Curses in 13th Age

Sometimes, characters do something they know they shouldn’t, as they let their greed or boneheadedness get the better of them. Cursing them is a traditional punishment. Here you’ll find a rules variant for doing just that, advice on making up your own curses as well as a few examples which range from silly to deadly.

A fair-y curse

Generally speaking, the PCs should know what they’re doing is wrong, or at least dangerous. It’s not a punishment if it’s unexpected, that’s just you being mean. Stealing magic items from a burial mound is worthy of a curse. So is being rude to a witch. Or an Icon, for that matter. A lot of curses come from fairy tales, and those typically carry some moral lesson.

There’s an important distinction to be made, though: this moral lesson is meant for the characters, not the players. To put it another way, you shouldn’t punish the players for “playing wrong”, punish characters for doing wrong instead. These curses are not a tool for a GM to passive-aggressively correct players’ behavior, they’re meant to make the characters’ lives more interesting.

Iconic interference

Curses hijack the icon relationships characters have, as they fundamentally come from the same source: Icons. Hopefully, you didn’t actually get cursed by an Icon, but the person, spirit, or tradition you wronged had ties to one nonetheless. This immediately poses an interesting question: what sort of behavior would a particular Icon dislike so much their followers could curse you? That which sufficiently annoys the Archmage, the Orc Lord would find amusing.

It doesn’t have to be personally offensive to the Icon, either. You could have a positive relationship with the Elf Queen, but the hag that cursed you is her grand niece, thrice removed. Finally, it doesn’t even have to be a current Icon. Whether fallen or rising, there are stranger quasi-Icons in the world than the thirteen we know. The Gold King and the Forest that Walks are detailed in Bestiary 2, and you of course could invent more. In fact, you could count overcoming a curse as a campaign success against them.

Curses 101

The cursed character gains a special relationship with the Icon that caused their curse, if they don’t have one already. They roll it at the start of every session as they would a regular one, though it grants them no usual benefits. From then on, whenever they roll a 1 or 2 for their cursed relationship, whether they had one before or not, their curse strikes: some time during the session, the GM should conspire to inflict its specific downside on the character. The GM can optionally do the same as the drawback of rolling a 5 on a pre-existing relationship.

This downside is unique to each curse. It shouldn’t be something that removes a character from play, instead making their life interestingly unpleasant for the duration. Some curses offer the cursed character an opportunity to succeed at some task despite the complications it presents, others merely require persevering through it. Each such success helps the character take a step towards overcoming the curse, either providing them with a piece of information they need, or weakening the curse directly. The third success (or simple survival) is enough to break the curse.

Six hexes

Curse of Transformation

Transgression: You’ve needlessly harmed an animal that was dear to an Icon’s servant, or that served an Icon itself.

Associated Icons: High Druid, Priestess, Elf Queen.

When the curse strikes: you transform into a defenseless critter yourself. A frog is somewhat traditional, though a rat works just as well. Your clothing and maybe even your empty skin fall to the ground. Generally speaking, this shouldn’t cause your character to miss fights, instead causing them grief when they try to do something important, or turning an everyday action into something highly inconvenient. The transformation lasts for a scene.

Curse of Restlessness

Transgression: You’ve robbed a tomb.

Associated Icons: Lich King, Dwarf King.

When the curse strikes: Ghosts of the dead you disturbed torment your nights, demanding you perform a service for them, something you can do this session. This may involve avenging a wrong done to them, fulfilling a task they left unfinished, or helping out their still living relative. Until you do, you only regain 4 recoveries whenever you have full heal-up.

Curse of Misfortune

Transgression: You mocked an Icon servant’s poor luck.

Associated Icons: Prince of Shadows, Elf Queen, Diabolist.

When the curse strikes: For the entire session, humiliating coincidences follow you: whenever you roll an odd number on a d20, something minor yet unpleasant happens. Drinks get spilled on you in a tavern, the pit you fall into had been used as a latrine by the dungeon’s denizens, your pants split as you swing your sword, etc..

Curse of Charity

Transgression: You refused to offer help when it was needed.

Associated Icons: Priestess, Great Gold Wurm.

When the curse strikes: This curse is special, in that its effects increase each time it strikes, and don’t go away until it’s done with you. The curse of charity is kinda-sorta a magic item, or at least it counts against the number of magic items you can attune to without them overwhelming you. It starts at one such “slot”, and increases the number by one each time it strikes. The “quirk” it imparts is, unsurprisingly, heedless charity – the character may go as far as giving away their hard-won magic items to those who may need them. While they don’t have to do so, it’s a good way to get back under the limit of magic items they can handle.

It takes three acts of genuine charity to break this curse. These include donating magic items, as well as other significant sacrifices. Giving the items you can no longer use to party members doesn’t count, though.

Curse of Cowardice

Transgression: You fled from battle with the servants of an Icon. This curse could be the campaign loss you incur, affecting the one who convinced everyone to flee.

Associated Icons: Orc Lord, Crusader.

When the curse strikes: For one fight during the session, all enemies gain fear aura (see p200 of the core book) that only affects you. You make progress towards overcoming the curse only if you display bravery during the fight, which is left up to the GM to determine – this may be standing and fighting despite the fear penalties, but could involve some other act of heroism as well.

Curse of the Labyrinth

Transgression: You’ve stolen from an Icon’s servant.

Associated Icons: Archmage, Emperor, Golden King, The Three.

When the curse strikes: At the start of one fight during the session, walls rise up that only you can see, separating you from everyone else. To others, it looks like you’re needlessly zigzagging through the battlefield, avoiding the opposition. To escape this illusory labyrinth, you have to get to the other side of the battlefield. Once you do, the illusion fades.

You can’t see or engage any enemies, as you perceive labyrinthine walls between you, so you have to move around them. They can, however, attack or engage you, seemingly leaping through false walls or acting as triggered traps. The curse makes any enemy that engages you look like a minotaur. In addition, such enemies gain the following trait:

Lost in the maze: Whenever the cursed target disengages from the “minotaur”, it loses the sense of direction – or, as it’s all an illusion, the exit shifts. The GM secretly rolls a d4 to determine on which side of the battlefiled the new exit is located. It takes a move action and a hard skill check to learn where to go. Alternatively, the cursed character can try their luck and pick a direction.

If the battle ends while you’re still trapped in the maze, it fades away. However, this doesn’t count as progressing towards dealing with the curse.

Go forth and curse

As you can see, the mechanical framework is very simple, yet allows for a great variety of curses. Much like the Icon relationships they parasitize on, curses are what you make them to be. And if you do make up your own, feel free to post them in the comments!

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