Author Topic: WFRP 2ed - Corruption (optional rule)  (Read 1069 times)

Chimera

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WFRP 2ed - Corruption (optional rule)
« on: 01 February, 2012, 20:41:43 »
Corruption   

The most insidious threat facing humanity is the corrupting taint of Chaos. Encounters with daemons, dark rituals, and even the knowledge that such things are possible are all paths to corruption. To most, corruption is a doom to be avoided at all costs. However, some, once they find themselves walking the path to damnation, will seek to embrace the darkness.

These optional rules run counter to the beliefs from chapter three of the tomb of corruption. In ToC it talks of the challenge of playing a corrupted character, in the same pages where it talks about there swift demise should they ever become corrupted. Such effects in a long term game spell the end of a cherished character with but the flick of a dice, this is not fun. These rules seek to give the players a measure of creeping corruption and a chance to roleplay the fall, or seek absolution and purity to save themselves from becoming an agent of chaos.

Corruption Points   

Corruption Points (CP) is a characteristic that characters gain during play. This score begins at 0 when a player starts and increase over time as damage is done to the purity of his soul. The higher the score, the more twisted, damaged, and debilitated a character becomes. Should a characters CP score ever reach 13 or higher then the character is at risk of being eternally lost to the tait that warps the very fibre of his being.

Gaining
Any time the character would gain a mutation as per the normal rules of WFRP 2ed he instead gains a CP. The character is rarely marked by this gain, but the stain on there soul is measured.

Additionally, the catastrophic chaos manifestation Daemonic Contract causes the character to gain a two inch Chaos rune that burns its way onto a random part of their body. Strangely, if a character should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power. These runes count as a special type of CP's that cannot be removed by any known means.

Other means of gaining CP's may come to light in actual play at the discretion of the games master.

Removing
Many a seller of snake charms and potions claim they have remedies that purify the body an mind, but rarely do these tokens work. Often the hubris and vanity that leads one to purchase such cures leads the imbiber further down the road of corruption. Many a religion also offers the cures of corruption and purity of the soul as the foundation of belief. In the end it is up to the individual to be wary of there soul and guard it against that which can corrupt.

Mutation Test

Any time the character gains a corruption point that takes them to a total of 13 or greater they must make a toughness test or gain a mutation and become a mutant.

This has the effect of rendering the character an enemy on mankind and the character is turned over to the GM for use as an NPC.