The Marred
The Marred are creatures whose infection level have progressed to the point that the afflictions they have been marked with become a significant drain on them and possibly a threat to their survival.
Symptoms
The Marred bear symptoms of their infections that resemble the symptoms they developed when Marked, but to a greater detriment.
Those who were inflicted with Nightmares, begin to hallucinate.
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Those Afflicted with rashes and skin irritation begin to see the areas effected necrotize.
Character has a 10% chance (plus 10 for each mark) of beginning the day in a hallucinatory state. With effort the character can retain understanding of the world, but has disadvantage on Wisdom (Perception, Insight, Animal Handling, Medicine) checks.
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Finally, those who developed Boils, Skin discolorations, etc will now begin to find strange mutations in the effected areas.
Disease and Necrosis - Small appendages affected by rashes necrotize and fall off, larger portions of flesh become a drain on the character’s immune system and energy. Disadvantage on Con Saving Throws, -2 to Maximum HP and -2 on future HP Increases.
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Growth of Extra appendages and sensory organs in places affected, including:
- Eyes
- Tentacles
- Fur
- Horns
- Arms or Wings
Treatment
As with the Marked, once Marred a creature cannot remove or decrease the effects of their afflictions through conventional means.
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Only Spells like Wish, or the Intervention of god-like entities can remove a Mark
Prognosis
Without care and careful travel, regular purification, or cessation of travel into infected area, continued exposure to the Foul will result in further mutation.
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At 10 Marks, the Marred advance to The Befouled.
Effects of the Befouled state will be revealed in the next article to be written at a later time.
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