Curses are all major handicaps to anyone who has one. They can come in numerous forms but the effects of them are manifested into the game system to give a significant impact. There are no soft Curses that can be forgotten or ignored in the heat of play, Curses have their most impact at this time. The only benefit of a Curse is that you may gain extra Respect for having one and remaining alive.
The effect of some Curse's in game terms is that the GM will gain a Curse Card, one for each Curse. During play the GM can play the Curse card ( they might simply sort it into the adventure deck) and one of the players must agree to take the affect, which will always be unfortunate for the individual and probably for the team. If the GM wants to be particularly unkind they may offer Respect points to the target player in exchange for upping the effect. In this case the increased effect levels should be briefly outlined to give the player a chance to consider it. In the best of situations the GM and the players should negotiate a suitably wicked result.
Some Curse's apply all the time and do not require a card to manifest themselves.
Where a Curse inflicts a penalty to a skill or characteristic roll it applies as an increase in the target number.
Gobbos Curse.
All Gobbos suffer the Diversity Curse. Diversity requires that no Gobbo is allowed to use the snickered Gift of another Gobbo. So every creature that is sampled for their Gift, that Gift may only be adopted by one Gobbo. The same Gift from another creature may be used, so you could kill a dozen Humans and harvest the same Gift from them all, but each harvest can only be used once. This is DNA linked, so even if they do it by accident (or try to sneak it past the GM) those Gobbos who have the same sample will cause an allergic reaction that will result in all but one of them dying - no save. There is no need for a Curse card for this effect, it is always in effect.
The Needs of the Many Outweigh the Needs of the Few, or the One.
All Gobbo's suffer from this curse, which is that the group is more important that the individual, which may require the individual to do something horrible to save the group. The GM only gets one card for this curse, even though all Gobbo's have it. When the GM plays this card, usually in a dire situation, the players must pick one of their number to suffer an automatic "Deal with Death" effect (see C6). On top of that the chosen Gobbo MUST use any Showoff cards they may hold to perform amazing, death defying, stunts to amaze and amuse. A Gobbo that survives this encounter with any Showoff cards left will lose that many Respect points.
Medical Condition
Description: You are ill, having contracted some permanent, debilitating condition that causes you problems, like weakness or feinting or uncontrolled sneezing, at the most inconvenient times. This can be a recurring cold, a hacking cough, rashes etc. More serious conditions could be malaria or tuberculosis. Disease is abstracted within the game, so feel free to design some affliction accordingly. Players should NOT take conditions that will prove fatal in the short to medium term unless they really want to die. The affliction is not removed by death, although it may change after each death if you wish to vary things around.
Technically Inept
Description: the character is particularly inept when it comes to handling technological and mechanical devices, such as; bows, crossbows, muskets, catapults, locks, traps etc. All attempts to use such devices will be at penalty of 2.
Bad Hearing
Description: the character is deaf to various degrees. Whenever they make a roll that involves hearing to a major degree (Shouting skill) then they suffer a penalty of 2, on top pf the Curse card. The result can be a 'miss-hearing' or a 'not hearing' effect. There are advantages to being deaf also, but these are left to the player to find. Play of the curse card will require the target to create some specifically disastrous effect related to the Curse.
Bad Sight
Description: the character has poor sight to various degrees. Whenever they make a roll that involves sight (Spotting) then they suffer a 2 penalty, on top of the Curse card. Glasses do NOT normally exist in a fantasy world, although they might be invented. Any artificial solution to your sight problem will still require you to buy off the affliction, but something like glasses would result in a different affliction: Reliance (qv). Play of the curse card will require the target to create some specifically disastrous effect related to the Curse.
Bad Luck
Description: You are basically cursed with bad luck. Each session the GM will gain a card with which they may adjust your dice results by 4. They need not apply the effect until after you have determined the roll result. The GM can apply them to reduce your dice values as well as the result, thus removing special successes, or creating special failures. Alternatively you may negotiate some suitably bad situation or unfortunate event.
Overconfident
Description: you are habitually overconfident, doing things that normal people would not due to a driving need to prove yourself to others. The effect of this is that the GM may call for you to take action where normally you wouldn't (or if you are particularly keen you can do this yourself), whether you like it or not. If appropriate the GM should reward you with experience later on (or right away if particularly apt). You may of course chose to do nothing and thus gain no extra experience, you don't have to be an idiot ALL the time. However, each time you don't use your power to full effect the GM will gain 1 Bad Luck card they can play against anyone. Taking "Deal with Death" on top of your chosen action would be nice to.
Loud Mouth
Description: you just cant keep your mouth shut, ending up saying the wrong thing at the wrong time, and loudly too. When a reaction roll ends up as neutral or better, you can choose to push it into a lower result (or the GM may ask you to), by saying just the dumbest things. Remember you don't HAVE to do this, it is just an option. Each time you don't use your power, when the card is played, the GM will gain 1 Bad Luck card they can use on any player.
Fatso.
Description: you are a bit of a porker (no offence). Your base movement rate is reduced by 1. All Body rolls are reduced by 1.
Bloodthirsty
Description: you dont quite go berserk but you are nearly as ruthless in your pursuit of slaying your enemies once the fighting begins. You have an uncontrollable urge to simply hack and slash your enemies until they are dead plus a bit more (and smiling all the time). Others seeing this will mostly be horrified and a little scared of you. It has the advantage of intimidating some (if they know), but maybe also drawing the attention of others. Anyone you defeat is likely to be dead rather than incap, making interrogation difficult.
Once per session per level, the GM may call for you to 'double check' that a slain foe is dead, which will mean you are required to go over and hit it a few more times, regardless of what else may be happening, just to be sure. Feel free to embellish the results of your strikes for the benefit of the other players. Failure to do so immediately will result in Bad Luck.
Cautious
Description: you are thoughtful, some times to the extreme. You always like to think things through, never rushing in or acting precipitously. This may cause you to delay at crucial times, but at other times may be a benefit. Once per session, per level, the GM may call for you to 'rethink' your course of action. If this is during a melee then you lose that action and whatever dice you spent. Other times it requires you to delay whatever you planned and re-consider for a short time, you may well end up doing the same thing. You can chose not to do this, but it is Bad Luck each time you do.
Curious
Description: you are overly curious about things, always trying to get a look, understand or just find out whats going on. It is bound to get you into trouble sometime. Once per session, per level, the GM may advise you that something is 'fascinating', and you should investigate it further. Failure to do so will result in Bad Luck.
Dubious
Description: you doubt everything you havent seen with your own eyes, despite the mountain of evidence piled before you. You are dismissive and at times condescending to those who tell you things. Once per session, per level, the GM may tell you that what you have heard sounds like 'rubbish'. If you dont make an effort to dismiss this absurb fact it will be Bad Luck.
Enemies
Description: you have a serious enemy, either one or more. This can be a long standing enemy, a family enemy or a brand new one you have managed to attract. The level of your enemy will equate to the level of this advantage. A level one enemy would be a little weaker than you, level two would be equal to you, and level three one level better. If multiple enemies are used then decrease their individual skill levels appropriately. These are long term enemies, and not ones that will die out after you kill them. The GM should work out some continuing saga until the player actually buys off the adjustment. The enemy doesnt need to want to kill you straight away, they may want to make you suffer etc. They dont always show up every session either, just at the wrong times. They may act against you from afar, influencing how others react to you, killing those friendly to you, telling lies about you. If you kill them, another replaces them, until you buy off the penalty.
Unattractive
Description: (Boris) you are a very unattractive person. This can help when trying to scare people, but most of the time it gets in your way. Lower reaction rolls considerably (-1,-2 or -3d), but dont push them into violent reactions unless something else would trigger that kind of response. On the up side, use this modifier as a plus when trying to scare or intimidate people (who must be able to see). Ugly is only skin deep.
Grim Reaper
Description: death walks nearby, but only because he is fond of you, you have a knack for killing others. All non-player followers, and minor characters, that go OoA will tend to die rather than be defeated, mysteriously and gruesomely (lots of blood and internal organs, screaming and such). At the end of an event 1 in 6 of the defeated will be dead on level 1. On level 2 this becomes 2 in 6, and on level 3 half of them. If you need to know the status of a particular person just roll a dice. For dramatic effect they should all seem to fall dead around you, so that by the end of a large melee bodies will lie in a circle around you. Its spooky, and people will notice. You will find it hard to hire followers (-1,2,3d).
ON the plus side if people know who you are they will generally avoid you. Major opponents will not be affected by this.
Addiction
Description: you are seriously addicted to some substance, to the point where you have problems controlling it. Alcohol and drugs are all possible forms of addiction. Discuss the matter with your GM and come up with some agreeable arrangement.
A number of times per session equal to your level, the GM may impose the Shakes on you, which means you will be at -1d to all actions during the event. Instead of a penalty the player may choose to sacrifice a Physical or Mental Rank at the start of an event.
An obvious addiction can have social ramifications as well. This addiction is not deadly, it is merely debilitating and possibly expensive.
Compulsion
Description: you are seriously compulsive about something, to the point where you have problems controlling it. Greed, cleanliness, neatness, ceremony and beliefs are all possible forms of compulsion. Discuss the matter with your GM and come up with some agreeable arrangement. Generally you will be required to act obsessively/irrationally toward whatever you are compulsive about. Once per level per session the GM may ask you to act out your compulsion. You may choose not to. However, each time you dont use your power to full effect the GM will gain 1 Bad Luck point for each level not used, with which they can then modify their dice rolls.
Weird
Description: You are different from others, almost unique unless in your home environment, which is remote. Basically you have a feature or habit that most other people think is very strange, and causes difficulty for you at times (you are picked on or shunned). This can be simple, such as tattoos, or complex, such as a strange religion. Discuss with your GM first. The GM will be allowed to use this to discomfort you a number of times equal to the level, per session.
Hero
Description: you are a HERO (big letters), move over Hercules. You love helping the down trodden, opposing the oppressive, bashing the bully, helping damsels in distress, being nice to young children etc. Classical stuff that the rest of your party will hate. Once per session per level, the GM may call for a 'Hero' and those with this aspect are expected to rise to the occasion (or slink away with their tails between their legs, whilst their party members snigger and laugh at them, the meanies!).
Illiterate
Description: you cant read, period! Get someone else to tell you what is written here! Well maybe you can read just enough to cause you trouble, or maybe you misread things a lot.
Intolerance
Description: you have a notable dislike of some group, or some thing. It makes life difficult for you as you generally cant stand it for too long. Normally you have as little to do with them, or it, as possible. If forced to deal with them, or it, you will be obviously obnoxious and unhelpful. Once per session per level, the GM may call for you to be 'offended', or to 'offend' that which you dislike, for whatever reason, and take action about it. Fail to do so will generate a Bad Luck point for the GM to use.
Loyal
Description: you have a moral streak running through you, when you work with people you feel protective and supportive toward them. You rarely lie to them, unless for their own good. You never leave them behind, staying as long as you can to save them. If you promise them something you mean it!
Nice Guy
Description: you are a Nice Guy... sucker! Nice guys always come last, well most times. But for some reason everyone likes a Nice Guy, because they are nice. You have to play nice, be nice, act nice, even to the GM! You are a Boy Scout. You trust people, until you have reason to doubt them, and you are willing to forgive. You are able to lift any reaction roll one level by spending time with them, 10 minutes is usually enough. You remember birthdays!
Miser
Description: you cheap bastid! You are frugal in the extreme, never wasting a penny. You scoop out the spittoons to make sure people haven't spat out a gold filling! You buy things on the cheap whenever possible, you always haggle about the cost of the bill. You never give to charity or a good cause, there is no such thing! You know where every cent goes. You are in charge of tracking the party loot.
Oath-giver
Description: you are only as good as your word! To you your word means EVERYTHING! Your honour is paramount in your mind, if you say something then you make sure it happens! People quickly get to know this through your actions and respect you more for it. When you give your word on something peoples reactions are increased 1 level in your favour immediately, and can never be worse than neutral. Dont be frivolous with your word however, you may come unstuck. A failed oathgiver becomes an Oathbreaker!
Oathbreaker
Description: You have broken your word once too many times, and now the word is out! The lowest level means you are not trusted and occasionally recognised (renown of 10 for this purpose only), although someone has a habit of coming along and exposing you eventually (once known, -1 to reaction rolls). The second level indicates you are recognised quite often (renown of 12) where-ever you go and your oath breaking is well known (-2 to reaction rolls). At the highest level you have been branded (or tattoo) as an Oathbreaker and all people know and distrust you (-3 to reaction rolls). Carry cash at all times!
Charitable
Description: you love a good cause, maybe even a stupid cause! Whatever it is you like to help others out and can never refuse a beggar. Basically your money just seems to go in your pocket and out the bottom. At anytime during a session the GM may approach you with a 'good cause' and you must fork out the money. AT level 1 you lose 15% of your current total cash items. AT level 2 you lose 33%, and at level 3 you lose 50%. Although this is vanished (poof) it actually goes someplace and you can request the GM provide a valid target, which you might be able to make use of. Your generosity will soon become known and after a month in any location you get +1 to all reaction rolls.
Scrawny
Description: you are a bit thin (no offence). The more levels you have the thinner you are. This has pros and cons. On the bonus side you get to say ONCE per session per level, that a strike misses! This must be stated before the strike is rolled, and immediately becomes a miss. On the downside you lose 1 physical rank for an event, a number of times equal to your level per session.
Reliance
Description: you are reliant on something, either physically or mentally. This is not an addiction, but to function properly, at times, you require something extra. Spectacles would be a reliance if you had poor sight (qv). A crutch would be a reliance for a broken leg etc.
Heavy Sleeper
Description: you are a very heavy sleeper and find it slow to wake up, plus you dont respond to noises as well. All actions taken after waking up require 1 extra AP per level taken. This effect remains until you pass a BODY roll (1,2,or 3 successes), allowed at the start of each round (but not during your first round). Attempts to wake you, or determining if you awaken due to events, will be 1 harder per level taken.
Delusion
Description: you live in a strange world of your own sometimes. You believe something to be true that everyone else knows isnt - Elvis isnt dead! Despite the evidence you deny reality and persist with your little dream. The delusion must be relevant to your everyday life as a hero. Once per session, per level, the GM may ask you to act out your delusion in the current event.
Night Terrors
Description: each time you sleep there is a chance you will have a horrific nightmare that will result in you waking up screaming your head off. Once per session per level the GM may ask you act accordingly. You will find it happens at the worst possible times. Failure to do so and the GM gains a Bad Luck point. You lose one Mental Rank for this encounter.
Outlaw
Description: you are a wanted man in some areas. For each level select one major city (which must be near each other) and in those cities (and their surrounds) the law wants you! Which cities you pick may be limited by the GM. You have committed a crime, or been framed, or whatever. Posters are up with your face on them! Each time you enter one of these cities you may be recognised (30% chance by default). You can make attempts to disguise yourself and that will help. Another roll will be made at each significant interaction within the city. If someone does recognise you then a SWAT team will be on their way...
Squeamish
Description: Violence, blood, gore, guts etc make you ill. So ill that it makes you feel like throwing up, which isnt good either as vomitting makes you want to vomit also! And killing the evil guys who surrendered to you - right out!! Can’t we let them go? Once per session per level the GM may ask you to react badly to what is happening, or the GM gains a Bad Luck point.
Thin-skinned
Description: you bleed easily and have brittle bones, any single damage event will do an extra one damage, each time, per level (so 5 damage would become 6 damage).
You lose one Physical rank at the start of an event of the GMs choice. They may do this a number of times you have taken this feat per session.
Coward
Description: once per session the GM may ask that you hesitate from entering a melee, or if you are in one and look like loosing then they may ask you to flee, leaving your friends to their fate. If you dont do this then all your dice rolls from that point on till the end of the adventure will be at -1 to their base values as your shake in your boots.
Once per session, at the GMs choice, they may force you to lose a Mental rank. This can only be done while you have a mental rank greater than normal.
`Description: the character is small in stature, short legged or slovenly to the point that it effects their movement ability. This make be taken 3 times.
Once per event the GM or the Player must reduce their movement dice. The number of times, or the number of dice, must be equivalent to the level taken. The reduction only counts if it is significant to the action. Any levels not used will generate Bad Luck.