Affected Stats:
- +2 Sanity
- +1 Strength
- +1 Body
- -1 Mind
- -2 Luck
Abilities:
"Bearer of Dark Desolation" Harbinger of Misfortune - The Cursed One is burdened with a malevolent curse, an aura of dark desolation that brings misfortune to those around them. Once per session, the Cursed One can activate their ability:
Aura of Misfortune: The Cursed One's curse intensifies, enveloping them in an aura of dark energy. Anyone within proximity to the Cursed One becomes more susceptible to unfortunate events. For the next hour, the Cursed One gains a +2 bonus to Mind and Luck rolls.
- Dark Embrace - Once per session, the Cursed One can tap into their inner darkness, gaining a temporary boost to their attacks. For the next three combat rounds, their attack damage is increased by +2, but their Sanity Points are reduced by 1 for each round in which this ability is active.
Additionally, the Cursed One's ability allows them to tap into their cursed nature, projecting an ominous presence that affects the outcomes of events. They may roll their Mind+Luck+1d6 and consult with the Game Master (GM) for guidance or advantages related to tasks involving manipulation of luck, influencing probability, or creating an atmosphere of foreboding. Their cursed aura can cause accidents, disrupt plans, or make their adversaries more vulnerable to misfortune. Moreover, the Cursed One's curse can occasionally offer protection against supernatural forces or entities that thrive on positive energy. Their dark nature and association with misfortune may render them less appealing or attractive targets for such beings, however, the Cursed One's curse is a double-edged sword, as it brings misfortune not only to others but also to the Cursed One themselves. The constant burden of the curse affects their mental and emotional well-being, making it more challenging for them to find solace or redemption. In situations requiring trust or cooperation, others may be hesitant to align themselves with the Cursed One, fearing the repercussions of their curse, and the Cursed one loses twice the amount of Sanity Points as normal as a result of the constant strain of bearing the curse.
Combat:
- Shadowed Dagger: 5' reach, damage: 3+Strength
- Fist: 5' reach, damage: 1+Strength
- Improvised Weapon: 5' reach, damage: 2+Strength
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