By Kris Newton (newton@wcinet.net)
"You have heard of my kind? I assure you, we are not all alike. I am a Seeker, believing that somewhere, in the minds of the Garou, the Kindred, the Fey, somewhere, there is a Cure. I hate the warlike Hunters, who seek to destroy others that they might destroy themselves, and the Tainted, who were paid for their misery by the forces of evil.
"Is it payment that concerns you? I believe we can arrange something. I have many unique skills, a hodgepodge of pursuits gleaned from centuries of experience. If you seek something more exotic, my special talents may be of service. My Curse is a burden to me, but it grants me powers that are unique to my kind.
"So you know nothing. I expected as much. I am sorry to have disturbed you. But . . . Perhaps one of your associates can help me . . . ."
Curses so powerful are no longer possible, but their effects remain. Those who are so cursed still exist today under the power of "the Curse." The Accursed, as they are commonly known by their supernatural kin, are some of the most hopeless and depressed of all creatures; however, they have achieved wisdom that few others can match. Even this wisdom barely holds in check their insanity, the result of being torn from the human race and living an existence without any companionship for centuries at a time. Indeed, the Accursed are dangerous even to their own kind, unlike the Garou or Kindred.
Ask any of the Accursed what the worst part of their Curse is, and they will describe the Emptiness. This is the flat, bland history of each Accursed: the endless cycle of kingdoms and rebellions that have lost meaning for the character. The Emptiness is a void during which the Accursed struggles to keep sanity. It is occasionally broken by a time of meaning and activity, much prized but feared for its ability to snap the weakened minds of the Accursed with sudden stress.
The closest thing to a society that the Accursed have is school: There are four primary schools of thought that are used to define and separate the Accursed. While the Accursed are highly individual, perhaps more so than any other creature, they have developed a bad reputation among all that know of them. They are all people who have done something annoying enough to a mage to warrant the Curse. This makes it all the more difficult for the Accursed the find the Cure.
The first person to be cursed, a mythical figure among the Accursed, carved instructions for the Cure into stone tablets. Only a few of the tablets have been recovered, but they are enough to cause a great debate among the Accursed. The tablets say nothing explicit: they only insure the reader that "the hidden people of this earth, the brothers of magic and the bizarre, hold the secret of my Cure."
Most of the Accursed will be found searching for the Cure. Only the very lucky or very dedicated have found any hint about where the Cure truly is. Obviously, no cure for the Curse is currently known.
The usual rules for Attributes apply. However, two points are added to the character's Mental Attributes. This reflects the Accursed's greater experience with life. Charisma is limited to two dots for starting characters. This reflects the generally detached mood of the Accursed. No attribute may ever exceed five dots.
Decide on character age when the character is created. Each 50 years of life beyond 100 years results in an extra three points to primary, two points to secondary, and one point to tertiary abilities. However, each 50 years beyond 100 years adds one point permanent Insanity and permanent Wisdom. No ability may ever exceed five dots unless the character has a curse that says otherwise. The character starts with normal freebie points (15).
* | You can figure out which spoon to use. The fork, on the other hand.... |
** | You can pick up the common niceties. |
*** | You can go through the motions and sometimes understand a little. |
**** | You can convince people that you're a native (a stupid native, but a native.) |
***** | You can impress natives with your mastery of culture. |
* | You can define Daisho on a good day. |
** | You learned a thing or two about "farming" from the Okinawans. |
*** | You would be a competent mentor in ancient weapons. |
**** | You've had a chance to wield a Malaysian weapon on occasion. |
***** | If any punk with a gun makes fun of you, he'll be sorry. |
Creature Lore: The Character has learned a lot about mystic creatures and society. Roll on this skill to determine exactly how much the character knows about any given aspect of the supernatural realm. When it is established that the character knows nothing about a supernatural people, the character should not roll on this skill to adapt: that's what the Culture talent is for.
Remember that unlike other races, the Accursed is not necessarily thrust into the supernatural world when he is cursed: in fact, many Accursed are just as secluded from the supernatural as they are from the mundane.
* | "All vampires are descended from one man... I think his name was Abel or something." |
** | "The werewolves believe in the Weaver and the Wyrm. The Weaver's the good guy, the Wyrm's the bad guy." |
*** | "Don't bother bringing that crucifix; it won't help." |
**** | "Lunch? I'd love to, but I have to be in the Shadowlands this afternoon." |
***** | "You think the prince of New Jersey is a jerk now, you should have seen him when he was a neonate." |
Nomad: As one of the Accursed, the character is virtually forced to avoid human connections. Almost all of the curses can be detrimental to mortals who get too close. The Nomad skill is the ability to eke out an existence in a given environment without attracting attention or establishing relationships.
* | You could change apartments and your boss would never be the wiser. |
** | You could live in the dump or the sewers and your friends wouldn't know. |
*** | You can live in a town without making more than a couple acquaintances. |
**** | You could switch countries without any of that customs crap. |
***** | You could live in an apartment building without informing the landlord. |
* | You have heard that a vampire's fangs can ward off the Curse. |
** | You know a few basic myths (the blood of Caine, the skin of a White Howler, etc.) |
*** | You've heard most of the common myths and have a recipe for a Gypsy potion stored away somewhere. |
**** | You've talked with some seekers and heard a few of their unique theories (mix a vampire in mist form with a priest's blood, for example.) |
***** | You are thoroughly interested in the field, and have started a myth or two yourself. |
When a character does anything that distances him from humanity (such as conferring with animals, spending time in environments uncomfortable to humans, etc.) the Accursed gains a temporary insanity point. An hour of action in mortal populated areas or a fifteen-minute meeting with a personally known mortal drains all temporary insanity points. When the character has accumulated ten temporary insanity points, he or she gains one permanent insanity point. This point may not be eliminated by the usual means.
One temporary wisdom point is gained per adventure that the character interacts somewhat with humanity. One temporary wisdom point is lost whenever the Accursed goes for an entire adventure without interacting significantly with humans. When the Accursed amasses ten temporary wisdom points, one permanent wisdom point is gained.
Every day that permanent insanity exceeds permanent wisdom, roll against insanity (difficulty 4.) A failure means that the character is not affected. A success results in temporary withdrawal. The character will hide away to sulk in whatever environment is most comfortable. Until permanent wisdom exceeds permanent insanity, the character remains insane.
When the character reaches ten points of permanent insanity, he or she faces permanent withdrawal. Make a Willpower roll (difficulty 9) to determine if the character goes permanently insane. If the roll fails, the character withdraws from society forever. If not, permanent insanity is reduced to 9.
There are certain merits and flaws that are available only or mostly to the Accursed. They are listed below.
Blackmail (+2-5 Storyteller discretion): The character knows something damaging about a powerful figure. A plus two Blackmail merit applies to a relatively small indiscretion from a sheriff or mayor, while a plus five merit indicates knowledge of a major crime on the part of a vampire prince or major mortal figure (major politician, CEO of large company, etc.) At the Storyteller's discretion, this merit may be raised to plus six or even seven for truly extraordinary knowledge (saw the president of the United States with a mobster and has pictures, spotted Bill Gates with his horns out, etc.)
Treasure (+3): The Accursed has accumulated great wealth over his long life. This is different from normal wealth in that the assets are not fluid; they are in the form of relics or old currency. While the wealth garnered from such items can be impressive, it is always necessary to find a buyer. Also, the player should remember that the character is not necessarily itching to go out and blow his fortune on nifty weapons and armor. It is entirely possible that the character may wish to save his treasure, either for his own enjoyment or to wait for it to gain greater value. The actual value of the treasure always depends on the buyer and the seller, but hovers somewhere around $100,000.
Blessing (+4): The Accursed has tried several times to cure his Curse through mystical means. Though these attempts have failed, they have left the character with some mystic advantages. The advantage is equivalent to a mystic effect or rote. The effect is constantly engaged, and is equal in power to a rote of no more than seven dots of spheres total. Only magic that affects the state of the character is possible: No fireball blessings unless the character is going to be in a state of constantly shooting fireballs.
Attachment (-2): The Accursed has, over the course of his long life, formed an intense attachment to some object or person. This object or person must be at least fifty years old and it is suggested that the object of the attachment be able to survive along with the character. If the object is destroyed or taken from the character, all rolls are minus one for a month.
Old Ways (-2): The Accursed is very resistant to change, especially in the fields of technology and medicine. The character will use old ways (which can vary depending on age) whenever possible, cannot start with over one dot in any ability involving modern technology, and rolls one less die on rolls involving modern technology.
Each Accursed must choose at least two curses and automatically receives the curse "Curse of the Immortal Flesh." No character may start with a permanent insanity greater than six.
Insanity: 0
Wisdom: 0
Insanity: 4
Wisdom: 1
Insanity: 2
Wisdom: 4
Insanity: 1
Wisdom: 0
Insanity: 4
Wisdom: 2
Insanity: 2
Wisdom: 1
Insanity: 3
Wisdom: 1
Insanity: 3
Wisdom: 2
Insanity: 1
Wisdom: 2
Insanity: 2
Wisdom: 3
Insanity: 1
Wisdom: 0
Insanity: 4
Wisdom: 2
Insanity: 3
Wisdom: 1
Insanity: 2
Wisdom: 4
Insanity: 3
Wisdom: 2
The Accursed does not become a wraith when he loses all health levels, but remains in stasis in his body. The Curse travels with the mind of the Accursed, like all curses.
Insanity: 2
Wisdom: 3
Skinlands
Shadowlands
Near Umbra
Tempest
Deep Umbra
The character can sink no deeper than the Deep Umbra and no higher than the Skinlands. To advance into higher realities requires a secret ritual. The ritual is always something distasteful (animal or human sacrifice is popular, hence the name of this curse.) The Accursed's body always remains in the Skinlands: when the Accursed advances beyond the Skinlands, the body drops unconscious and is treated as being dead. The character is treated as a normal wraith when he is in any reality beside the Skinlands. All curses travel with the character.
Insanity: 4
Wisdom: 3
Insanity: 3
Wisdom: 1
Long ago, the first man to be afflicted with the Curse discovered the Cure. The Seekers have found only a precious few of his writings, and they suggest that one of the supernatural races holds the key to the Cure. All of the Accursed have long debated about what the Cure could be, and many brave Accursed have tried to discover the Cure by trial and error, as they believe the first Accursed must have. Some of the more popular myths are listed below. Whether they are fact or fiction is not known, and is ultimately up to the Storyteller.
"Death is not my goal. You say that I forfeit my soul To save my life. I say that only eternal life can save my soul From the darkness of the grave."
Though the Accursed are not nearly as organized and well regulated as the vampires or as neatly divided as the Garou, there are four prevalent schools of thought in their loosely bound society. These schools are not so much defined groups as common stereotypes that the Accursed share about their own kind. Each school is based on the most important factor in the life of an Accursed, the mythical Cure. Few of the Accursed exactly fit any stereotype, but most hold an association with one group.
Bonus: +1 Wisdom, add a total of three dots to Skills of your choice.
Role Playing Ideas: The Seekers are typically the most open-minded, optimistic, and easiest Accursed to play. Remember that the Seekers are just that: Seekers of the Cure, not passive observers of other character's lives. If a Seeker is involved in a chronicle, it is because he or she believes that it will ultimately lead to the Cure. Play Seekers as very motivated, proactive people who take every opportunity to learn. Many of the Seekers were cursed because they were invading the secrets of magi.
Bonus: Add three dots to both Melee Weapons and Guns (this may raise the ability to up to six dots.
Role Playing Ideas: The Hunters can be difficult to play simply because the other characters will probably not trust them (and rightly so.) Expect a Hunter character to be on the outside of many situations, especially those involving fey or vampires in large numbers. Remember that though the Hunters are very hardened individuals, they have a human side: use this to establish a good reason why your character has no interest in experimenting upon the other PCs. An old debt, a renewed relationship, or pangs of remorse all work well. Hunters work best in chronicles with magi (who are more valuable alive) and wraiths (who open up the Umbra to the character.)
Bonus: +2 to Wisdom
Role Playing Ideas: The Skeptics are perhaps the most difficult of the Accursed to play. Their very nature precludes their having a great deal of interest in the lives of other PCs. It is best to team the character with characters who can debate with him or her and serve as a counterpoint to the science conquers all mentality. Magi work well here, as do Gypsies and other Accursed (especially Seekers.) On the other hand, an entire team of technology oriented characters can be interesting, and the Skeptic fits in perfectly (Virtual Adepts can round out the party.)
Bonuses: At the cost of service to some Supernatural evil (this can vary from occasional assignments to a lifestyle of destruction) the character can remove one curse (besides immortality.) Characters can have less than three curses total using this bonus. Those who have abandoned their Cursers have the normal number of curses.
Role Playing Ideas: The Tainted are all evil characters, which can pose a problem: What is it that has changed the character, and if nothing has changed the character, why are the other PCs hanging around with him? Of course, centuries of living can change the perspectives of a character, and so the Tainted are not universally evil and malicious. In fact, most are merely greedy and unwisely bold. Remember that some evil force has a hold on the Tainted, even if he has tried to leave it behind. The Tainted can be played as a sympathetic character or even as a hero, but there will always be something not quite right about him.
Werewolves: Werewolves are mostly ignorant of the Accursed unless one approaches them personally. The exception are the Tainted, who are a part of the werewolves' mythology. Few realize the true nature of the Tainted, but they believe in their existence and hate them for their Wyrm-given powers. Only a fifth of werewolves know of the existence of the Accursed beside the Tainted. Only a handful are aware of the schools and traits of the Accursed.
Magi: Magi are aware of several legends about unbreakable curses and mortals who gained immortality from the Wyrm, but few if any know how to cast such curses and more often than not do not believe they are possible. There are those in the Order of Hermes who have studied Egyptian mummification as a favor for personal friends, but they are few and far between. Mummification is very hard and even its most diligent students have attained nothing more than mediocre proficiency at it. Many of the original casters of the Curse were of the Euthanatos, and many of the Accursed harbor a hate toward that house. Some of the Accursed are distrustful of magi (for obvious reasons) and deal with them as little as possible. About a third of the magi (mostly from the Order of Hermes and the Euthanatos) know about the Accursed, and they know about the schools and traits as well as the Cure myths.
Wraiths: Wraiths are typically not interested in the Accursed, but Seekers often try to contact wraiths to learn the secrets of the Umbra and perhaps find the Cure there. Wraiths will sometimes become interested in the temporary wraiths of the Accursed. Moral wraiths sometimes inhabit the bodies of the Accursed during the Accursed's temporary death. The body is invulnerable to permanent harm beyond dismemberment and will not be missed by its owner, who is absent anyway. In fact, a few of the Tainted who have not learned their lessons make agreements with wraiths to leave their bodies for a time in exchange for favors in the Deep Umbra. Only a few wraiths are aware of the existence of the Accursed.
Fey: The fey do not usually care about the Accursed, except for those who can see the Dreaming. These are prized allies and victims for pranks. Because the fey have a great deal of variety and are somewhat easy to trap (especially before being awakened) the fey are very suspicious and hateful of the Hunters. Muses have helped a few brilliant Seekers to make advances in the magical field, but the fey usually stay away from Skeptics, whom they find unbearably banal.
Immortals: The Accursed are often very jealous of Immortals, who have the power to commit suicide if they do not want immortality. The Tainted are jealous of the Immortals because they have free immortality without any cost to them, and special abilities to boot. The Accursed and Immortals are often ancient rivals, and seldom get along because the desire of most of the Accursed is to die, while that of most Immortals is to survive at all costs. The Hunters who seek and destroy Immortals are a totally different group from the Accursed school of Hunters, though many Accursed Hunters have joined the group to obtain an Immortal corpse. Only two or three Immortals know of the Accursed, but Immortals are a favorite topic of debate among the Accursed.
Angels/Demons: Angels and demons take equal interest in the Accursed as they do in mortals. However, some of the Tainted have a strange tie to demons. Demons can possess them at any time, and angels do not try to save them. All Angels and Demons are aware of the existence of the Accursed.