Severely corrupted adventurers are not raised from the dead or reincarnated as normal unless an Atonement spell is cast at the same time. Instead they are raised as undead or reincarnated as an abomination. Unlike monsters created through spells and elaborate rituals these creatures are partially shaped through Corruption.
A player can, therefore, choose to play an undead creature or an abomination as a multi-classed or dual-classed adventurer. However, each such adventurer has to develop the special skills of its new form and gain experience as a monster to progress. In time these adventurers can become powerful and their titles reflect their ability to combine monster and class skills.
Severely corrupted player characters may be raised or reincarnated in unusual ways. They are also like to suffer from Corruptions, which affect their behaviours:
Deeply corrupted adventurers are not raised from the dead or reincarnated as normal unless an Atonement spell is cast at the same time. Instead they are raised as undead or reincarnated as an abomination. Unlike monsters created through spells and elaborate rituals these creatures are partially shaped through Corruption.
A player can, therefore, choose to play an undead creature or an abomination as a multi-classed or dual-classed adventurer. However, each such adventurer has to develop the special skills of its new form and gain experience as a monster to progress. In time these adventurers can become powerful and their titles reflect their ability to combine monster and class skills.
- Undead classes include: Imperial Lich and Regal Vampire.
- Abomination classes include: Divine Succubus, Majestic Mind Eaters and Royal Eyes of True Terror.
The frequency of bouts of corrupt behavior depends on the Corruptions affecting a creature. Adventurers with Corruptions take the Pain the first time the adventurer rolls a 1 on a saving throw or tries to hit a target. The adventurer can control the timing of episodes by taking the Pain before a 1 is rolled. If an adventurer does not take the Pain within the time given all other concerns are set aside until the Pain is taken.
Corruptions Table
| d20 | Corruptions | Frequency | Pain | Gain |
| 1 | Compulsion | Weekly | Make an expensive sacrifice to your gods of at least 100gp/ level | Clerics gain 2 extra 1st Level spells |
| 2 | Contagion | Monthly | Disease affects you and anyone who shares food, water or items with you | Rats and other vermin will not bite you |
| 3 | Corruption | Weekly | Corrupt allies or innocents to participate in Chaotic actions | Animate Dead once/ week |
| 4 | Cowardice | Weekly | Seek cover behind an ally or an innocent | +1 Dexterity to 19 |
| 5 | Destruction | Weekly | Destroy valuable items and locations to the value of 50gp/ level | Destruction gives 5% chance of uncovering a cache of coins worth 50gp/ level in unexplored locations |
| 6 | Fury | Weekly | Stay at the front and rush into combat | +1 Strength to 19 |
| 7 | Gloom | Constant | Mist, fog, cold draughts, clouds and rain frequently occur near the adventurer | -1 Charisma for everyone in your presence |
| 8 | Gluttony | Nightly | Eat often and greedily | +2hp/ night |
| 9 | Greed | Weekly | Steal or seize an item of considerable value | +1 Dexterity to 19 |
| 10 | Haunted | Nightly | Save or lose d4hp/ night | Speak with the Dead once/ night. You can gain answers only from bodies that have been dead 1d4 days |
| 11 | High Rolling | Weekly | Place bets of at least 50gp/ level at high odds | Any winnings |
| 12 | Idolization | Monthly | Build an evil temple, landmark, shrine or similar monument to chaos paying a minimum of 500gp each week | +1 Wisdom to 19 |
| 13 | Intimidation | Weekly | Coerce someone into doing something they really don’t want to do | A Grasping Hand can be used at will once/ week |
| 14 | Merciless | Weekly | Show no mercy | Receive no mercy |
| 15 | Narcissism | Monthly | Build statues, commission portraits, arrange poetry readings and construct landmarks in celebration of yourself paying a minimum of 500gp/ level each month | Unholy Grace allows the character to add any existing Charisma modifier as a bonus on its saving throws |
| 16 | Panicked | Weekly | Flee from combat and run in a random direction for two rounds | Anyone else in the same area must make a saving throw or panic at the same time |
| 17 | Slaughter | Monthly | Participate in a violent crime or outrage | -1 from Taint |
| 18 | Stormy | Monthly | A rainstorm with thunder and lightning forms close to the adventurer | The storm spreads over a radius of 1 mile/ 2 km for each level and disrupts travel while it lasts for d4 hours |
| 19 | Roll Twice | |||
| 20 | Roll Twice |
An adventurer with a low Corruption score is much more likely to suffer the effects of Corruption. The effects and their likely origins are explained in the rules for alignment and Corruption. Corruption is more prevalent among certain societies, but players’ adventurers begin play with a Corruption score selected from their seven attribute scores.
An adventurer with a low Corruption score is much more likely to suffer the effects of Corruption. The effects and their likely origins are explained in the rules for alignment and Corruption. Corruption is more prevalent among certain societies, but players’ adventurers begin play with a Corruption score selected from their seven attribute scores.














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