Malagrym
ToughMagicalThingamajigs · Magical Thingamajig · Medium
Owie Limit
4
Cute
4
Cunning
5
Fierce
4
Most curses fade with time, but a few grow stronger — sometimes fed by great tragedies. Malagrym are curses that have “come alive” as a single creature (rather than as a Disaster), attached to a place or person as a host. Some grow powerful enough to jump to a new host or break loose entirely, roaming free and hexing anyone they meet; some seek out particular places like graveyards or abandoned houses, others hunt for people resembling the original target, and many lie dormant for years until something “reminds” them of their purpose.
Malagrym are often invisible, but may appear as vortices of black energy, and the strongest are rumored to have gained the power of speech.
Reactions
- •Curse: The malagrym inflicts its curse. See Cursed (Core Rulebook p. 61) for the possible curses.
- •Attach: The malagrym attaches itself to a new host.
Adventure ingredients
- The Haunting That Follows You: Malagrym make a good twist for any “creepy” location, like Montgomery Castle, Hawthorne Manor, or the wreck of The Duchess. The Problems rooted in the place can be solved — but the kitties may not notice the malagrym that has latched onto them until much later.