Corruption Checks: Difference between revisions

From The Domains of Dread
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The greatest danger to those battling the forces of darkness in the Realms of Terror is never death; rather the seductive, clarion call of corruption. Indeed, most actors valiant would consider it a gift to die peacefully in a consecrated grave. It is all too easy for even the most noble, the most dashing, the most daring to become, with the entropy of time, the very beasts which they have devoted their lives to destroying.
The greatest danger to those battling forces of darkness in the Realms of Terror is never death—rather the seductive, clarion call of corruption. Indeed, most valiant actors would declare it a gift should one must die to die peacefully in a consecrated grave. It is all too easy for even the most noble, the most dashing, the most daring to become with the entropy of time the very beasts they once devoted their lives to destroying.


== Corruption and Progression ==
== Corruption and Progression in ''[[The Domains of Dread]]'' ==
All characters begin play Clean - that is to say, at the lowest possible level of corruption, no matter whether they have committed atrocity in their time spent in the Prime Material (or before play, in the case of natives). It is only after they have begun play that the Mists have shown interest in their actions, though whether these fickle, unknowable forces ''act'' on this interest is never guaranteed. When a character precipitates an action that would call a Corruption Check under the supervision of a [[Staff, Requirements and Applications|Game Master]], that Game Master will roll a <code>1d100</code> and compare the value against a table. Should they roll lower than the stated value, then that character has failed their Corruption Check and ascends another level of corruption according to the following:
All characters begin play Clean—that is to say, at the lowest possible level of corruption no matter what atrocity they may have committed in their time spent in the Prime Material (or before play, in the case of natives). It is only after they have begun play that the Mists of Death show interest in their actions though whether these fickle, unknowable forces should ever act on this interest is never a guarantee.


# <code>Clean</code>: All characters begin here, but none who fail their check may return.
When a character precipitates an action which would call a Corruption Check under the supervision of a [[Staff, Requirements and Applications|Game Master]], that Game Master rolls a <code>1d100</code> to compare against a table. Should they roll lower than the stated value, the character has failed their Corruption Check and ascends a level of corruption according to the following:
# <code>Unclean</code>: The character has one minor change. Characters who sufficiently redeem themselves remain at Unclean.
# <code>Clean</code>: None who ever fail their first Corruption Check may return to Clean.
# <code>Corrupted</code>: The character has two minor changes.
# <code>Unclean</code>: The character has <code>1</code> minor change. Characters who redeem themselves remain forever Unclean.
# <code>Accursed</code>: The character has three minor changes.
# <code>Corrupted</code>: The character has <code>2</code> minor changes.
# <code>Beast</code>: The character has three minor changes and one moderate change. Characters who reach this step can never return to the earlier steps even if redeemed. They become immune, if not already, to the effects of Delirium suffered in unenclosed, dark areas or during nighttime.  
# <code>Accursed</code>: The character has <code>3</code> minor changes.
# <code>Creature</code>: The character has three minor changes and two moderate changes.
# <code>Beast</code>: The character has <code>3</code> minor changes and <code>1</code> moderate change. Characters that reach Beast may never return to earlier levels of corruption even if redeemed. They become immune to the effects of [[Fear, Horror and Delirium|Delirium]] suffered in unenclosed, dark areas or during nighttime.  
# <code>Monster</code>: The character has three minor changes, two moderate changes, and one major change. They become a [[Dread Figures|Dread Figure]]. If no other template is applicable, they will have the ''[[Doomed One]]'' template applied.
# <code>Creature</code>: The character has <code>3</code> minor changes and <code>2</code> moderate changes.
# <code>Monster</code>: The character has <code>3</code> minor changes, <code>2</code> moderate changes and <code>1</code> major change. They become a [[Dread Figures|Dread Figure]]. If no other template is more applicable, they will have the [[Doomed One]] template applied.


Characters may fail more Corruption Checks after becoming a Dread Figure, but they will have no additional mechanical substantiation.  
Characters may fail more Corruption Checks after becoming a Dread Figure, but will have no further mechanical substantiation.  


== Consequences of Failure ==
== Consequences of Failure ==
Tainting oneself with evil beyond the Misty Border, unlike in so many worlds, does immediately result in comeuppance. Much to the contrary - the Mists ''empower'' these individuals early on with many of the initial, minor changes bringing forth benefits that have no apparent drawbacks. Of course this is a trick, for as soon as the character ascends past Accursed and receives their first moderate change and for all changes thereafter, their mutations will be of little use and serve only to separate them from society and their past lives. In this way the Mists begin with a carrot, only to end with the stick.
Tainting oneself with evil beyond the Misty Border, unlike in so many Prime Material worlds, does not result in immediate comeuppance. Much to the contrary—the Mists seem to empower these individuals early on with minor changes that seem to be all benefit and no drawbacks. Of course this is little more than a convenient ruse, for as soon as the character ascends past Accursed their first moderate change and all changes thereafter their mutations will be of little use and serve only to create a wedge between society and their past lives. In typical fashion the Mists begin with a carrot, only to end with the stick.


Changes are determined by the administering Game Master upon receipt of the failed Corruption Check, and are tailored to the specific character. For that reason no public table of possible changes are made available. If already made clear by the player which Dread Figure template they intend the character to become at the end of their track, changes will be flavored accordingly to that template.
Changes are determined by the supervising Game Master upon receipt of the failed Corruption Check and are tailored to the character. For that reason no publicly availed table of possible changes are provided. If already made clear by the player which Dread Figure template they intend the character to become at Monster, changes will be flavored accordingly.


== Redemption ==
== Redemption ==
Atonement is not a simple nor easy task in the Realms of Terror. Most who proceed past Unclean will not save themselves from their descent without outside intervention, with such interventions rare if not doomed to be failure. For those who are at least Corrupted but not yet a Beast, acts of selflessness or reprieve may eventually serve to descend their level of Corruption. In these cases, the supervising Game Master will decrement their Corruption level and rescind any minor changes made to the character therein, save for their change when first becoming Unclean.
Atonement is never a simple nor easy task in the Realms of Terror. Most who proceed past Unclean will not save themselves from their descent without outside invention, with such interventions rare if not doomed to failure. For those who are at least Corrupted but not yet a Beast, acts of selflessness or reprieve may server to decrement their level of corruption. In these cases, the supervising Game Master will decrement their level of corruption and rescind any minor changes made to the character therein, save for their first change upon becoming Unclean.

Latest revision as of 12:57, 2 June 2025

The greatest danger to those battling forces of darkness in the Realms of Terror is never death—rather the seductive, clarion call of corruption. Indeed, most valiant actors would declare it a gift should one must die to die peacefully in a consecrated grave. It is all too easy for even the most noble, the most dashing, the most daring to become with the entropy of time the very beasts they once devoted their lives to destroying.

Corruption and Progression in The Domains of Dread

All characters begin play Clean—that is to say, at the lowest possible level of corruption no matter what atrocity they may have committed in their time spent in the Prime Material (or before play, in the case of natives). It is only after they have begun play that the Mists of Death show interest in their actions though whether these fickle, unknowable forces should ever act on this interest is never a guarantee.

When a character precipitates an action which would call a Corruption Check under the supervision of a Game Master, that Game Master rolls a 1d100 to compare against a table. Should they roll lower than the stated value, the character has failed their Corruption Check and ascends a level of corruption according to the following:

  1. Clean: None who ever fail their first Corruption Check may return to Clean.
  2. Unclean: The character has 1 minor change. Characters who redeem themselves remain forever Unclean.
  3. Corrupted: The character has 2 minor changes.
  4. Accursed: The character has 3 minor changes.
  5. Beast: The character has 3 minor changes and 1 moderate change. Characters that reach Beast may never return to earlier levels of corruption even if redeemed. They become immune to the effects of Delirium suffered in unenclosed, dark areas or during nighttime.
  6. Creature: The character has 3 minor changes and 2 moderate changes.
  7. Monster: The character has 3 minor changes, 2 moderate changes and 1 major change. They become a Dread Figure. If no other template is more applicable, they will have the Doomed One template applied.

Characters may fail more Corruption Checks after becoming a Dread Figure, but will have no further mechanical substantiation.

Consequences of Failure

Tainting oneself with evil beyond the Misty Border, unlike in so many Prime Material worlds, does not result in immediate comeuppance. Much to the contrary—the Mists seem to empower these individuals early on with minor changes that seem to be all benefit and no drawbacks. Of course this is little more than a convenient ruse, for as soon as the character ascends past Accursed their first moderate change and all changes thereafter their mutations will be of little use and serve only to create a wedge between society and their past lives. In typical fashion the Mists begin with a carrot, only to end with the stick.

Changes are determined by the supervising Game Master upon receipt of the failed Corruption Check and are tailored to the character. For that reason no publicly availed table of possible changes are provided. If already made clear by the player which Dread Figure template they intend the character to become at Monster, changes will be flavored accordingly.

Redemption

Atonement is never a simple nor easy task in the Realms of Terror. Most who proceed past Unclean will not save themselves from their descent without outside invention, with such interventions rare if not doomed to failure. For those who are at least Corrupted but not yet a Beast, acts of selflessness or reprieve may server to decrement their level of corruption. In these cases, the supervising Game Master will decrement their level of corruption and rescind any minor changes made to the character therein, save for their first change upon becoming Unclean.