Curses

Characters can gain various curses that alter their traits, attributes, or personalities and grant special powers coupled with great draw backs. Any creature and character can become cursed and these curses are meant to provide interesting plot devices or to change a characters path. All curses can be removed or cleansed through magical means but some characters may decide they do not want their curses removed.

Possession

Characters can have an external force take control of their mind and body through possession. This force can take the form of a spirit, demon, alien being, or even an inner voice that manifests from their subconscious. Once this happens, the Possessed have inner dialogues that only they can hear with the being and consistently struggle to keep control and gain two personalities. The first personality is that of their true self and the second personality is that of the being that possesses them. The being that possesses them does not need to have the same goals, intentions, morality, race, or gender as their host and can act in ways entirely out of their character.

When a being is attempting to take possession of a character, the player must make a Constitution Save against them. The DC for rejecting a possession is 10 + Being CR. If the player is successful, the hold off against the being possessing them. If the player fails, their character becomes possessed by the being. Once possessed, the player will have to regularly make Sanity Saves to prevent them from taking over. Each type of possessing entity has it’s own specific trigger; an action that causes the dormant entity inside them to try to assume control. When the being attempts to take control, the player must make a Sanity Save equal to 10 + Being CR + the Number of Possession Attempts. If successful, the character maintains control. If a failure, the being takes control over the character’s body for one hour per the number of successful take over attempts. Some beings may provide bonuses for having control such as granting the character a Bloodline but only while in control of the body.

Demonic Being

When the character is possessed by the demonic being they are given red glowing eyes, sharp red teeth, red claws, and small red horns on their head. The character’s voice also gains a second, deeper voice that speaks alongside theirs when talking. The character’s personality becomes aggressive, chaotic, and troublesome. They desire only to cause mayhem and to mock and tease anything around them.

Trigger
The demonic being attempts to take control of the body whenever the Character takes any damage to their Health and has a Possession DC of 25 + Number of Possession Attempts against the Character’s Sanity Save. If successful, the character maintains control. If a failure, the being takes control over the Character’s body for one hour per the number of successful take over attempts.

Bloodline
While the demonic being has taken control, the Character has a natural bloodline of Fire making all Mana spells they cast deal fire damage, the Character is healed by fire damage instead of damaged, and have a +2 resistance to cold damage.

Offensive Traits
The character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while the demonic being has taken control.

Bonuses
While the demonic being is in control the character gains a +2 to Strength and a +5 to Wordsmith (Intimidate) as well as a +10 to Corruption.

Spell Like Abilities
While the demonic being is in control the Character’s body is covered in fire and makes the target Ignite any flammable target they touch as well as the Burned condition and are immune to fire damage and provide warmth to all targets within 10 feet. All Natural Attacks of the target deal fire damage as per the effects of Mana Body [Fire].

Dark Outsider

When the character is possessed a dark outsider their eyes turn black and their veins turn visibly black as oil. The Character’s personality becomes solemn, dark, and depressed. They dislike the light and want to remain in darkness or to wear clothing that hides them from the light but thrive in dark shadowed areas. The character may become very quiet, reserved, and antisocial but also fearless. They do not seek conflict but will not shy away from combat either and may become violent if provoked.

Trigger
The dark outsider attempts to take control of the body whenever the Character enters any Dark Light Setting and has a Possession DC of 20 + Number of Possession Attempts against the Character’s Sanity Save. If successful, the character maintains control. If a failure, the outsider takes control over the Character’s body for one hour per the number of successful take over attempts.

Bloodline
While the dark outsider has taken control, the Character has a natural bloodline of Shadow making all Mana spells they cast deal shadow damage and gives the ability for the Character to merge with shadows as a Move Action and move between connected shadows but are instantly repelled by any shadow that vanishes.

Bonuses
While the dark outsider is in control the character gains a +2 to Dexterity and the Character gains Dark Vision as well as a +5 to Corruption.

Spell Like Abilities
While the dark outsider is in control the Character has a pall of shadow around them that decreases the light settings by one within 10 feet as per the effects of the spell Mana Halo [Shadow].

Alien Being


When the character is possessed by an alien being they will begin to act very abnormal and fake. The Character will appear to be as if someone is mimicking or attempting to copy their own normal behaviors but incorrectly. Speech patterns will be mechanical and not quite right as if the language and communication is not fully understood. The character may begin performing tasks that are completely abnormal and will be socially awkward but unashamed. When possessed, the character will not acknowledge that anything is wrong and the alien will continually claim to be who their host is even if it is obvious they are not and may refer to themselves by their race and gender or even in the third person. They will have little interest in combat and instead desire to study and observe things around them no matter how insignificant or commonplace it is.

Trigger
The alien being attempts to take control of the body whenever the Character attempts to sleep and has a Possession DC of 23 + Number of Possession Attempts against the Character’s Sanity Save. If successful, the character maintains control. If a failure, the being takes control over the Character’s body for one hour per the number of successful take over attempts.

Bloodline
While the alien being has taken control, the Character has a natural bloodline of Psychic making all Mana spells they cast deal psychic damage, the Character becomes immune to mind-affecting effects, and they have a +2 resistance to psychic damage.

Bonuses
While the alien being is in control the character gains a +2 to Sanity and a +5 to Purity and has te ability to detect natural or magical sources of psychic including thoughts and creatures with minds, psychic energy, and their elementals as per the effects of Detect Mana [Psychic].

Spell Like Abilities
While the alien being is in control the Character then any spells with a DC of 25 or lower that is cast at the Character are reflected away in a random direction as per the effects of the spell Reflect.

Wendigo

When the character is possessed by a Wendigo their skin becomes pallid and gaunt, their eyes become sunken, their mouth becomes distended with fang-like teeth, and long claws grow from their fingernails. Though it appears to be emaciated, the Wendigo possessed character has inhuman resiliency and an unnaturally cold aura. While the Wendigo is in control, the character has an insatiable appetite for the flesh of any creature that is of the same race as the possessed character.

Trigger
The Wendigo attempts to take control of the body whenever the Character eats any food and has a Possession DC of 23 + Number of Possession Attempts against the Character’s Sanity Save. If successful, the character maintains control. If a failure, the Wendigo takes control over the Character’s body for one hour per the number of successful take over attempts.

Bloodline
While the Wendigo has taken control, the Character has a natural bloodline of Cold making all Mana spells cast deal cold damage, the Character is immune to the Chilled condition, and they have a +2 resistance to heat.

Offensive Traits
The character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while the Wendigo has taken control.

Bonuses
While the Wendigo is in control the character gains a +2 to Constitution and a +10 to Corruption and have the Scent sense ability.

Spell Like Abilities
While the Wendigo is in control of the Character then up to 10 feet surrounding the Character becomes cold and freezing and may begin to snow as per the effects of the spell Alter Weather.

Lycanthropy

Characters can become infected with the curse of Lycanthropy by either being bitten by another creature with the Lycanthrope curse or through other magical means. The type of creature they become depends on the source. Whatever the curse, the character gains the physical attributes, defense traits, and offensive traits of the Lycanthrope creature however, they remain the same size category (unless otherwise stated by the curse) and retain the same body shape, such as humanoid.

Once the curse has been inflicted it becomes permanent. Some Lycanthrope curses are based on the cycles of the moon while others are based on daylight. For example, the curse may take hold curing the full moon or at midnight each night. A character can only have one strand of the Lycanthrope curse at a time and cannot gain a new one unless the first curse has been removed. Different Lycanthrope curses are more potent and stronger to stave off. When a character is first infected they must make a Constitution Save whose DC is 10 + Lycanthrope CR. If successful, the character fights off the curse and is immune to it for 24 hours. If unsuccessful, the character immediately is inflicted with the Lycanthropy curse.

Werewolf

When the Character becomes a werewolf lycanthrope then they transform into bipedal wolves when they are triggered. They gain the offensive, defensive, and physical traits of a wolf and become aggressive but maintain their original size category. They retain their memories and personality but their speech becomes harsh, growling, and has a strong bark behind it.

Trigger
The Character automatically transforms into a werewolf whenever any of the planet’s moons are in its Full Moon phase and is visible to the Character regardless of time of day.

Physical Traits
The Character becomes a bipedal wolf and grows a Balancing Tail (+5 Acrobatics & Athletics [All]).

Offensive Traits
The Character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while transformed.

Defensive Traits
The Character’s body becomes covered in Fur (+2 versus Cold) and they are able to Sweat (+2 versus Heat).

Senses
The Character’s eyes have Low Light Vision and their smelling has the Scent ability.

Werebat

When the Character becomes a werebat lycanthrope then they transform into bipedal bats when they are triggered. They gain the offensive, defensive, and physical traits of a bat and become aggressive but maintain their original size category. They retain their memories and personality but their speech becomes squeaky.

Trigger
The Character automatically transforms into a werebat whenever any of the planet’s moons are in its New Moon phase and is visible to the Character regardless of time of day.

Physical Traits
The Character becomes a bipedal bat and Wings granting them a Flight Speed.

Offensive Traits
The Character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while transformed.

Defensive Traits
The Character’s body is able to Sweat (+2 versus Heat).

Senses
The Character’s eyes have Dark Vision and their hearing has the Echo Location ability.

Werebear

When the Character becomes a werebear lycanthrope then they transform into bipedal grizzly bears when they are triggered. They gain the offensive, defensive, and physical traits of a grizzly bear and become aggressive but maintain their original size category. They retain their memories and personality but their speech becomes hoarse and have a roar behind it.

Trigger
The Character automatically transforms into a werebear at the planet’s Midnight hour of the time zone they are in and remains transformed until day break.

Physical Traits
The Character becomes a bipedal grizzly bear.

Offensive Traits
The Character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while transformed.

Defensive Traits
The Character’s body becomes covered in Hair (+2 versus Cold) is able to Sweat (+2 versus Heat) and they gains thick layer of fat that acts as Hide (+2 to Physical Reduction).

Senses
The Character’s eyes have Low Light Vision and their smelling has the Scent ability.

Wereape

When the Character becomes a wereape lycanthrope then they transform into bipedal ape when they are triggered. They gain the offensive, defensive, and physical traits of an ape and become aggressive but maintain their original size category. They retain their memories and personality but their speech becomes hoarse and have a roar behind it.

Trigger
The Character automatically transforms into a wereape whenever any of the planet’s moons are in a Lunar Eclipse and is visible to the Character regardless of time of day.

Physical Traits
The Character becomes a bipedal ape.

Offensive Traits
The Character grows Claws (1 UD) and sharp teeth that grant them Bite (2 UD) while transformed.

Defensive Traits
The Character’s body becomes covered in Hair (+2 versus Cold) is able to Sweat (+2 versus Heat).

Senses
The Character’s eyes have Low Light Vision and their smelling has the Scent ability.

Vampirism

Characters can become infected by vampire curse by either being bitten by another vampire or consuming blood that is infected with the vampire curse. Once contracted, the curse is permanent unless removed or cursed. When a character is bitten or consumes vampire blood, they must make a DC 25 Constitution Save. If successful, the character is immune to the strand of Vampirism they encountered for 24 hours. If unsuccessful, they immediately become cursed with Vampirism. Different vampires have different strands of Vampirism with different effects. All vampires gain Bite as an offensive trait that also inflicts the Vampirism curse to living creatures based on the strand of Vampirism they possess.

Dracule Vampirism

Dracule Vampirism is a Draconic based Vampirism. So long a Dracule Vampire consumes blood once a day, they gain the Adult Age category of their race. Failure to consume blood results in them aging to their true age maxing out at Elderly. If a Dracule Vampire has not consumed blood for the day, they are fatigued while in sunlight. Once a day, a Dracule Vampire can transform into a Werebat gaining the Werebat template so long they have consumed blood for the day and remain in this form for one hour. However, doing so depletes their reserve of blood and more blood must be consumed to not gain any negative effects once returning to their true form.

Bloodline
The Character has a natural bloodline of Fire making all Mana spells they cast deal fire damage, the Character is healed by fire damage instead of damaged, and have a +2 resistance to cold damage.

Offensive Traits
The Character grows a pair sharp teeth that grant them Vampiric Bite (2 UD) which any damage dealt to the target’s HP with this attack the Vampire gains an equal amount to their own HP.

Special Abilities
The Character has the Infectious Bite ability and can only be used if they have a reserve of blood. The Character can make a Bite attack against a creature that has blood. If successful, the target must make a DC 25 Constitution Save. If they succeed, they are immune to this ability for 24 hours. If they fail, they become infected with Dracule Vampirism.

Senses
The Character’s eyes have Low Light Vision.

Nosfera Vampirism

Nosfera Vampirism is an Undead based Vampirism and must consume blood to remain strong. They are nocturnal and can only consume the blood of sleeping creatures. Nosfera Vampires age normally but cannot consume regular food or water and can only drink blood. They must be invited into buildings that do not belong to them and have no reflections. When in the presence of garlic then they become Fatigued. So long they have consumed blood for the night, they are constantly considered under Stealth and are considered hidden as soon as they are out of sight as they make no noise while moving.

Bloodline
The Character has a natural bloodline of Death making all Mana spells cast deal death damage and the Character is immune to the Decayed condition and are immune to diseases.

Physical Traits
The Character gains the Undead template causing them to have no Constitution and receive Mindless as a defensive trait and are immune to physical poisons.

Offensive Traits
The Character grows a pair sharp teeth that grant them Vampiric Bite (2 UD) which any damage dealt to the target’s HP with this attack the Vampire gains an equal amount to their own HP.

Defensive Traits
The Character is considered Mindless making them immune to mind-affecting effects and psychic damage and effects.

Special Abilities
The Character has the Infectious Bite ability and can only be used if they have a reserve of blood. The Character can make a Bite attack against a creature that has blood. If successful, the target must make a DC 25 Constitution Save. If they succeed, they are immune to this ability for 24 hours. If they fail, they become infected with Nosfera Vampirism.

Senses
The Character’s eyes have Dark Vision and their smelling has the Scent ability.

Lesta Vampirism

Lesta Vampires must consume blood to remain strong. They are are nocturnal and take 1d4 Constitution damage while in sunlight every round or 5 seconds. If a Lesta Vampire does not consume blood within 24 hours, they become Fatigued and after a week of no blood they become Exhausted.

Bloodline
The Character has a natural bloodline of Hematurgy making all spells they cast use their HP instead of MP and all Mana spells they cast uses their blood.

Physical Traits
The Character is Ageless meaning they cannot die from old age and remain the age category they were when they contracted the Lesta Vampirism curse including the positives and negatives regardless of their actual age.

Offensive Traits
The Character grows a pair sharp teeth that grant them Vampiric Bite (2 UD) which any damage dealt to the target’s HP with this attack the Vampire gains an equal amount to their own HP.

Defensive Traits
The Character is considered Vulnerable to all Light damage.

Special Abilities
The Character has the Infectious Bite ability and can only be used if they have a reserve of blood. The Character can make a Bite attack against a creature that has blood. If successful, the target must make a DC 25 Constitution Save. If they succeed, they are immune to this ability for 24 hours. If they fail, they become infected with Lesta Vampirism.

Senses
The Character’s eyes have Dark Vision.

Cubus Vampirism

The Cubus Vampire is blind except to the sight of magical sources, energies, and qi making them only able to see creatures that have Mana Pools. In order to survive they must consume the Mana from life forms instead of their blood. The Cubus Vampire does not require sleep and can hover 1 foot off the ground. Each day a Cubus Vampire consumes Mana, their age category decreases by one maxing out at Child. Failure to consume Mana results in them aging by one age category each day until reaching Elderly in which case they will die once surpassing the Elderly age category from starvation.

Bloodline
The Character has a natural bloodline of Null making all Mana spells cast deal damage to the target’s MP instead of HP and the caster has a +2 bonus to Spell Resistance.

Offensive Traits
The Character grows a pair sharp teeth that grant them Mana Vampiric Bite (2 UD) which any damage dealt to the target is done to the target’s Mana Pool. The Cubus Vampire gains mana to their Mana Pool equal to yny damage dealt to the target’s Mana Pool using this attack.

Special Abilities
The Character has the Infectious Bite ability and can only be used if they have a reserve of mana. The Character can make a Bite attack against a creature that has mana. If successful, the target must make a DC 25 Constitution Save. If they succeed, they are immune to this ability for 24 hours. If they fail, they become infected with Cubus Vampirism.

Senses
The Character is considered Blind and instead only have Mana Vision which allows them to only see magical auras and sources and creatures and targets that have a Mana Pool.