Afflicted
"Every night I feel it. I feel myself slipping away."
Transmission & Vectors
Coming into contact with tainted beings, defiled ground, or dark forces.
Symptoms
An Afflicted character’s vigilance counts as 1. When they make a check, after Step 5: Choose Kept Dice, the GM may alter one kept Ring Die to an OPP + Strife result. Additionally, when an Afflicted character becomes Compromised, one of the following effects occurs based on the ring the character last used for a check.
Air: The character falls into a melancholic haze of memory, unable to discern the past from the present or the living from the deceased. When the character becomes Compromised, they mistake someone in the scene for a person from their past, accusing them of some half-remembered sin or taunting them over some ancient failure until the end of the scene.
Water: The character’s health collapses and they begin to wither away, wracked by mysterious coughing fits or fevers that resist all medical care. When the character becomes Compromised, they become violently ill and suffer a critical strike with a severity of 5.
Fire: The character becomes possessed by a desire, pursuing it to their own destruction. When the character becomes Compromised, they also become Enraged (see page 272).
Earth: The character’s flesh becomes pale and begins to show signs of decay. When the character becomes Compromised, reduce their endurance by 1 until the Afflicted condition is removed. This effect is cumulative, and if their endurance reaches 0, the character perishes.
Void: Ill fortune follows the character’s every move, and anything that seems a boon rapidly sours. When the character becomes Compromised, they lose all of their Void points.
Air: The character falls into a melancholic haze of memory, unable to discern the past from the present or the living from the deceased. When the character becomes Compromised, they mistake someone in the scene for a person from their past, accusing them of some half-remembered sin or taunting them over some ancient failure until the end of the scene.
Water: The character’s health collapses and they begin to wither away, wracked by mysterious coughing fits or fevers that resist all medical care. When the character becomes Compromised, they become violently ill and suffer a critical strike with a severity of 5.
Fire: The character becomes possessed by a desire, pursuing it to their own destruction. When the character becomes Compromised, they also become Enraged (see page 272).
Earth: The character’s flesh becomes pale and begins to show signs of decay. When the character becomes Compromised, reduce their endurance by 1 until the Afflicted condition is removed. This effect is cumulative, and if their endurance reaches 0, the character perishes.
Void: Ill fortune follows the character’s every move, and anything that seems a boon rapidly sours. When the character becomes Compromised, they lose all of their Void points.
Treatment
Rituals such as Cleansing Rite
(see page 212) and other abilities can remove the
Afflicted condition.
Prognosis
Every two weeks, an Afflicted character must make
a TN 4 Fitness or Meditation check using any ring. If
they fail, remove the Afflicted condition and assign the
Shadowlands Taint disadvantage to the ring they use
for the check (or to another ring, if that ring already
has it).
Prevention
Jade
Comments