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Corruption

The effects of gaining Corruption Points take place after combat.  

Moral Threats

The exact level of Corruption Points inflicted by a particular event, revelation or encounter is determined by the GM. The following presents some guidelines:  

Warp Shock

If a character suffers Insanity Points resulting from a failed Fear Test involving entities from the warp, the number of Corruption Points inflicted on him are equal to the being’s Fear Rating score (i.e. Frightening 2 equals 2 CP).  

Rending the Veil

Characters caught in a full-blown intrusion of the warp into corporeal reality gain Corruption Points from the experience. Just how many depends on what occurs and the severity of the breach. This might be anywhere from a single point to several d10s in value.  

Sorcery

The practice of sorcery, witnessing dread rituals and invoking Daemons are all causes of Corruption, regardless of the reason. Normally minor rituals cause 1d10 Corruption Points and major ceremonies can cause many more.  

Blasphemous Lore

Knowledge itself can corrupt, and the study of certain tomes, pict-logs and even some debased artwork can cause Corruption in the viewer.  

Dark Deeds

Evil acts done in the furtherance of a malignancy, or in pursuit of forbidden lore, or done to appease a Daemon always cause Corruption Points.  

Vile Persuasion

Many Daemons and cult leaders are masters of insidious temptation and of sowing the seeds of doubt in a faithful heart. Their words and arguments can corrupt where force alone would fail.  
The Corruption Track
CP Total Degree of Corruption Malignancy Test Mutation
01–30 Tainted +0 -
31–60 Soiled –10 First Test
61–90 Debased –20 Second Test
91–99 Profane –30 Third Test
100+ Damned—Character removed from play

Malignancy Test

For every 10 Corruption Points a character gains, he must Test Willpower to see if his corruption has manifested as literal damage to his body and soul. This roll is modified depending on the number of CPs the character already possesses as noted on The Corruption Track. If the Test is failed, the character’s corruption of spirit is given form. These metaphysical and psychosomatic scars are called Malignancies, and are randomly rolled on the Malignancies Table. If a player rolls a result that he has previously suffered for failing a previous Malignancy Test, he must roll again.  
Malignancies
Roll Effect
01–10 Palsy: The character suffers from numerous minor tics, shakes and tremors with no medical cause. Reduce his Agility by 1d10.
11–15 Dark-hearted: The character grows increasingly cruel, callous and vindictive. Reduce his Fellowship by 1d10.
16–20 Ill-fortuned: Whenever the character uses a Fate Point roll a d10. On a score of 7, 8, 9 or 10 it has no effect but it is lost anyway.
21–22 Skin Afflictions: The character is plagued by boils, scabs, weeping sores and the like. He takes a –20 penalty to all Charm Tests.
23–25 Night Eyes: Light pains the character, and unless he shields his eyes, he suffers a –10 penalty on all Tests when in an area of bright light.
26–30 Morbid: The character finds it hard to concentrate as his mind is filled with macabre visions and tortured, gloom-filled trains of thought. The character’s Intelligence is reduced by 1d10.
31–33 Witch-mark: The character develops some minor physical deformity or easily concealable
mutation. It is small, but perhaps enough to consign him to the stake if found out by a fanatical witch hunter. He must hide it well!
34–45 Fell Obsession: This is the same as the Obsession Disorder. However, in this case the character is obsessed by a sinister or malign focus, such as collecting finger-bone trophies, ritual
scarification, carrying out meaningless vivisections, etc.
46–50 Hatred: The character develops an implacable hatred of a single group, individual or social class. The character will never side with or aid them without explicit orders or other vital cause, and even then grudgingly.
51–55 Irrational Nausea: The character feels sick at the sight or sound of some otherwise innocuous thing such as prayer books and holy items, bare flesh, human laughter, fresh food, shellfish, etc. When he encounters the object of his revulsion, he must Test Toughness or suffer a –10 penalty to all Tests as long as he remains in its presence.
56–60 Wasted Frame: The character’s pallor becomes corpse-like and his muscles waste away. The character’s Strength is reduced by 1d10.
61–63 Night Terrors: The character is plagued by Daemonic visions in his sleep. See Horrific Nightmares for details.
64–70 Poor Health: The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to heal fully. The character’s Toughness is reduced by 1d10.
71–75 Distrustful: The character cannot conceal the distrust and antipathy he has for others. He must take a –10 penalty to Fellowship Tests when dealing with strangers.
76–80 Malign Sight: The world seems to darken, tarnish and rot if the character looks too long at
anything. The character’s Perception is reduced by 1d10.
81–83 Ashen Taste: Food and drink hold disgusting tastes and little sustenance for the character, and he can barely stomach eating. The character doubles the negative effects for levels of Fatigue.
84–90 Bloodlust: Murderous rage is never far from the character’s mind. After being wounded in
combat, he must Test Willpower to incapacitate or allow his enemies to flee, rather than kill them outright, even if his intent is otherwise.
91–93 Blackouts: The character suffers from inexplicable blackouts. When they occur and what
happens during them is up to the GM.
94–100 Strange Addiction: The character is addicted to some bizarre and unnatural substance, such as eating rose petals, drinking blood, the taste of widows’ tears etc. This acts like a Minor Compulsion, but is freakish enough to cause serious suspicion if found out.

Mutation

A character’s Corruption Points total is also used to determine the warping effects of Chaos upon his body. As his Corruption builds, his flesh may revolt, twisted by the Dark Gods. Of course, such is the insidious nature of Chaos that it is constantly hunting for weakness in mind and body, testing a character’s defences until it can find a way into his soul. For every 30 Corruption Points a character gains, he must make a Test against two Characteristics of his choice or suffer a random Minor Mutation. He may not Test against the same Characteristics twice to resist mutation. A player should make a note on his Character Sheet of which Characteristics he has already Tested to resist mutation.  

Alternative Corruption Rules

This optional set of rules offers GMs an alternative to the mutating effects of corruption. In this alternative scheme the points at which a character would potentially gain a mutation instead allow him to advance a step slong the path of damnation, which has different but equally toxic effects on a character.
Instead of the using The Corruption Track Table above use the Alternative Corruption Track below and apply the following rules:  
  • A character Tests to resist gaining Malignancies as normal.
  • Every time a threshold is crossed from one step on the Path of Damnation to another, apply the results given in the following sections.
  • The first step on the Path to Damnation (Touched) has no effect beyond the the Malignancies that a character may gain in the normal way.
 
Alternative Corruption Track
CP Total Malignancy Test The Path of Damnation
1-30 +0 Tocuhed
31-60 -10 Imperiled
61-90 -20 Tainted
91-99 -30 Unhallowed
100 - Damned—Character removed from play

Imperiled

The weight of terrible knowledge lays heavily on you, filling your sleep with nightmares and murdering any chance of joy you possess. Gain 1d10 Insanity Points, or the negative effect of one of your Malignancies is doubled (player's choice). Roll 1d10 on the following Table.  
RollResult
1-5 Horror's Companion: The terrors you have witnessed have only made you aware thet there are even worse things waiting for you in the dark. Increase the difficulty of all Fear Tests by one level.
6-9 Forbidden Lore: You have gained an instinctual and worrying affinity for the empyrean, you gain the Forbidden Lore(Warp)(Int) Skill if you do not have it, and increase it by one level if you do. You also gain an additional 1d10 Insanity Points.
10 The Proposition: Your potential has sparked the interest of a daemon, you are offered a Dark Pact if those optional rules are being used by the GM, otherhwise reroll this result.

Tainted

The warp is in you now, you can feel it caressing the darkest corners of your mind, taunting and tempting. Do you resist? Make a Difficult (-10) Willpower Test (or else give into the darkness voluntarily). If you succeed you have held back the shadow in your soul, but know it is always there, always waiting to claim you. Reduce your Fellowship by 1d10 and gain the Fearless Talent. If you fail, you are touched by the power of Chaos. Roll 1d10 on the following table.  
RollResult
1-5 Stigmata: Your character's body is transformed viley. Roll on the Major Mutations Table. You must take care to somehow conceal or explain this away, or suffer the consequences
6-9 Dark Channelling: You gain a single randomly determined Psychic Power that you may use at will with out a Psychic Test, or if you are already a psyker you may choose to re-roll a failed Psychic Test. Each use inflicts one further Corruption Point. These powers brand you a witch if discovered.
10 Possession: your character is possessed by an entity the equivalent to an Astral Spectre and gain 10 Insanity Points. This terrible creature only manifests control at particular times (such as when you are badly injured or asleep, as determined by the GM, who takes control of your character during these periods). You may also call on the daemon withing to take control, but if you do, you gain 1d10 Corruption Points by giving yourself over to Chaos in this way.

Unhallowed

The power of the warp suffuses your character and you are no longer fully human. Reduce your Fellowship by 10 and gain 20 Insanity Points. You gain +20 bonus to any Test made to resist mind control, domination, or anything else that prevents from acting freely. One Characteristic of the GM's choice gains the Unnatural (x2) Trait and is now counted as daemonic for the effects of holy barriers and weapons used against it.

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