- Cake Vampire: 1d4 fire damage in sunlight if no cake consumed in 24 hr.
- Shit Face: PC is stuck with a strenuous face for 1d4 days suggesting he is trying to take a poop.
- If the cursed sees a knot, they are compelled to untie it.
- A permanent rain-cloud drizzles on the head of the cursed. Each week they must roll a save versus Breath to avoid rusted equipment. (In addition to other annoyances which would occur).
- Anytime the cursed is in a private residence, they will accidentally break something the owner holds dear.
- The cursed has intermittent super strength, allowing them to punch through stone walls and stomp their foes into the ground. This power only manifests itself when the cursed least desires it. This causes simple, ordinary actions to become destructive. The referee will judge which actions have this ‘benefit’ after the fact.
- Any tool the cursed uses has a 1 in 6 chance to break.
- The next time the cursed wrongs someone, that person will exaggerate the wrong into a horrible, unsympathetic crime. They will expend great effort to ensure everyone knows of the curse's foul nature.
- Every time the cursed takes to sneak, some form of annoying noise breaks the silence. Disadvantage on stealth checks.
- Defenestration, 1/3 chance to be thrown out of a unbroken window.
- Things constantly spilled on PC whenever possible.
- Things always seem to be taken the wrong way, children think the PC is creepy, people think pc is looking at them funny.
- Butterfingers: Anything the target drops or lets go of falls 10 feet away in a random direction. Retrieving any stored item is a standard action, if the target attempts to do so in less time there is a 50% chance the item is dropped as above.
- Necrotic Nightmare: The recipient of this curse has been touched by Necrosis. Over the course of several days, their body decays as if they were dead. This decay continues for a period of one week, and then stops. At this point, the victim resembles a zombie in appearance. This decay cannot be magically healed so long as the curse remains.
- Curse of Bleeding: Whenever the character cries, she cries blood, causing her to experience blindness.
- Curse of Wounds: Whatever wound the character acquires, big or small, it will result in a permanent scar.
- Curse of the Ghost: The character believes she is followed by an evil spirit (which she just may be) and it leaves her constantly paranoid.
- Curse of Rotten Attitude: The character will randomly say mean things when talking.
- Curse of fate: Where every action requires a coin flip to regulate if the outcome is favorable or not.
- Puppet Curse: The victim is convinced something outside their body controls every aspect of their life.
- One of the SEVEN DEADLY SINS
- PC is constantly targeted as a good host for possession.
- Tears of Cassandra - Your character is able to see the future. They only see the most horrible events, and they are unable to convince anyone that these events will come to pass.
- Unlucky: Player has a natural 1 somewhere in their future.
- Poverty: Whatever he owns is prone to breakage; he attracts thieves to his possessions; anything he wants is scarse and overpriced; he is prone to getting fake treasures... This one's surmountable, but takes constant effort and vigilance.
- Love in all the wrong places: "You will find love in all the wrong places." (Less about the character falling in love, though if you can arrange it, great. Inappropriate advances from all the people the character would not want them from, or from those who would get the character in enormous trouble for reciprocating.)
- Turrets
- Reversed aging. From that point on wards the afflicted PC gets younger. A boon for the first few years.
- Pastries tend to have raisins in them.