A taint on your astral essence, a wrongness of the spirit, whatever you want to call corruption it’s bad news. Runner’s more than anyone run into situations where this spiritual malady is contracted.
Rent Veil
Characters caught in a full blown intrusion of corrupted space, or within the area of astral taint, may gain corruption points, just how many depends on the severity of the breach. Use the score of the Warp as the threshold to resist the corruption. A new check must be made every twenty four hours with a cumulative one to the threshold.
Fell Sorcery
Blood sacrifice, twisted and toxic magic and the like may leave a corrupted mark on the character’s aura. Also simply knowing about some of these things has the potential to twist one’s mind. Practicing the dark arts gains a character an automatic point of corruption, simply being exposed to it requires the character to make a Willpower test with a threshold of two hits.
Dark Deeds
Acts done in the furtherance of a malignancy, or in pursuit of forbidden lore, or done to appease a Daemon always carry the chance of gaining Corruption Points. It requires a Willpower test with a threshold determined by the GM depending on how depraved the acts are. Failure gains a point of corruption.
Dark Pacts
A character can voluntarily risk corruption by making a pact with a daemon or horror. Each point of corruption taken voluntarily counts as a service by the spirit.
Pacts of Survival
• Infernal Vitality: All body tests for poisons, toxins and diseases are made using Body x2.
• Unsettling Recovery: Gains the regeneration critter power.
• Timeless: The character does not age and, if elderly, he slowly regresses physically over time to how he was when he was at his most vigorous.
Pacts of Dominion
• Commanding Presence: The character is usually treated with respect and fondness by everyone he meets. Character reduces charisma based skill penalties by the force of the spirit.
• Unquestionable Order: The character may spend an Edge Point to make a command that is very difficult to resist obeying. Make an opposed Charisma x2 vs the subjects Willpower +Charisma. The command must be something the subject is able to do, and within their rational bounds. This is an order that the subject is inclined to follow without question, not mind control. So, for example, the character could order an elite guard to release a prisoner, but could not order the guard to shoot himself.
• Destiny Writ in Shadows: Dark forces conspire to aid and protect the character. Every time the character spends an Edge Point, the character has the chance to recovers the Edge Point immediately. They make a Edge test at their current level. Two success means that the point is not really spent.
Pacts of Vengeance
• Whistle and I Shall Come: The Daemon appears once when so called, and destroys the character’s enemies. All the character must do is call when in the presence of the subjects of their vengeance. The demon will typically respond. Make an edge test to see if the demon is available the number of hits equals the number of combat turns it’s available.
• A Reckoning: The character can specify a single person who is the subject of his vengeance and within a month events transpire so that he encounters them in person if at all possible. No more than one individual can be the subject of the reckoning at a time. This ability in no way has a direct affect on the target, it merely gives the pact holder the opportunity to unleash their vengeance.
• Dark Power: The player may wish for strength and power to defeat his enemies by his own hands; he gains a power similar to the Channeling Metamagic with regards to his pact spirit. The character makes an opposed Charisma + Willpower test vs. twice spirits force. Net hits equal the number of services granted. Failure means that no services are gained. In all other respects treat this as the Channeling Metamagic. (p.54, SM)
Pact of Desire
• Creating Perfection: The character may specify a particular artistic task that he wishes to undertake, such as sculpting a statue or writing a book, and succeed in it to such a degree that the result is “perfect”. This pact grants an automatic critical success for the piece of art. Given such perfection’s source, however, the work may have unforeseen side effects, and may be too much for mortals to bear, irrevocably tainted or extremely dangerous (works of art that drive the viewer mad and the like).
• Goods & Chattels: If wealth, objects, title or deeds are desired the demon uses a variation on the wealth power to generate the money needed to buy such things. Each service burned in this manner allows the demon to make a Magic + Edge test, where every hit generates 10,000 nuyen worth of wealth. Alternatively if fame is desired every two hits gains a point of fame, which works in a manner similar to public awareness. Remember since the boon is the gift of a Demon, somebody, somewhere should suffer as a result, it’s not a benevolent transaction.
• Mastery: The character may select a single Skill over which he gains complete Mastery. From this point on, they reduce negative modifiers when using the Skill by the Force of the demon. Also, if he spends an Edge Point, he automatically succeeds with a critical success.
Pact of Knowledge
• Show Me: The character gains the powers of a seer, and is able to see clairvoyant visions (of distant or hidden people, places, events and so on). These visions may be limited in scope to things present, past, or possible future, and by other occult factors. The more powerful the boon of vision, the more costly to the character it will be. The visions are always experienced in the same way, in a manner particular to the character, as images captured in a reflected surface or as a sudden painful delirium, for example. The character must spend an Edge Point to see such a vision willfully. Chose either the Clairvoyance spell, the Psychomitry or Divination Metamagic or a combination thereof. Each power cost one corruption point to use and the Force is equal to the demons Force.
• True Savant: The character may make any Knowledge Test as if he has that Skill at a rank 1, and may re-roll any Test for a Knowledge skill that he is learned in.
• Master of Tongues: The character may make any Language Test as if he has that Skill at a rank 1, and may re-roll any Test for a Language skill that he is learned in. This works on written languages as well as spoken.
Corruption Level
All characters have a track to measure their corruption levels. It is figured using 8 + half the average of Willpower and Charisma.
Resisting Corruption
Characters have a last ditch effort to avoid corruption. They may make a Willpower check verses a threshold determined by the circumstances where the taint was gained. Each hit negates one point of corruption.
Resist Mutations
The character must make a Body test with a threshold determined by the chance of mutation. Failure means that the character must spend that many points on Surge effects. They also gain a number of negative qualities as indicated on the table, without gaining the points. Each level is accumulative.
Consumed by taint
Once the taint score reaches over five times the CL they are consumed by the corrupting energies and become something less than human. They become daemons (use the insect spirits as a guide line).
CODE
Corruption Descriptor Effect
Up to CL ---- ----
CL x2 Tainted -1 to a random attribute
Chance of Mutation (Threshold of 2)
10/5 Surge points and one flaw,
10 BP in Negative Qualities
CL x3 Soiled -1 to a random attribute
CL x4 Debased -1 to a random attribute
Chance of Mutation (Threshold of 4)
20/10 additional Surge points,
10 BP in Negative Qualities
CL x5 Profaned -1 to a random attribute
Over CL x5 Damned Becomes a demon
Chance of Mutation (Threshold of 6)
30/15 additional Surge points,
10 BP in Negative Qualities
Up to CL ---- ----
CL x2 Tainted -1 to a random attribute
Chance of Mutation (Threshold of 2)
10/5 Surge points and one flaw,
10 BP in Negative Qualities
CL x3 Soiled -1 to a random attribute
CL x4 Debased -1 to a random attribute
Chance of Mutation (Threshold of 4)
20/10 additional Surge points,
10 BP in Negative Qualities
CL x5 Profaned -1 to a random attribute
Over CL x5 Damned Becomes a demon
Chance of Mutation (Threshold of 6)
30/15 additional Surge points,
10 BP in Negative Qualities
Mutation and Changelings
Changelings are not inherently corrupt, being a result of random genetics, though they do bear a passing resemblance to the effects of corruption.
Becoming Horror Marked
If the character takes a toxic version of a mentor spirit they are automatically subject to corruption. There are also mentor spirits that are in of themselves corrupted.
Quality
Sword of Faith
10 BP
True Faith is a special Quality that only a few individuals possess. While many people are more or less devoted to a belief in some form of higher being or purpose, only a small number have the burning zeal, the profound conviction that allows them to fight against corruption. Faith most often manifests itself in religious forms, but can also appear as philosophy or ideal. As an example a devout Jew might be able to ward off demons with their Star of David, or a Taoist might be able to intone special prayers, while a Christian lacking True Faith finds his crucifix impotent. An example of an ideal would be patriotism, where belief in ones country is almost a religion in itself.
The character develops their faith to the point it may serve as a sword. They gain two die for Attacks of Will.
Shield of Faith
15 BP
True Faith is a special Quality that only a few individuals possess. While many people are more or less devoted to a belief in some form of higher being or purpose, only a small number have the burning zeal, the profound conviction that can protect them against corruption. Faith most often manifests itself in religious forms, but can also appear as philosophy or ideal. As an example a devout Jew might be able to ward off demons with their Star of David, or a Taoist might be able to intone special prayers, while a Christian lacking True Faith finds his crucifix impotent. An example of an ideal would be patriotism, where belief in ones country is almost a religion in itself.
Sometimes faith manifests itself in the form of a shield granting the faithful +2 dice to resist inhabitation or possession, and on rolls to resist corruption.
Protective Foci
Some items are created to protect against the affects of corruption. Treat these items as foci for purposes of binding, addiction and maximum number allowed. They either automatically negate a number of corruption point (which will destroy the item) or add additional dice to resist corruption.
They can automatically absorb a number of points equal to five times their force, or give extra dice to resist taint equal to their force. How they are to be used must be stated when the item is bound.