81 The cursed is contorted into a sphere. They can roll in any direction they desire, and take some actions with their arms. They are none the less limited in their ability to perform many common tasks due to their new shape.

82 The size of the cursed becomes variable. Each morning when they wake, roll a d6 to determine how big the cursed is this day. 1. Ant sized; 2. Housecat sized; 3. Halfling sized; 4. Adult human sized; 5. Tall as an elephant; 6. Tall as a giraffe.

83 Everyone who sees the cursed perceives them as an octopus struggling to survive on land. Everything the cursed says is heard as the pitiable wailing of a dying cephalopod.

84 The cursed needs to pee every 10 minutes.

85 Anytime the cursed takes damage, the wound immediately turns to gold. Since the wound cannot be healed, the hit point loss becomes permanent.

86 Once combat has begun, the cursed is unable to stop fighting until every foe is dead. Even those who seem like they might someday consider the possibility of becoming a foe must die.

87 The next time the cursed wrongs someone, that person will exaggerate the wrong into a horrible, unsympathetic crime. They will expend great effort to ensure everyone knows of the cursed’s foul nature.

88 An intense rivalry develops between the cursed and another randomly determined member of the party. This rival PC will receive bonus experience each time they work against the cursed’s interests or betray their trust.

89 The cursed becomes a natural target for pickpockets. Anytime they enter a crowd or a large community, they will lose some of their carried gold and possessions.

90 The cursed becomes a natural target for burglars. Each session they will lose some of their gold and possessions that are not carried with them. Hiring guards, hiding valuables, or placing valuables in a vault will provide only temporary relief. Each of these will eventually be overcome by burglars.

91 The cursed must always agree with the majority opinion of any group they’re in. This would include a lynch mob that wanted to have the party hanged. So long as the opinion is held by the majority, it is also the fervent opinion of the cursed.

92 The player to the right of the cursed selects a well known personality. A political figure or celebrity, with whom the cursed’s player is familiar. In speech, mannerism, word, and deed, the cursed must now be played as though they were that personality.

93 The cursed becomes a moral boyscout. They will always feel compelled to help anyone who has even the slightest need, and would never dream of accepting recompense for their efforts.

94 When the cursed encounters an NPC, they must make a reaction roll to determine their demeanor towards that NPC. The reaction roll is modified by the NPC’s charisma.

95 At the beginning of each adventure, a vulture swoops down and demands the cursed give them 500 money. If the cursed refuses, the vulture takes a bite out of their belly, pulling one of their organs free and flying off with it. The cursed takes 2 Constitution damage from this, but is otherwise unharmed. The process repeats until the cursed is dead, or starts paying the bird off. Previously taken organs can be bought back for 750 money. The vulture itself is invulnerable to attack, and can only be seen by the cursed.

96 Every surface the cursed stands on is as slippery as melting ice.

97 The cursed exaggerates everything. They regularly make promises that they cannot live up to, and make wild claims about past accomplishments.

98 The cursed becomes a hireling, the the cursed’s hireling becomes the player character.

99 Any piece of food the cursed is about to consume has a 1 in 10 chance to be poison. This poisoning occurs when a piece of food goes from being “food,” to being “the cursed’s food.”