Introduction
"Curses are unjust, but none are random."
This quote is from Rogan R. Hamby's "Book of Curses", by Heyoka Studios. The PDF is 64 pages long. Some content is for mature readers only (see the Sybarist, below) and the book includes a picture of a nude woman. The introduction to the book has some pretty good moody advice about the often ignored curse. I wouldn't mind if the author, Rogan R. Hamby, wrote a general GM advice supplement or adventure.
I should note that much of this material is suited for d20, not just D&D. Certainly they can be used in both Call of Cthulhu d20 and Modern d20. I didn't see playtesters mentioned in the credits.
Chapters 1 and 2: Curses
Of course, the first problem with D&D curses is that they're so... mundane. The Bestow Curse spell, for example, can reduce a PC's rolls by -4. The cursed Backbiter spear makes a U-turn to attack the attacker. Big deal.
The Book of Curses reminds us what a curse **really** is. The Bitch Queen's Embrace. Evil Eye. Creeping Blue. Treasured. (Yes, the last one's ironic.) **These** curses are highly suggested as reserved for DM use only, and require both an XP sacrifice and specific hard-to-find components. The curses in the book are less variants of the Bestow Curse spell than individual and unique fates. They serve as much as example templates for the GM to create his own curses. And none of these curses can be removed with a Remove Curse spell. They require special components and quests for information, thus serving as adventure hooks to your next adventure. About 35 pages of curses, ten arcane and ten divine, are provided. No curses are provided per se as cursed magical items. (Chapter 1 are the arcane curses, and Chapter 2 are the divine ones.)
Chapter 3: Lycanthropy
The Book of Curses also develops the curse of lycanthropy. The BoC primordial lycanthrope is a gradual transformation, reflected in a progression of ten levels / templates. They can be used alongside the DMG lycanthrope, referred to as the natural lycanthrope. Only templates for the werewolf are provided. As characters, PCs loses half their XP gained, and when they gain a PC level, they gain a level / template.
I'm somewhat ambivalent about this chapter. I haven't playtested the rules, but, in my opinion, the lycanthropy section has more mechanics than suggestions about roleplaying a lycanthrope. Lycanthropy, of course, is a unique problem in D&D. Unlike curses, the powers gained with lycanthropy usually encourage certain players to become lycanthropes. Each template **does** include a "mental state", so roleplayers have ideas how to run their character. However, this section doesn't address munchkin players, other than letting them use their powers until the last template, at which time they become an NPC.
Chapter 4: Vampirism
This section expands the vampire template into three progressive stacking templates: Risen Vampire, The Elder, and The Ancient One. Additionally, vampire prestige classes are provided for the different "flavors" of vampires in myth and folklore. The Undying Lord is the Dracula-like noble ruling his land. The Sybarist is the decadent sensualist, as fascinated watching as they are experiencing. The Sin Eater see themselves purged of human unreason, and seek enlightenment over power. All three, of course, would make suitable NPCs.
Unlike the lycanthrope chapter, I see the vampire prestige classes as having some potential for players. Each class has a unique goal the player can use to drive the character. A GM, however, should make sure a party of PCs has overlapping goals, and that his adventures are suitable for the goals of his players. For example, a Sybarist would need an adventure that suits its quest for sensuality.
PDF Format
A quick PDF rant. PDFs aren't printed books. If you're putting out a PDF product, create two copies, one for looks, one for printing. In the print version, include only minimal interior art, such as prestige class art and shaded charts. Color maps, except dungeons, are definitely worth putting in color. Cover art can be safely ignored. Don't put two-page spread border art in a PDF. Assume the printout will be single-sided sheets with a three-hole punch into a binder. Besides art, good use of whitespace can help break up text. Start a new section on a new page, so that individual pages can be printed out. Feel free to use worksheets and other pages that can be printed out and written on.
Book of Curses, then, follows the two-page spread format, with 1.5" border art. When art wasn't on the left-hand punched side, there wasn't enough margin to punch holes. The text otherwise follows a two-column format. It has some nice standard fantasy interior art, which doesn't apply directly to the text. On the upside, charts are shaded for ease of reading. Chapters begin on new pages, and, when possible, so do short sections, such as new spells.
Conclusion
Personally, I would have preferred to see more curses (for example, cursed magic items). Heck, I'm hoping I can spring Hamby's next book on my Call of Cthulhu campaign! The curses / adventure seeds were fantastic, but, in my opinion, the lycanthrope (werewolf) section added more mechanics than roleplaying or GM advice. The vampire's prestige classes add three interesting, unique flavors of vampires. However, players and GM must work together so that the goals of these classes fit the party and adventure (or vice-versa).
But at $5, perhaps its better to compare this product less to an rpg supplement than a roleplaying magazine. In that case, if you're interested in the contents (particularly the curses), it's money reasonably well spent. Likewise, in the offchance you're a non-D&D d20 player, The Book of Curses is an inexpensive way to add curses, werewolves, and vampires without the core books. (Modern d20 anyone???)