Afflictions
Afflictions strike creatures with potent and often escalating results. This section presents a variety of curses and diseases for use in your game.
Depending on the tone of the campaign, the GM might want to roll secret saving throws for PCs affected by an affliction. This is particularly effective when the affliction is an element within a survival or horror game, or when it's part of a mystery.
Curses
Curses may come from a malicious action, such as a necrovite's Painful Mark or a spell from an otherworldly spellcaster. The guardians of an orbital tomb or of the remnants of a destroyed world might ward their charge with a curse as protection against scavengers. Gods may inflict curses on servants who have raised their ire. In some rare cases, a curse might manifest as a response to a terrible act, such as the wanton destruction of natural resources or a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element. Then, decide on a trigger for the curse—such as a creature attempting to steal a unique datapad, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse's Effect entry.