Curse
Gift Details
Types
Gift Requires
Refresh
Effect Description
Requires:
Literacy
Necromancer’s Trappings Apprentice Necromancy
X (Respite)
Action “Aim to upgrade Illness to Curse”
To use this ability, you must have an “Illness” Magic weapon at the ready, and you must take the “Aim” action at a target. Exhaust this Gift. Your “Illness” weapon becomes a “Curse”.
As a Mystical, Magic Attack, you may curse a target. Normal Range penalties apply. Declare which curse you will use, and then roll your Will, Deceit, & 3d6 vs. the target’s defense. The defense varies depending on what curse you are using.
Curse Game Effect Target Defends with …
Open Sores Hurt & Sick Body, Will, Superantural
Milky Eyes Hurt & Blinded Body, Mind, Observation
Hallucinations Hurt & Confused Speed, Mind, Inquiry
Enfeebled Hurt & Fatigued Body, Speed, Endurance
Frozen Limbs Hurt & Immobilized Body, Speed, Will, Endurance
Intense Nausea Hurt & Confused Body, Speed, Mind, Supernatural
Aches and Pains Hurt & Slowed Body, Speed, Endurance
The Game Host is encouraged to make up new kinds of curses to inflict, using these rules as guidelines.
Since the curse is an Attack, then the target may choose to defend themselves with a Counter-Attack, instead of the dice listed above.
Source
Pg. No. 313