A major theme that runs throughout Starfall is Corruption versus Purity. Within the setting lore, Corruption is represented by demons and the Maelstrom; while, Purity is represented by nature and Ananta. We have spent some time now working on mysticism and eschatology, both of which illuminate the side of purity. Today we take a break from that to investigate the other side of the coin – Corruption.
Corruption
We have flirted with the idea of Corruption on several occasions
thus far, but we have yet to truly nail down what it is. So I will begin by trying
to explain my thoughts regarding it. Corruption is the antithesis of the
natural, the pure, and the clean. But describing a thing by what it is not
hardly constitutes a definition. So I’ll try again. Corruption is the
disruptive force desecrating and perverting the world into something more homey
for the demonic invaders from the Maelstrom.
Corruption, as a force, is slowly creating monsters of beasts and
men, altering the land and the weather, subverting spirits, and poisoning
Ananta. Its pestiferous miasma is choking the world and everything in it. And
it wants to spread. Whether the
demonic hordes are an extension of Corruption, thrive on Corruption, or are
simply so tainted by it that their mere touch corrupts is unknown, but they are
the Maelstrom’s primary means of spreading it throughout the world.
That said, demonic influence isn’t the only way that corruption
spreads. Entities native to the world can also invite Corruption into
themselves and the world around them. This primarily happens when beings
partake in acts that go against the natural order of things – bestiality, cannibalism,
incest, patricide, treating with demons, raising the dead, using black magic,
etc. But Corruption is insidious and can infect the clean simply by its mere
presence, too.
Moreover, the pernicious nature of Corruption makes it difficult
to identify as a threat when it first takes hold. Rarely does Corruption turn a
sane person into a raving madman overnight. Instead, it works its wiles through
temptation while it slowly burrows deeper into the soul. Slowly, it twists the
through patterns of its victims, turning them toward darker and more debased
acts until eventually it consumes them fully. But even then, the individual
feels sane and honestly believes himself a good person.
So it is that Corruption is subtle, consuming, and poisonous. It
seeks only to consume everything in its path, and it uses promises of power,
easy solutions, and demonic influence to spread its cloying, toxic tendrils
deeper and deeper into Ananta.
The Effects of Corruption
As stated above, Corruption alters the way its victims think and
behave. This is never for the better. Typically, those it has claimed for its
own become less emotionally stable, more extreme in their beliefs, and find it
easier and easier to justify their own actions. Many find themselves addicted
to that which Corruption offers – easy access to power. But this is just the
beginning.
Corruption can also cause physical mutations and extreme behavior
in those thoroughly consumed by its ink-slick darkness. The least of these
mutations often manifests as a rotting of the entrails and tissue. This doesn’t
inhibit the tainted, but it can betray them when cut into and black ooze pours
from their worm-eaten veins. In more extreme cases, the body itself can become
mutated, resulting in hideous deformities, additional limbs, horns, hooves, or
any number of other physical oddities. It is believed that the beast-men
originated this way.
Despite the corruption of flesh and rotting of the mind,
Corruption does not kill its victims. These creatures are its tools and join
the demonic horde in their unfathomable mission.
Mechanics
So now that we have a better idea of what Corruption is, how
shall we represent it and is this a good idea? Well, lucky for us, GURPS
Horror already has some hints on how to do this. It suggests that each
character has a Corruption tally two which points get added to by various
circumstances and acts. Eventually, the GM converts these points into
disadvantages.
But is this a good fit for Dungeon Fantasy? Well, old-school
dungeon-crawling is a resource management game, and this tally becomes another
resource that PCs can choose to manage. So in this sense, I think it really is
fitting, despite the little bit of complexity it potentially adds. Moreover, it
gives the GM more options to add variety to the challenges faced by the PCs,
and further, it provides the players a chance to create plot hooks and drama of
their own. So I have to say, I do think it fits the genre.
So what should Corruption not
do? It shouldn’t provide a free way out of trouble. It shouldn’t be a go-to for
PCs in a lurch. It shouldn’t be something players want their PCs to experience. Let’s try to turn those into better
guiding principles: Corruption should be more harmful than beneficial in the
long term, even if it provides an easy out right now, and furthermore, the
effects should not attract people who want to roleplay the downfall of a
character.
The former is simple enough – Corruption will offer enough power right now to help in most situations,
but the effects of that corruption will be unpleasant for the PC and they won’t
be easily removed. We can generally avoid the cliché of playing a PC’s fall
from grace by having Corruption result in a long-term loss of agency. Ultimately,
if enough Corruption is had, the PC will fall under the control of the GM, and
the player will have to make a new one.
So with all of this in mind, let’s start writing the system!
Acquiring Corruption in Starfall
Every character has a Corruption Tally to which points are added
as Corruption slowly gains a foothold in and eventually dominates the PC or
NPC. All characters begin play with a tally of 0, but certain acts and events
increase this tally, and a precious few reduce it.
Bad Places. Some
locations are so tainted by evil that merely spending time in them can subvert
your soul. Most vile locations add 1d-4 Corruption per week, but some increase
your tally even faster. Additionally, doing anything that increases your tally
while in a Bad Place adds an additional 1d Corruption.
Black Magic. Anyone
with Magery can cast spells using black magic. Such castings do not cost FP or
Energy Reserve, but each point of energy ignored adds 1 Corruption to your
tally. This can be used to maintain spells, as well. Furthermore, any critical
failures use the Black Critical Table
from GURPS
Magic.
Corrupt Injury. Demonic
teeth and talons, vile weapons, and depraved spells cause the soul to fester
and rot as well as the flesh. For every point of damage taken from monsters and
weapons the GM deems Corrupt, the victim must add 1 Corruption to his tally.
Depraved Acts. Some
deeds are so horrific that they indelibly taint the soul. Things like
cannibalism, familicide, incest, sacrificing infants to demon overlords, or
otherwise debasing your soul automatically increases your tally by 1d-2
Corruption.
Unnatural Vigor. Just
as magi are able to tap the dark energies of the Maelstrom to cast spells,
warriors – or anyone, really – can tap the same vortex of foulness to fuel uses
of Extra Effort. Each use costs an amount of Corruption equal to the FP or
Energy Reserve (Heroic) provided.
Vile Artifacts. Some objects
are simply so mingled with Corruption that using them or even possessing them
can increase your tally. Phylacteries, sacrificial knives used to kill babies,
certain books of vile darkness, etc. impart 1d-2 Corruption upon any use,
increasing to 1d Corruption for using supernatural abilities. The GM may also
deem special artifacts more or less cursed.
Dark Lore. Learning
certain lore can also harm the soul. Whenever you spend a character point on
any of Hidden Lore (Demons or
Undead), Thanatology, or Thaumatology (Black Magic), you gain an equal amount
of Corruption. Additionally, some books and spells – especially those bound in
human skin – can impart corruption just by reading them!
Demonic Fortune. Something
dark watches over the world, looking for opportunities to prey on the
desperate. You can gain a number of points towards uses in GURPS Power-Ups 5 – Impulse Buys
for the express purposes of averting disaster – mitigating failures, buying
Extra Life, etc., but never to gain an advantage like Buying Success or Serendipity. For every point gained, you also
gain 25 Corruption.
The GM tracks all Corruption tallies in secret. People touched by
the Maelstrom do not feel corrupt, so there is no reason for the players to
know their current tally. If any directly asks for his, the GM should lie – “Don’t worry, you feel just
fine.”
Effects of Corruption in Starfall
Corruption marks a person’s soul in a way that is obvious to anyone
attuned to such things – mystics, certain nature guardians and divine
servitors, etc. Anyone who might take issue with the corrupt react to you at -1
for every full 25 points of Corruption. Furthermore, demons will notice your
growing bond to the Maelstrom and actively try to tempt you further down the
well!
The primary aspect of Corruption is that it changes a person, and
not for the better. Once per week if your tally is above zero, you must make a
Will roll at -1 per 10 full points of Corruption in your tally. On any failure,
your Corruption is converted to character points in the GM’s hands at a rate of
one point per full 25 Corruption. The GM then uses these points to alter your
disadvantages – “pure” disadvantages have their control numbers increased and
“corrupt” ones have theirs reduced (see Appropriate
Disadvantages, below, for guidance). He may also add new quirks or
disadvantages as he sees fit; these do not count against campaign limits on
either.
The GM should feel free to save up these points for large
blowouts, if he so chooses. Similarly, he may choose to use only a couple of
these points and save the rest, if it seems more fitting. The idea is to slowly
and inexorably push the character toward his own destruction.
Appropriate Disadvantages
GMs looking to lower self-control rolls or add new disadvantages
should generally gravitate toward those that can represent insane or
reprehensible behavior or supernatural deformity: Absent-Mindedness*, Addiction
(Black Magic or Corrupt Abilities)*†, Alcoholism*†, Bad Temper*†, Berserk*†,
Bloodlust*†, Bully†, Callous†, Compulsive Behavior (Attention-Seeking,
Giggling, or Laughing)*, Compulsive Carousing*†, Compulsive Gambling*†,
Compulsive Lying*†, Compulsive Spending*†, Delusions*, Disturbing Voice‡, Fanaticism*†,
Flashbacks*, Frightens Animals‡, Gluttony†, Greed†, Impulsiveness*,
Indecisive*, Intolerance†, Jealousy*†, Lecherousness*†, Lifebane‡,
Megalomania*†, Nightmares*, Obsession*, On the Edge*, Overconfidence*,
Paranoia*, Phantom Voices*, Sadism†, Selfishness†, Short Attention Span*,
Supernatural Features (Any) ‡, Suttering*, and Uncontrollable Appetite
(Murder)*†. GMs should also consider quirk-versions of all of these traits when
they don’t have enough points to buy them outright.
Additionally, GMs should consider using points to increase the
control number on or buy off disadvantages that are generally considered Good
or Pure: Charitable, Combat Paralysis, Compulsive Generosity, Honesty,
Post-Combat Shakes, Selflessness, Sense of Duty, Truthfulness, and any quirks
based on them.
* Suitable for a loosening grip on reality.
† Suitable for virtuous degradation.
‡ Suitable for supernatural deformity.
Cleansing Corruption
Corruption is a tenacious and insidious, so it is little wonder
that it takes tremendous effort to cleanse a tainted soul of its depravity, and
even then, it is likely as not to fail.
Mystic Healing. Some
mystical powers can remove the demonic taint from a person’s soul directly.
Unfortunately, these powers are extremely difficult to develop and very rare,
making such mystics suitable objects of entire quests.
Amputation. In cases
of physical corruption, it is sometimes possible to cut off the tainted body
part before the infection can spread to the rest of the body. Doing this to
yourself requires a Will roll at -5 to begin, and additional Will rolls, at -5
plus any shock penalties, every second thereafter until enough cumulative
damage has been inflicted to sever the body part. Any failure means you stop
and will not continue. Critical failure means you keep going, but the
corruption has already spread and the
act of self-mutilation counts as a Depraved Act (see above) worth another 1d
Corruption.
Notes
I have purposely provided very few means by which to remove
Corruption because it is supposed to be extremely difficult to do. This means
that tally tends to rack up faster than it gets removed, if your PC is the type
to take the easy path to power. This is intentional! Playing a corrupt
character shouldn’t be the goal of the game, and I think with the inherent
drawbacks of the system, it won’t be.
That said, I’m still on the fence about cutting penance as a
means of removing Corruption. To be meaningful in a DF context, it needs to
hit harder than just a couple of days not adventuring or making money – that’s
far too easy. Even requiring a week off isn’t that big of a deal. That’s why I
think I’ll leave it as is. After all, players can always spend character points
to buy off any disadvantages they acquire through failed Corruption rolls.
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