Corruption Magic
Corruption represents the creeping degradation of the psyche and body caused by the use of magic, creatures or foes.
All uses of magic, will have some sort of corruption test associated with it, it is up to the GM to decided what acts are considered small, medium or large acts. see below.
Every Heritage has Corruption threshold. Whenever a Corruption Test is failed, the character gains one corruption point. When they reach their Corruption threshold, the same a rules for death apply,. only the end result is they are now one of the Mindless and may attack their friends.
There are ways to recover Corruption, either through Experience, Downtime, or Treatment. Each of these is outlined in their appropriate section.
Treatment
A character who is struggling to recover from corruption can check themselves in for Treatment. When they do so, they must decide how long they will be in treatment at a mental facility. For each week they’re in treatment, they may make a Corruption Test. Each successful Test restores 1 Corruption to the character. However, each failure prolongs treatment by a week (as the doctor keeps them under observation.)
Downtime
Between adventures, a GM might allow an character to relax, recover some stability, and try to get in touch with their normal life. A character who takes some downtime can make a Corruption Test. Unlike a standard Corruption Test, there is no penalty for failure. However, on a success, they recover 1 Corruption. This may not be used if an character’s Corruption is 1 away from total madness (Their Corruption Threshold), as they are too far gone. A character may never make multiple downtime Tests.
Corruption Test
Corruption Tests are a special kind of Save Test.
If a rule refers to Save Tests (such as a Trait), it does not apply to Corruption Tests. The inverse is also true: if a rule refers to Corruption Tests, it does not apply to Save Tests.
See Traits below.
Corruption Poisoning
Description: Little fits of insanity causing the target to lose 1HP for every turn in battle, or 1HP every 6 hrs outside of battle. Roll a Corruption Test every time the fit is upon you, if not successful you also cause 1 damage to someone around you.
Types of Magical Acts
If caster is is doing something minimal but is doing it to a foe/object they should specify the intensity :
- Low = small act
- Medium = medium act
- High = high act
Small acts
If a small magical act has been made, the caster must roll a Corruption Test and if the sum is less or equal to 0, the caster gains 1 corruption point.
Medium acts
Any act of creating enough force to do damage something or someone is determined to be a medium act. The caster must roll a Corruption Test at Normal Mental DL
Large acts
Any grand act, usually something that can only be preformed once per day, like a teleportation spell. Roll a Corruption Test at (Mental AL)p6-1c
no matter what! Success is at Normal Mental DL or higher.
Heritage Corruption Thresholds
InfoHuman = 5pts
Elves = 4pts
Gnome = 4 pts
Dwarf = 7pts
Goblin = 4pts
Salimar = 5pts
Treefolk = 6pts
Karhu = 6pts
Lizardfolk = 5pts
Traits
Sound Mind
You gain +1 ADV on Corruption Tests, except Large Magical Acts, which are always done at a DIS.
Inured
You start with +2 to your Corruption Threshold. You can take this trait up to 3 times
Shrink:
Once per session, you may make a Normal Mental Test at +1 ADV. If successful, you may restore 1 Corruption to one ally. Can only be used outside of battle.
Classes
Soulweaver
Prerequisites:
Must have 1 of the following:
Initial Traits:
Sense Corruption
Player may make Mental Test roll with +1 ADV. If successful the user can sense nearby corruption, weather that be a corrupted object or being. They may also roll at a +1 DIS and if successful can tell what sort of corruption is on the object/being and how much. Since Magic Corrupts, the user can also, sometimes, feel when magic is being used
Initial Abilities:
Corruption Siphon
(Can not use at far range) On a successful Mental Test with +1 ADV against the targets Mental AL
, you gain a corruption pool depending on the range of the target. At near range you get a corruption pool of 1 CP. At close range your pool becomes 2 CP. The pool can come from yourself or one other target. You may only use one of following actions with the pool: Take the corruption pool from a user, and either heal or attack one person with the same amount that is in the pool. 1 cp = 1 hp. Or take the pool in the form of health points from one target and add the corruption pool to yourself. This is not vampirism, 1HP can not be stolen for 1HP. The Siphon must flow through the user as 1 Action, before being consumed by another action
Traits:
Corruption Immunity
If you reach your corruption threshold you will not go insane, but have corruption-magic#Corruption Poisoning
Corruption Flow
Must have Corruption Siphon before you can choose this Trait. You are now a master of corruption and no longer need to pull corruption into yourself before using it. Corruption Siphon can now be used in the same turn as a Corruption magic spell. If Corruption Siphon is only being used by itself it still takes one Action.
Subclass
Must be level 10. You may pick one of the following classes:
Abilities:
Corruption Blessing
Mental Test at DL of 2. If successful the target gets an extra corruption save at disadvantage, this blessing can only last for 1 situation, ie battle, obstacle. In battle the blessing will only be spent if it is needed on a save. Meaning if a user makes the first corruption save the blessing is still active. If the user misses the first corruption save, the user must use the corruption blessing and it will be spent on either a fail or success. Need to be near the target.
Demonic Power
No test required, but spend 1 CP. For your next 2 Actions, can be spread over two turns,Quick, Strong and +1 to all Melee Attacks.
You also gain little tiny horns and the faint scent to sulfur for a few milliseconds (might be a trick of the eye), making people Fear you, gain +1 ADV when trying to intimidate someone, this effect only lasts for 1m.
Ring of Corruption
Must have Corruption Siphon before you can choose this Trait. Make a Mental Test at DL of 2. If successful spend 2 CP and a ring of corruption energy will burst out from within you and deals 42 damage to enemies within 10ft or near range
Corruption Shield
Mental Test at DL of 2 and Spend 1 CP and place a shield of corruptive energy around yourself and anyone within 5ft of you or close range. No one within the shield will lose any damage until they either leave the shield or the shield is broken. The shield has 3 HP after which the shield is broken.
Corruption Beam
Must have Ring of Corruption before you can choose this Trait. Make and Attack Test and Spend 3 CP. Take the sum of the roll and that's the amount of damage you do to the target
Table of Contents
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How to Play
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Resources
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Optional Rules