Cursed (Veteran)

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    Branded


    Those marked with the Brand (so aptly named the Branded), are the servants of the Harbingers that seek to consume the world. A prevailing, chaotically evil force, Branded are lost souls forgotten by society. The Brand can only be placed by higher members of the Branded Cult after willfully wishing for something to change.

    Note: Player characters are typically not allowed to start as Branded. In order to become a Branded, a character must participate in a Branded creation quest within the roleplay. Some exceptions to this will be approved on a case by case basis.

    Type Attribute Total Modifier Resistances Other
    Turned STR 2 1

    Base Species Resistances

    Proficiencies:

    Deception + Base Species Skills


    Species Abilities: Branded Powers

    Species DEX 0 0
    Branded CON 4 2
    Genus INT 2 1 Weaknesses
    Cursed WIS 2 1

    Base Species Weaknesses

    Rank CHA -8 -4
    Veteran LUK 0 ±0
    branded.jpg

    Hexed


    Hexes are an unfortunately common occurrence among children, fighting neighbors, and those who hold grudges against one another. The most common manifestation of hexes are either body deformities, abnormalities, hallucinations, or even situational-specific psychosis. Every hex is unique and can take years to remove.

    Type Attribute Total Modifier Resistances Other
    Turned STR 0 0

    Base Species Resistances

    Proficiencies:

    Arcane + Base Species Skills


    N/A

    Species DEX 0 0
    Hexed CON -4 -2
    Genus INT 3 1 Weaknesses
    Cursed WIS 3 1

    Base Species Weaknesses

    Rank CHA 0 0
    Veteran LUK 0 ±0
    hexed.jpg

    Scorched


    A rare and deadly birth defect. Some believe it to be Lena’s curse upon families who worshipped Surna, others think it’s lost Sun attempting to return to the world. Either way, the Scorched condition is a painful malady where an individual burns from within. Live spans are shortened to half or even a quarter of what the victim’s species should live to. There are some treatments available, but they are rare and expensive.

    Type Attribute Total Modifier Resistances Other
    Turned STR 2 1

    Base Species Resistances

    Proficiencies:

    Arcane + Base Species Skills


    N/A

    Species DEX 2 1
    Scorched CON -2 -1
    Genus INT 0 0 Weaknesses
    Cursed WIS 0 0

    Base Species Weaknesses

    Rank CHA -2 -1
    Veteran LUK 0 ±0
    scorched.jpg

    Vampire (Elder)


    Any bipedal, sentient creature can be cursed with vampirism; the only exception to this are dragons. As the curse upon these individuals is a blood curse, it will take someone of significant power to remove it. When a vampire is turned, their aging stops at the point of creation. Theoretically, vampires can live forever.

    Vampires come in many different types and have species specific names:

    • Elder Sire - at least 100 years old and can turn others
    • Damphyr - a changed elf (of any subspecies) with vampirism
    • Fledgling - a newly turned vampire

    All vampires possess fangs and red eyes. Vampires must drink blood from sentient creatures to keep their bloodlust in check. If a vampire falls to their hunger, they go on a rampage that could lead to their untimely demise. If a subject offers their blood willingly to a vampire, the blood will temporarily increase the vampire’s physical abilities beyond their origin species, which has led to a practice of certain fighters donating blood regularly. Additionally, vampires have enhanced dark vision, blood sense, and a heightened sense of smell. Every vampire must have a sire. Vampires have a poison bite that can paralyze their victims.

    Type Attribute Total Modifier Resistances Other
    Turned STR 0 0

    -50% Blood Magic DMG

    Proficiencies:

    Intimidation or Perception + Base Species Skills


    N/A

    Species DEX 2 1
    Vampire (Elder) CON 2 1
    Genus INT 0 0 Weaknesses
    Cursed WIS 0 0

    +50% Fire DMG

    Rank CHA 4 2
    Veteran LUK 0 ±0