Curseborne - Legio Noctis (Learn to Play Curseborne)
A League supernatural monsters, employed by an institution that is right on paper yet completely ruthless, hunting the things that hunt the night.
TYPE
SYSTEM
LANGUAGE
EXPERIENCE
AGE
$20.00
/ Session
Details
3 players following this game
Weekly / Sunday - 3:30 AM UTC
Oct 25 / Session 10
Session Duration / 3–4 hours
4 / 5 Seats Filled
Top Game Master
One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
Schedule
About the adventure
Equal parts CAIN, B.P.R.D. and The League of Extraordinary Gentlemen in tone, a small bureau of monsters, working the cases nobody else can see. 2 spots on the field team remain. The world has a hole in it. Things come through from the Outside, which is not a place so much as a direction your senses don't point in, and they want what everything wants: room, food, continuation. You are Accursed. Somewhere down your bloodline a family made a bargain, committed a crime, or stood in the wrong doorway, and you are the interest payment. Your curse isn't a gift. It's a debt with teeth. It is also the only reason you can see the hole. The Ordo Legio Noctis recruits people like you, forms them into small mixed crews, and points them at the places where the world is thinning. It has done this a long time. It is very good at it, but something is amiss. The work needs doing, nobody else can do it, and every case you close saves people who will never know your name. That only part of the horror: not that the Order lies to you, because it doesn't have to, but that an institution which is demonstrably correct can be so obviously wrong simultaneously. The overall feel of this game in a nutshell. Take the B.P.R.D.: field teams, case files, an HQ with too many locked doors. Then take the League: every member a singular, legendary, wholly incompatible thing and half the tension is the car ride. Curseborne is built for mixed crews, so nobody is a worse version of anybody else. Sometimes the creature inside of an Accursed can lead to tension, pvp is never non consensual but may occur in a light form to build reputations. You will be sent to solve cases. A file comes down from the Order. It is always slightly wrong and is often assembled from reports by people who didn't survive to clarify. You go. You find what was left out. Then you decide what goes in the after-action report, what you leave out, and what that costs you three sessions from now. Between cases: The Containment, the stipend, docked pay for mission errors, civilians witnesses left alive, all contribute to the drama of a Group of Monsters trying to live as a family of sorts while seeking the truth. This game runs on Storypath Ultra. Attribute + Skill in d10s, 8+ is a hit, and extra hits buy Tricks that work in investigation and conversation as much as in a fight. Your powers run on Curse Dice - every time you use what you are, you feed what's eating you. No experience needed, with this system or with TTRPGs at all. I teach for a living and I build characters with you. Come with a vibe, not a build. Curseborne is… …every creepypasta you’ve ever read, made flesh. …resolving to be better, and failing miserably. …redefining family, because the family you can’t choose probably sucks. …solving problems because no one else will. …being a monster because that’s what you deserve.
Game style
Roleplay Heavy
Theater of the Mind
Rule of Cool (RoC)
Puzzle / Mystery Focused
Game themes
Meet the Game Master
About me
Hi! I'm Yuthika, but most people at the table call me Fey. I have been a Storyguide for 34 years, starting at age 12 in Kyoto, Japan, where my introduction to the hobby came not through the mainstream, but through Call of Cthulhu and Sword World. I am now a full-time SPG GM/ST. That Japanese TableTalk culture, テーブルトークRPG, is the DNA of everything I run: focused, atmospheric, quietly relentless in its immersion. I am also a voice actress with anime and video game credits, and every NPC at this table has a distinct voice and a personality to match. I am happy to say I am back in the industry after the decade long sojourn into education! I learned this craft in the crunchy crucible of the early 90s, and that history informs how I choose systems and build stories. I have run enough systems over the years to know that the worst sessions come from forcing the wrong tool onto the wrong story. A love story does not need a hit point tracker. A horror game does not need an experience grind. Finding the system that disappears into the fiction is half the design work, and I have spent three decades collecting the options. The games that stay with me, and with my players, tend to be the deeply personal ones. The stories that go somewhere emotionally real and are not afraid to sit and let that breathe. Professionally I hold a PhD in Psychology and worked as an educator until I retired recently this year after a decade in Post-Secondary Education. Whether managing a classroom or a VTT, I always bring a teacher's patience and a designer's eye to each and every session. Every player at my table gets character-specific hooks woven into the narrative. You will feel seen here. I am a skill collector. Over the years I have worked as a costume designer and VFX artist on NBC's Grimm, taught foam latex and silicone prosthetic application and stage makeup blending on the convention circuit, and restored a sailboat from the hull up before sailing it around the world. Every one of those skills comes back to the table. I see a body horror scene through a practical effects lens. I read a transformation scene the way I would build one. I pace slow-rising tension the way you pace a night watch in open water. Different trades and different media, all feeding the same craft of bringing a moment alive through timing and reading the room. I do not generally run D&D 5e or Pathfinder 2e. The exceptions are the odd Planescape or Dark Sun campaign, and now Neon Odyssey, the Legends of Avantris space opera I backed early precisely because it does not feel like standard 5.5e. Starship combat and a whole new species lineup put it somewhere else entirely. Likewise you will find the Cosmere RPGs in my portfolio. Otherwise, I would rather run systems that feed the feel of the story being told, to the point where the system gets out of the way of the group. I have a special place in my heart for the Classic World of Darkness. I grew up in Japanese Tabletalk culture, so collaborative worldbuilding matters to me. I am also a TTRPG designer and co-creator of Visions of Suaykalpa https://VisionaryWheel.Games
View Profile →Character creation
Creating your character
Pick what you are. Dead. You died and came back as a ghost haunting your own corpse, driven by emotional urges. Hungry. You straddle life and death, and you feed on the living. Outcast. Your distant relatives were exiled from the Outside. You are separate from humanity in form and in function. Primal. Something dangerous lives inside you. It lets you shift shape and it drives you to anger. Sorcerer. You are addicted to magic, and you must keep finding new ways to cast or devolve into something that cannot feel. In this world the Fae are the Mythos-like otherworldly being that are the enemy. Pick your Family. Every Lineage has Families beneath it, and that is where the specifics live: traditions, debts, and relatives with opinions about your career. All basic family bloodlines welcome. Custom ones available upon approval, so pitch me something and we will build it together. We have An Orchard and an Onryo built by me. So this is something I am completely comfortable with building. Decide which one owns you. If your Lineage Path is major, your Family Path is minor, and the reverse. Major gives you six Skill dots, ten Attribute dots, and an Inheritance. Minor gives you three and four, and no Inheritance. Mechanics aside, this is the real question: does the Accursed Family define you, or is the curse itself the loudest thing in your life while you keep the relatives at arm's length? Answer that before you touch a number. Pick a Role Path. Your profession and your reason for getting up. Academic, Activist, Caregiver, Criminal, Enforcer, Healer, Hunter, Investigator, Occultist, and more. The Order does not house you and does not hide you. You go home after. Choose your torments. One Lineage torment from the options your Lineage offers, and one personal torment you write yourself. Pick something you actually want to be tempted by, because you are the one who decides when you give in. Bond with the crew. One level 2 bond with a single other character and level 1 with everyone else. Decide together who that is and why. Also, the Bonds do NOT have to be positive, you can have a Bond level 2 that is your rival in the group. You do not need to do any of this in advance. Bring a vibe, not a build. We make the sheets together at Session Zero and I walk you through every mechanic as it comes up.
What to expect
Preparing for the session
Two accounts is all you need, that and my player primer PDF if you would like it. Everything n the PDF is verified meticulously against the book. Players need a Foundry VTT account and a Discord account. I pay for all Foundry hosting and provide every other material you will need. Curseborne runs on Storypath Ultra, Onyx Path's new engine. It is a d10 pool system and it is not Chronicles of Darkness (though you can feel the DNA), whatever the family resemblance suggests. You build a pool from an Attribute plus a Skill, roll it against a difficulty, and every die showing 8 or higher is a hit. Tens count double. Spare hits above the difficulty buy Tricks, which are real tactical options that work in investigation and conversation as much as in a fight, so talking your way through a scene is as mechanically interesting as shooting your way out. Momentum is a shared pool the whole table draws from, and it grows when you fail, so bad rolls feed everybody. Your Curse is not a resource you spend. It is a resource that spends you. Acting in accordance with your Accursed nature earns you curse dice, which sit in a held pool and replace an equal number of dice in everything you roll. To cast a spell, use a Lineage ability, or force a locked door into the Outside, you bleed them. Hit zero held curse dice and your Damnation takes the wheel. That is the whole game in one mechanic: the only way to use what you are is to spend the thing keeping you human. Entanglement is your rating in all of this, and we start at 1, which means newly Accursed and still working out what that means. It also means you can always feel magic in a room, always sense a liminality as you walk into one, and always register as supernatural to anything that can sense such things. You do not get to be subtle. You get to be early. Every Lineage teaches three spell practices, and your Family teaches secrets on top of that. You will not be cross-shopping other Lineages' magic. Your Lineage is your signature. The game runs on investigation and mundane life, punctuated by cases. A case is a file handed down by the Order, always slightly wrong, because it was assembled from reports by people who did not survive to clarify it. Between cases there is the lease, the day job, the crew bonds, and relatives who want things from you. You are working the exceptions. The Order does not send a mixed crew of monsters to handle something a single Family could close on its own. If it reached your desk, somebody upstairs already decided it was worth the risk of putting four to five incompatible people in one car. If you have been curious about Curseborne, this is the table for you. I will teach you as we play.
What Yuthika 'Fey' brings to the table
Voice acting across every NPC. I am a professional voice actress with anime and video game credits. Every character in this campaign, from the handler who signs your case files to whatever is still talking after it should have stopped, has a distinct voice. This is not a placeholder skill for me. It is the craft I work in. A teaching GM/"Storyguide" with thirty-four years behind the screen. I started at age twelve in Japan and have never stopped. I hold a PhD in Psychology and work professionally as an educator. That background is how I read a table, how I pace session tension, and how I hold a safety framework that actually holds. New players are welcome at every level of experience. Curiosity is the only prerequisite. Full Foundry VTT production. Custom maps, ambient audio scored to the scene, in-world handouts, and a dedicated campaign dashboard for the Legios case files. Every liminality lives in its own prepared environment. Session briefings arrive as internal correspondence. The paperwork is part of the setting. A campaign built for Curseborne, not ported to it. OrdoLegio Noctis is an original scenario work designed around what Curseborne does best: inherited guilt, institutional dread, relatives who want things from you, and the slow erosion of whoever your Accursed thought they were when they signed. I spent years in practical effects on NBC's Grimm and teaching prosthetic work on the convention circuit. When I describe a liminality opening, a Primal coming apart into whatever is inside them, or what a Damnation looks like taking a body from the inside, those descriptions come from someone who has built the real-world version with foam latex and silicone in their hands.
Homebrew rules
This campaign runs on the Curseborne Core Rulebook. That is the whole default list. Curseborne is a young line, released in November 2025, and it does not yet have the deep fan-supplement ecosystem that itch.io games grow. What it has instead is a very large core book, and we will be using most of it. The Curseborne Player's Guide is in production and adds nine new Families, Orphans for characters without one, Venator rules, new Role Paths, new Lineage torments, and new spells. Tangled Webs is also in the pipeline, covering strange liminalities, shattered spaces, and adversaries. As these land I will fold them in, and existing players get first call on rebuilding with the new options. If you find community content that fits your Accursed concept, bring it to me and we can discuss folding it in. The Onyx Path Discord is the main hub for now, and official community content support is on the way.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Yuthika 'Fey' creates a safe table
Your Safety Matters Curseborne deals with heavy, disturbing content and I take player wellbeing seriously. This game is built around inherited damnation, so generational trauma and family obligation are baked in alongside body horror and personal horror. Depending on your Lineage that can mean feeding on the living, a corpse you are still walking around in, something inside you that wants out, or magic written as addiction with a real bottom to it. The system also mechanizes temptation. Your character carries torments, and giving in to them is rewarded. You almost always decide when your character succumbs, but I will be offering, and the offers are designed to be attractive. If that dynamic is not something you want aimed at you, tell me and we will handle it. Before we begin, we'll use Lines & Veils, you'll have the opportunity to set hard limits on content that should never appear at the table, as well as topics you'd prefer kept off-screen rather than depicted directly. These are respected without question, no explanation needed. If for some reason your lines and veils preclude you from playing Curseborne I will speak to you about what can be done or accept your departure with grace. My table operates on an Open Door Policy, this means that if at any point the content becomes too much, you are always free to step away, take a break, or leave the session entirely without judgement. Real people always come before the game. During our 3-4 hour sessions I'll do regular check-ins as needed to gauge how everyone is feeling, especially after particularly intense scenes. If things get heavy, we take a break; no pushing through. At the end of every session we close with Roses & Thorns, this is a chance to share what felt great and what didn't land, keeping the game a collaborative, comfortable experience for everyone. After the session, I'll also follow up with a private message to check in individually. Sometimes things hit differently once you're off the game and decompressed, and I want everyone to feel they have space to raise anything they didn't want to mention at the table. This is a dark game, but it should never feel unsafe. When in doubt, just say the word.
Content warnings
Safety tools used

