Malediction

  1. Overview
  2. Character stats
  3. Offenses
  4. Manipulating Resentment
  5. Curses
  6. Examples of Use
  7. Traditions
  8. Schools

First Draft

Overview

Somewhere below mundane reality are metaphysical forces with an unwavering hatred of all existence, things that want nothing more than to cause harm. But these forces can't act alone. They need to be invited. They need permission. It takes discipline to allow them into your life without destroying yourself in the process, but if you can manage that, you can count yourself a Maledictor, a speaker of curses.

The effects of Malediction are many and varied, but they all involve something bad happening to someone else. Some curses have mundane effects, such as boils, or a run of bad luck at the card table. Others have effects that are more obviously supernatural, such as growing a pair of donkey ears, or being able to speak only the truth. Some are brief, others last generations, or as long as some condition holds. A solid, lasting family curse is a life's work for an accomplished Maledictor. Curses that affect an entire town or nation are the stuff of legends.

Malediction is one of the most dangerous arts. Like a dam holding back unspeakable horror, the Maledictor's power is not a matter of how much they can unleash, but of what they can get away with. After all, one of the basic rules of wild magic is that the harm you do to others will return to you. (This is why the most powerful curses are those uttered with one's dying breath. It's the one time you're completely unconcerned about consequences.) But magic is all about bending the reality's rules, and Maledictors have certain mental gimmicks to avoid paying the karmic price of their actions.

The Maledictor's most elementary tool is resentment. The idea here is that the Maledictor can avoid consequences if he, or something he's greatly attached to, has already suffered enough harm at the hands of the other party, as this makes the Maledictor something like an agent of the cosmic justice that he's trying to avoid. Actions on the part of others that generate resentment are called offenses. Cursing someone discharges a certain amount of resentment determined by the severity of the curse (and possibly other factors). Resentment can be thought of as Maledictor mana, except that unlike normal mana, it's already directed towards a specific target.

Character stats

There are three sets of numbers governing a Maledictor's cursing ability: the skills, the preference, and the enemies list. For detailed information about the effects of these stats, see Offenses.

Skills

These represent the maledictor's ability to control the malevolent forces. They are expected to increase as a maledictor masters the style.

Hostility: Governs the amount of resentment that the maledictor can muster against any particular target.

Self-Righteousness: Governs the amount of resentment that the maledictor can muster in total. One can think of this as the number of targets that one can safely max out one's resentment towards.

Preferences

These are personal situational modifiers. They are part of the maledictor's psychology, and are not expected to change with training or use, although major events in the maledictor's life may alter them.

Prejudices: Modifies resentment against certain targets or classes of targets. For example, someone who hates soldiers might have a prejudice "soldiers 3". Prejudices do not stack: if you have "soldiers 3" and "rich people 2", then your prejudice towards a rich soldier will be 3.

Peeves: Modifies resentment generated by specific offenses. For example, someone who's sensitive about his weight might have a peeve "fat jokes 1".

Loves: Reduces resentment against specific targets, but also allows the maledictor to gain resentment from offenses against those targets. For example, a patriotic maledictor might have a love "my country 2". Unlike prejudice, love always has a specific target rather than a general class.

All preferences are usually in the range 1-5, where 5 will be recognized by most people as extreme to the point of lunacy.

Enemies List

This is where the resentment accumulates. Everyone who has ever committed an offense against the maledictor is on this list. The list is not limited to individuals, but can also contain groups, institutions, and anything else that could be blamed for things.

In addition to a resentment level, each entry in the enemies list has a record of the worst offense ever committed by that enemy.

The maledictor also has a pool of general resentment that does not have a specific target.

Offenses

How Offenses Create Resentment

The resentment you gain from an offense against yourself is:
severity of offense + highest applicable prejudice + highest applicable peeve - love
If this is negative, then you gain no resentment. If the offense is against someone or something you love, the same formula is applied, but the value is capped by the value of that love.

This value is added to your resentment against the individual committing the offense, or anything else that can be reasonably blamed. ('Humans' is not an easy group for sane people to blame.) For example, if a crime boss orders a lackey to whip you, you can apply the resulting resentment to the boss, the lackey, the criminal organization to which they belong, or even the police organization who sent you on the mission in the first place. Note, however, that resentment against individuals is easier to use than resentment against groups.

The amount of resentment you may have towards a given target cannot exceed (hostility + highest applicable prejudice - love of that specific target). Any excess spills over into the general resentment pool, which cannot exceed hostility. Any general resentment beyond this limit simply goes away.

The total resentment in your entire enemies list, including the general pool, has a maximum safe value of hostility * self-reghteousness. If it ever exceeds this value, the GM may assign negative effects such as mental breakdown.

Severity of Offenses

Offenses are in a rough 1-20 scale. Here's a rough guide.
SeverityOffense
1Insults or verbal abuse. (Multiple insults in a single situation count as a single offense.)
2-3Violence without lasting physical consequence; humiliation; breaking an idle promise
3-5Minor injury; public humiliation; petty theft
6-8Moderate injury, such as flesh wounds; breaking a solemn vow; major theft; damage to reputation; temporary imprisonment; termination of employment
9-11Severe injury, such as broken limbs; betraying a friendship; prolonged imprisonment
12-14Permanent debilitating injury; torture; permanent imprisonment, such as marooning on a desert island or casting into an oubliette
15-18Murder; treason
19-20Really exceptional offenses, like the crucifixion

Manipulating Resentment

The resentment in your various enemies lists can be manipulated by various mental exercises. With the exception of Seething, a maledictor can do at most one mental exercise per day.

Seething

Seething consists of concentrating on a particular target's general blameworthiness in order to cast a more powerful curse than you would otherwise be able to cast. Its effect is a temporary 50% increase in your resentment towards that target (rounded up). This can increase your resentment above its normal per-target limit, but you can still suffer harmful effects from exceeding the global limit.

Seething takes about a minute to become effective, and lasts until anything aside from new offenses from the target affects your resentment levels. That is, it goes away as soon as you curse, brood, seethe, shift blame, forgive, or receive resentment from another source. When you stop seething, your resentment towards the target is reduced by the amount that seething gave you. (In other words, when you curse, the bonus resentment is consumed last.)

Seething is the one mental exercise that can be done multiple times per day. Usually, the only reason to not seethe is time constraints.

Brooding

Brooding consists of replaying an offense and its consequences in your mind, and has exactly the same effect on your resentment levels as if the offense occurred all over again, including spillover into the general pool. (This is the reason that the worst offense is recorded in the enemies list.) Alternately, you can brood on an imaginary offense in order to add the highest applicable prejudice to a target, or brood on life's unfairness to increase your general resentment pool by 1.

Brooding takes hours to accomplish, and requires solitude. Conducive conditions (such as a prison cell or a barren moor) may shorten the time needed.

Shifting Blame

By shifting blame, the maledictor can move resentment from one target to another. The amount of resentment that can be moved in a single day depends on how closely the two targets are related. Think of resentment as flowing from target to target to target in a chain as follows: from groups to members and vice versa, from anything in a subordinate position to the thing it's directly subordinate to (child to parent, employee to manager, kingdom to king), and directly between things seen as being in close cooperation. If you can join the source target to the destination target using only things in your enemies list, you can transfer resentment. The amount you can transfer is:
self-righteousness - steps in chain + prejudice towards destination

To shift blame effectively, a maledictor has to rant out loud, preferably where other people can hear and chime in with agreement, argument, or heckling.

Forgiving

Forgiveness is seldom practiced by dedicated maledictors, and when it is, it's usually a last-ditch effort to reduce out-of-control resentment and save one's sanity. The effect of forgiveness is to completely wipe out one target from your enemies list, removing both the resentment and any past offenses. Forgiveness is all-or-nothing: there is no way to forgive someone and keep part of your resentment. The target can be re-added later as new offenses occur.

At low levels of resentment, forgiving someone requires no more than an act of will. Higher levels may require discussing the matter with a friend, and the highest levels may require the assistance of a priest or karmacer.

Curses

To put a curse on someone, you first attune your mind to the malevolent forces (it is impossible to cast a curse accidentally), then decide what the effects of the curse will be, then describe the effects aloud. The target must be within earshot, but it is not necessary for them to hear or understand the curse; animals can be cursed, as can deaf people. The words of the curse must be in a real language that the maledictor is fluent in.

The primary effect of a curse must always be harmful to the target. The malevolent forces dislike any attempt to "game" them by casting curses that have indirect beneficial effects, and if they suspect that you're trying to put one over on them, the curse is likely to backfire.

Each curse has a cost in resentment. This can be paid from the resentment allocated to that target specifically, any group to which the target belongs, and/or the general pool, but resentment for anything other than the target itself only counts for half its value.

Multiple targets: It is possible to curse multiple persons with a single curse. Each individual beyond the first costs 1 point less than the previous one, down to a minimum per-person cost of 1. Resentment towards the group as a whole and to any of its members can be used at full value. If the target group is part of a larger group, then resentment towards the larger group can be used at half value.

For example, suppose you have 6 resentment for the French, 4 for the Three Musketeers, and 11 for Porthos in particular. You could curse the Three Musketeers with a total severity of (6/2 + 4 + 11) = 18. This would let you cast a curse with a cost up to 7, as 7+6+5 = 18.

Multiple effects: A single curse can have multiple effects. The severity of the composite effect is simply the sum of the individual severities.

Backfiring: If a maledictor attempts a curse without enough applicable resentment, then the curse's effects fall on the caster instead. All applicable resentment is drained as the maledictor realizes that he is the one who really deserves the curse, and no additional resentment is gained from the curse's effects.

Delayed effects: At the maledictor's option, the effects of the curse do not have to be immediate. A fixed effect window, such as "before the week is out", has no effect on the curse's cost. Curses with mundane effects can have an indefinite delay, activating only when the effect can be accomplished naturally. (For example, cursing a storekeeper with poverty could cause them to accidentally drop a lantern and set their inventory on fire and never recover from the loss.) This reduces the resentment cost by 1. Delays do not need to be mentioned aloud.

Curse duration: By default, curses last until the target dies. Curses can be lifted by the caster if the resentment cost is less than twice the caster's self-righteousness. Optionally, you can add conditions that will end a curse. For example, you can make a curse wear off after a day, or after the target has confessed to his crimes in public, or when a tortoise sits atop the highest spire in the city. If you state the ending conditions as part of the curse, they may reduce the resentment cost by 1 (although the GM can refuse this reduction if the conditions are deemed too difficult or cryptic).

Chronic effects: A curse that's only active every once in a while, or under certain conditions, has its cost cut by anywhere up to 50%, which is the standard discount for a curse that only takes effect under the full moon. Conditions of this sort must be stated aloud as part of the curse's effects. This does not combine with the discount for delayed effects.

Hereditary curses: They definitely exist, but are beyond the scope of the mechanics detailed here.

Curse severity

This is the part I'm least certain about, and I'm willing to tweak it over the course of the game. Call it the influence of the stars.

Even the smallest of curses has a base cost of at least 5, although this can be reduced by means described above. Curses with a base cost of 25 or more are the ones that completely shatter your life.

Curses that cause physical damage generally have a value of approximately twice the Dissolution cost of healing similar damage. Also, level of damage beyond death are possible:
CostEffect
5minor (scrapes, bruises, sniffles)
12moderate (sprain, flu, flesh wound)
20severe (internal bleeding, broken limbs, scarlet fever)
28acutely critical (pierced lung, partial evisceration)
36mutilation (freshly severed limbs, full evisceration)
44recently killed corpse
52decayed corpse
60skeleton
68dust

Some other possibilities:
5-10Easily-concealable deformity, such as a pig's tail
11-15Non-easily-concealable deformity, such as a donkey's head
16-20Hideous, monstrous deformity that makes babies scream
20-25Eliminated abilities, such as blindness or muteness
10-20Failure in some particular endeavor, such as losing footraces
Destruction of objects, such as food rotting in the target's presence
25Unconsciousness (comatose)
25-30Turning into an animal
30Madness
50Victim's gaze turns people to stone

Examples of Use

Example 1: The Bully

A lad named Simon is thrashed by a schoolyard bully and sent home crying. What the bully doesn't know is that Simon has been secretly studying Malediction. As an inexperienced student, Simon's Hostility is 4 and his Self-Righteousness is 3. This is the bully's first offense against him; it is painful and humiliating, but has no lasting effects, and Simon gets 3 resentment from it. This is not enough to produce a curse, so Simon spends the afternoon brooding on it. This gives him 3 more points, of which 1 goes to max out his resentment toward the bully, and the other 2 go into his general pool. He then begins to seethe at the bully, increasing his resentment towards the bully to 6. He can now revenge himself on the bully with up to 7 resentment (the 2 points in the general pool being used at half-value). He gives the bully a faceful of horrible-looking pimples that last the rest of his life.

Example 2: Ambush

Simon grows up and becomes a competent Maledictor, with a Hostility of 9 and Self-Righteousness of 10. He is travelling alone through the woods and is set upon by bandits. At this moment, his general pool is at maximum, but he has no particular resentment towards the bandits. This gives him an effective 4 resentment to use against the bandits, which is less than he used against the shool bully! So he invites abuse. First, he feigns deafness until the lead bandit makes a crack about his age, which the other bandits laugh at. Simon gets 1 point for the insult, plus his peeve "1 cruel laughter", and applies this to the lead bandit. Then he allows the bandits to take his purse: a petty theft worth 4 points, which he also applies to the leader. This gets him up to 10 resentment (4 for the general pool, 6 for the bandit leader). Simon would really rather seethe for an additional 3 points before cursing, but doesn't have time.

As they ride away, Simon curses as follows: "Blackguard! May you retch uncontrollably whenever you hold stolen goods! Only by turning yourself in to the authorities can you end this curse!" The base cost for a disease of this sort is about 12, but the explicit and easily-achievable (if unpleasant) end condition knocks 1 point off, and the conditional effect is good for at least 1 more point.

Example 3: Vendetta

Simon really hates his neighbor, and wants to cast the ghastliest curse he can on her. He can take the time to accumulate as much resentment as he can hold. He still has 9 hostility and 10 self-righteousness, which puts him at a maximum safe total of 90 resentment; just in case he suffers some wrong before he can cast the curse, he's going to only brood up to 80. He'll distribute this over the neighbor, the general pool, and various groups that the neighbor belongs to, but only the resentment allocated toward the neighbor specifically will keep its full value. As it happens, she enjoys gambling, and Simon has a prejudice of 3 against gamblers, so Simon will be able to put 12 resentment towards her and 68 in other pools, for a maximum curse severity of (68/2)+12 = 46. He then knocks on her door and starts seething for an extra 5 points. She answers, and while he's waiting for the seethe to take effect, he stalls with a litany of complaints.

At 51 points, Simon could just curse her dead, but he wants worse that. Instead, he concludes his complaints with the words "From this day forward, you will be murderously insane and hideous to look upon, judged a monster by all who look on you, except for one day a year, on the Feast of St. Quagga." The base cost for hideous deformity is 20 and for madness is 30, giving us 50. The lame attempt at reducing the cost by having it take effect all but one day a year is laughed away by the DM, but it was unnecessary.

Traditions

There have been Maledictors throughout history, and they figure into myth and folklore, but they don't have much in the way of organization, and dedicated Maledictors are relatively rare. It's more often practiced as a sideline: some magic schools teach a little Malediction as part of a general magical education, and your typical rural witch will practice it for personal defense.

Learning Malediction is dangerous and not all that appealing to most people (especially after the first couple of backfires), and illegal in many places (although laws against practicing Malediction tend to go unenforced for practical reasons). It takes a certain knack to get into the right mindset, but it's something most people could pick up if they wanted to. Beyond that, it takes years of practice to learn where your limits are and how to expand them. Most Maledictors seek some guidance in the early stages, but it's ultimately something you have to teach yourself. The greatest Maledictors tend to be entirely self-taught.

There are two ways to practice Malediction as a vocation: offensively and defensively. Which is to say, as an Avenger or a Defender.

Avengers

Avengers are vigilantes who use their powers to punish. They live in poverty, hiding their powers, seeking out degradation and scorn, provoking bullies, and brooding a lot. This gives them lots and lots of resentment that they can use in curses. Avengers are sometimes "hired guns", but usually just pursue their own agenda, in which case they support themselves through either mundane labor or extortion.

Social status: Generally reviled and feared. Avengers can sometimes become folk heroes to the downtrodden by afflicting the powerful, but no one actually wants to be around them.

Defenders

Defenders are living deterrents against aggression. They don't go out of their way to make trouble, but they hone their craft as best they can and cultivate a strong love of whatever it is they're trying to defend (usually their nation, tribe, or homeland) and resentment towards its enemies. Since they don't cast curses very often, the few that they do cast involve lots of pent-up resentment, and tend to be powerful and, most of all, noticable. To be an effective deterrent, every curse has to be a spectacular public display with lasting effects. Even when not actively cursing, they adopt ominous and intimidating affectations. A defensive maledictor is often the least popular member of a king's court.

Social status: Less reviled than Avengers, but still reviled. People can be grateful for the protection they represent, but are aware that they're risky. To be ready to cast a devastating curse at a moment's notice, Defenders maintain a level of resentment dangeously close to their breaking point.

Schools

The Covenant of the Hood is a secret society originally founded to enable mutual cooperation between Maledictors in their individual quests for vengeance, but now it exists mainly just to perpetuate its own existence. They recruit students who show aptitude for Malediction in magic school and offer to show them greater powers in exchange for their loyalty (an empty promise because, as pointed out, Malediction is something you teach yourself, but once you're in, it's hard to leave). Their motto is "An injury to one of us is an injury to each of us". They have infiltrated various governments and institutions, and could probably rule the world if it weren't for the fact that the members all hate each other. Their name derives from the hooded cloaks that they wear to hide their identities on cursing missions.

Scattered: Every major city has a lodge hidden somewhere.
Incompetent: They're largely mad, there's a lot of infighting, and the veil of secrecy prevents them from cooperating effectively at more than a local level.