Found an interesting document about Taint which is similar to the Chaos of say Warhammer Fantasy Roleplaying Game. I was looking for some mechanics to help simulate exposure to the places and creatures of Darkmith and found this link. There’s no author’ship noted anywhere so I can’t give any credit. If you happen to know who came up with this document let me know and I’ll see they get credit for it.
[Edit: Per a reader's comments this is a take on the Taint system from Heroes of Horror, a DnD 3.5 supplemental book. Thanks for the info!]
The base premise is the characters are exposed to something or do something that ‘bends’ them mentally and or physically. This can range from pyschosis to turning bestial and many other things. Â Perhaps wandering the streets of Darkmith and the aura of evil and power that envelops that city might plant a seed of evil in someone. Or maybe the touch of Liloth’s powers driving one to stab a companion in the throat might leave lingering inclinations to repeat the action unforced.
We will see.
A few snippets from the pdf although a quick perusal shows some missing entries and some small typo’s that could be fixed as well as generalized overhaul to fit my personal needs.
The Touch of Taint
Characters in the Vale that venture into the dark places of the world, or dabble in the waters of evil, run the risk of their minds and bodies becoming poisoned by taint. Mental taint, or depravity, can eventually send one mad, where physical taint, or corruption, can transform a living being into an undead horror.
Acquiring Taint
“Sometimes one’s soul can be filled with evil because of the evil of their actions. Sometimes all it takes is for one to pick up the wrong book…â€
Committing acts of unspeakable evil
In cultures throughout the typical D&D setting certain acts earn universal condemnation amongst races and peoples with even the slightest moral code: murder, torture, genocide, and rape as well as fouler acts warp the mind of those committing them and result in the offending character gaining depravity.
This does not represent external evil creeping into the character’s mind, but rather represents the wearing away of one’s moral compass as characters begin to treat others as pawns and toys rather than as individual creatures worthy of respect. Even characters that describe themselves as “hardened†or “jaded†are not immune to gaining depravity in this fashion; indeed, one could argue that being extremely hardened to or jaded about the suffering of others is a sign of one gaining depravity.
Exposure to areas warped by evil
Whether due to the presence of demons, foul creatures from the Far Realms, or simply areas forever marred by evil of a less supernatural variety (such as the execution of an innocent man by a corrupt court, or the shack where a serial killer went to hide his “conquestsâ€) can result in character’s gaining corruption through no fault of their own.
Typically, there are only certain areas in the blighted zone that bestow corruption (the area around the altar where innocents were sacrificed to dread gods), but in the cases of extreme blights, every square foot of the area might potentially bestow corruption. This corruption is typically applied to a character after a certain length of time and isaccompanied by a feeling of instinctive disgust that warn both the player and his or her character that it would be wise to spend as little time in the location as possible.
Certain sanity-rending locations that warp the minds of those who travel through them, like an area tainted by the energies of the Far Realm might very well bestow depravity instead as character’s minds break under the strain of sights alien to any sane man or woman.
Exposure to dread items
While tools and weapons both magical and mundane have no moral significance in and of themselves, the uses they are put to or the techniques used in their creation can sometimes result in them being a vessel of corruption or depravity.
A blade carved from the bones of a whimpering slave carries with it an imprint of the suffering of the one who “donated†the material for the blade and might whisper words of condemnation and hatred to a character who chooses to carry it, slowly increasing his or her depravity. A weapon wielded by a demonic general or an unknowable Far Realm entity might have acquired some of its master’s inhuman corruption, and might plague a wielder with disgusting growths. Then of course, there are weapons and other items specifically crafted by mad cultists or vindictive spell casters that slowly drive their wielders insane with lust for power, or that cause them to rot from the inside out.
Mental Condition –
Treacherous
Foul whispers cloud your mind with images of what you could receive if you struck your companions down. Once per encounter when an ally leaves a space that you threaten, the DM may choose to roll an attack with an attack bonus of your level +3 vs. the will defence of your character to represent the urge to take an opportunity to strike. If the attack is successful, you must make an opportunity attack against your ally. The upside is that your treacherous leanings make it easier to stab others in the back-you gain a +2 bonus to damage against creatures that you have combat advantage against.
Physical Condition
Internal Corruption (Ranked, maximum 3)
Your body is slowly consumed from the inside out by the corruption growing within you. While others cannot see it, it’s effects are all too obvious-for each level of this symptom taken you regain 2 fewer hit points from a second wind and take a -1 penalty to endurance checks. However, the festering growths within your body make you unappetizing to creatures that might otherwise want to make a meal out of you. If a living creature makes a bite attack against you that deals damage, it takes a -1 penalty to all attack rolls and skill checks for each time you have selected this symptom, until the end of its next turn.
2 comments
Anonymous says:
January 27, 2010 at 12:35 pm (UTC -5 )
It’s an attempt to convert the Taint rules from Heroes of Horror, a fantastic fluff book from 3.5. Not a bad attempt, but the symptoms and thresholds seem arbitrary. It’s an idea worth a re-write, maybe similar to a Disease Track or the Artifact rules.
Dennis says:
January 27, 2010 at 3:24 pm (UTC -5 )
Cool, thanks for the update. I managed to give 3.5 a miss mostly so I wasn’t familiar with it. Yeah I thought it would need some work overall to make it more cohesive in terms of balance and usability.