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Corruption

There is a pervasive force in the world that seeks to corrupt creatures to acts of evil and terror, this manifests in corruption points.
Characters may gain corruption points in a number of ways the most common are listed below.
  • Experiencing distressing events.

  • Crossing or dwelling in an area tainted by manifestations of a Horror.

  • Committing despicable or dishonourable deeds, regardless of the end they sought to achieve.

  • Taking possession of a cursed or tainted item or treasure.
When a Character’s corruption point total exceeds their Wisdom score, they are in a Foul Mood, as their spirit is weakened by too much grief, sorrow and dark experiences.   Characters in a Foul Mood automatically fails any charisma based skill checks.   When a Player-hero who is in a Foul Mood rolls equal or less than difference between their Corruption point total and their Wisdom while failing a skill check, attack roll or saving throw, they experience a bout of madness.
When this happens, the player relinquishes control of their character to the GM for a short period of time. The GM plays out the crisis, making the character do something they will later regret.
When a bout of madness finally passes, the character regains control and sees their mind finally cleared of the tangle of fear and doubt he fell into before facing the crisis.
In gaming terms, a player who suffered a bout of madness cancels all the Corruption points they have accumulated since their last bout of madness, and replaces them with a single ‘permanent’ Corruption point.
In addition every time a Player-hero suffers a bout of madness they develop a new character Flaw determined by the GM. This should be based on their bout of madness.
Type
Magical

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