly or functioning at all by either proximity or contact. But hey, maybe this is a good thing for you. For as long as you are in physical contact with sky iron, you have a -1d6 in your Cinder pool.

Guidebook Navigation[edit source]

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