Big List of Custom Curses
General
Cinematic Pretty Boy (1): You tend to be the center of attention, whether you want to be or not. This is accentuated by effects such as the glint of light on your teeth, the way your voice seems to echo at dramatic moments, or the breeze that blows your hair just so. While this has no numerical game disadvantage, NPCs will tend to notice you and factor you into their plans.
Comedic Enemy (1): You have an enemy out there that seeks to wrong you in some way, whether it is to embarrass you or kill you in a tank of mutant ill-tempered sea bass. This would be a major concern for you if your enemy was competent. Somehow, however, your enemy (or one of your enemy’s cronies) always seems to bungle things, often in a grandiose manner. While this usually poses no true danger for you, it does cause some disruption and unwanted attention. As an alternative to one enemy, you could have two or more enemies that get in each other’s ways just enough to let you slip through the cracks, just before the building blows up that is…
Skill Inept (1): You have a natural incompetence for a particular (but not combat related) Ability. You are down 2 Traits on all tests directly related to that Ability only (not with powers that would use the Ability for a retest). This penalty only applies to a single Ability (for those that require a specific focus such as Performance or Science).
Uncontroled Powers (3): For whatever reason you do not have full control of your powers yet. You need to do a seperate test to activate them before you can use them, and at ST discression, they may activate at inopertune moments.
Unlucky (3): Lady Luck has frowned upon you for some reason. At any time during the game the storyteller can call for you to retest a successful non-combat challenge.
Lycanthropy (3-5): You have the ancient curse of turning into a werewolf under certain conditions. When in wolf-man form, you get the Negative Social Traits of Bestial ×2 and Feral ×2, and the Negative Mental Traits of Violent ×2 and Impatient ×2. In addition, the change plunges you into the equivalent of a vampiric Control Frenzy until the situation passes. The conditions under which you change determine the point value of the curse. These conditions are cumulative:
- When you see the full moon: 3 pts
- When you enter a frenzy of any sort (ST call): 4 pts
- During all three nights of the full moon (wether you see it or not): 5 pts
Blood-Bound Life (5): If someone blood bonds you, your life is now tied to your regnant for the duration of the bond. When your regnant feels pain, you feel pain. When your regnant takes damage, you take damage, all the way down to Final Death (which can likewise only be resisted with Fortitude). When you regnant gets staked, you are likewise immobilized. When your regnant suffers Final Death, you instantly die (which can only be resisted with Fortitude).
Mob Combat Curse (5): When facing more than one opponent, you always begin by making peace with your gods. Should you lose a mob combat challenge, ALL damaging victory conditions go through. In other words, if you were facing 5 combat shotgun-wielding maniacs and lost a challenge you would take all 25 levels of damage and instantly drop to Mortally Wounded (or Torpor if you are a kindred).
Kindred
Eat Food (1): Not only can you eat food, but you must eat food. While this is great for the Masquerade, it also means that you can starve yourself into Torpor. Each night that you don’t have at least one good meal, you lose one Health Level that cannot be regained until you have sufficient food.
Breather (2): Unlike other kindred who have to remind themselves to breathe for appearances’ sake, it comes naturally to you. On the other hand, you have the inexplicable ability to suffocate when you can’t or don’t breathe; without air you will suffocate all the way into Torpor.
Lesser Threshold Curse (2): You cannot enter a residence without the permission of someone who lives there, not including vampires, wraiths, spirits, or possessed individuals. This permission cannot be forced through any supernatural means, but it can be influenced by such (Dominate will not allow entry, but Presence might if the resident has a choice after the test). Note that a “Welcome” mat does count as permission.
Big-Hearted (3): While some people are said to have big hearts, you actually have one. Any staking challenge gets one free retest on the two Simple Tests (that’s one retest for both, not one for each) in the staker’s favour. Note that you must inform the staker of the available retest if he or she fails either of the Simple Tests (you don't need to reveal the reason though).
Blood-Bound Health (3): If you form a blood bond, you life is linked to your thrall for the duration of the bond. When your thrall feels pain, you feel pain. When your thrall takes damage, you take damage, all the way down to Torpor (which can only be resisted with Fortitude). When you thrall gets staked, you are likewise immobilized. When your thrall suffers Final Death, you instantly drop to Torpor (which cannot be resisted with Fortitude). Note that if you have multiple thralls you have multiple chances of being harmed.
Reciprocal Bond (3): You somehow manifest the blood bond you place upon others, becoming as bound to your thrall as your thrall is to you (thus blurring the line between regnant and thrall). This can allow you to have more than one full blood bond active at one time, with all the emotional stresses they provide.
Greater Threshold Curse (4): You cannot enter a residence without the permission of someone who lives there, not including vampires, wraiths, spirits, or possessed individuals. This permission cannot be forced through any supernatural means, but it can be influenced by such (Dominate will not allow entry, but Presence might if the resident has a choice after the test). Note that a “Welcome” mat does not count as permission for this version.
Heart-Bound Life (5): If you get staked you instantly crumble to dust and suffer Final Death. Do not pass Go, do not collect $200.
Humanitis Noctis (5): Amazingly your vampiric condition gets cured at sunset, only to return with the dawn. During the day you are just like any other kindrd; you have Disciplines, Blood Points, fangs and are most likely asleep. At night, however, you lose all these and become completely human. Sunlight doesn’t burn you (of course it is night), you have no supernatural clan advantages and weaknesses, no generation, and no Disciplines. You can be ghouled, but the ghouling wears off at sunrise, though any blood bonds do not. While human, the only way you can access your Disciplines is by getting ghouled, but the maximum Discipline level you can access is determined by your domitor’s generation. In addition, you cannot be Embraced or diablerized; any attempt to Embrace you ends in you being ghouled or killed (if the Embrace would have failed), and any “successful” attempt at diablerie ends in your death. If you get staked during the day and the wood is still in there come sundown, you wake up at Mortally Wounded and in a lot of pain. A final note; Anyone doing research into a cure for vampirism will be VERY interested in you.
Garou
Human Speech (2): No matter what form you are in, you can speek human languages. The problem is that you can only speak human languages; no Garou Tongue, no wolf language (though you can still understand them). Unless you have the ability to mimic animal sounds, you can't pass off your barks, growls and howls off as a real wolf.