Corruption

## Common

* **Inhuman Eyes-** *The Hosts eyes have been consumed by the supernatural energies trapped inside their flesh; replacing them with a glowing or flaming iris; the eyes of an animal or simply empty blackness.* Anyone able to see their eyes will instantly recognise the character as supernatural.
* **Obsession-** *The Neverborn has developed an obsession with a particularly activity, desire or feeling. It will require incredible amounts of willpower to resist the urge to engage in their specific obsession.* Not engaging in ones obsession when provided with an opportunity consumes *Intense Focus.* Once per session they may restore a point of Essence through engaging in their desire.
* **Supernatural Mark-** *The Neverborn* *will eminate a scent which humans are oblivious to but animals can clearly sense. Instinctivly they understand who is passing by and respond in kind. Dogs will start barking across the streets, cats will start hissing, birds will fly away and horses will neigh nervously.* Animals nearbly will be alerted of the Neverborns true nature and respond with fear or agression.
* **Immaterial Hunger-** *The Neverborn requires a form of sustenance to retain their existence in the material realm; usually a specific type of food, drink, a substance, human blood or flesh; or in more rare cases a specific action or ritual.* The Neverborn will have a constant craving for the required substance and won´t be able to regenerate Health should they have not consumed it in this scene.
* **Soul Reflection-** *The Neverborns influence slips out of the Host, creating a reflection of their true form in mirrors and atop of lakes.* The Neverborns Archform appears on relfective surfaces instead of the image of their Host.
* **Encroaching Corruption-** *The Neverborns Essence is far too strong to be contained in mortal flesh; causing it to occasionally burst out or manifest its powers after a given Stimuli.* After a chosen trigger occured the Neverborn must make an Willpower + Occult Roll against a Difficulty given by the Storyteller. Should the roll fail the Neverborn will manifest a defined visual affect that gives away their supernatural nature.

## Angelic

### Aphelius

* **Aphelius Marks-** *The Host has developed typical Aphelius marks such as opalescent skin*, *starshine glowing under their skin*, *symbols flickering in their eyes*, *a total loss of hair, clothes flowing even without wind, cosmic mist instead of blood or an aura that distorts an/all elements around them.* The character may gain any amount of cosmetic marks. Anyone observing them can find out they are supernatural with a successful Insight + Occult Roll.
* **Fate Forseen**- *The Aphelius has seen into the future and forsaw a terrible vision involving themselves or someone close to them. They do not know when its going to happen or in what way, but they are unable to stop it.* The player or Storyteller may choose an event their Aphelius forsaw; and it is bound to happen no matter what they do.
* **Maddening Visions-** *At any place or time the Aphelius can be struck by visions. These burn through their mind, placing a clear depiction of the future into their mind.* At any point in the game the Storyteller grant the Aphelius a vision, true or false, that disrupts them for a few seconds, possibly forcing them to the ground as they are overwhelmed by the images in their head.

### Malakim

* **Malakim Marks-** *The Host has developed typical Malakim marks such as marble-like skin, glowing hair, inhumanly smooth facial features, golden nails, ivory lips, liquid light instead of blood or an aura of divine authority.* The character may gain any amount of cosmetic marks. Anyone observing them can find out they are supernatural with a successful Insight + Occult Roll.
* **Oathbound-** *There exist Malakim that greatly value honesty and loyalty, even towards their enemies. For some a given word is sacrosanct, and violating it brings metaphysical shame upon oneself.* Should the Malakim betray a given promise or fail to fufill an oath, they permanently reduce their Essence by 2. This effect lasts until the have sufficiently redeemed themselves.
* **Obsessive Order-** *All Malakim crave a world free of chaos and disorder; desiring a clear and organized world. Some of them develop and obsession with this, feeling an overwhelming need to put things back into order. This may include objects being missplaced or lying around, areas in disrepair or even entire character trais.* Should the Malakim come across something or someone they personally consider out of place they can not use **Might** or Essence until putting it back into place or the end of the scene.

### Ediakara

* **Ediakara Marks**- *The Host has developed typical Ediakara marks such as iridescent skin, animal features, twines and roots growing in their flesh, sharp ears, additional eyes or limbs, fertile marks, liquid amber /r tiny lifeforms instead of blood or an aura of feral musk.* The character may gain any amount of cosmetic marks. Anyone observing them can find out they are supernatural with a successful Insight + Occult Roll.
* **Mortal Worlds Torment-** *Particularly common among the Kur Antat, this Ediakara has developed a strong bond with the material world. Not only do they care deeply for it, wounding, corrupting or poluting it causes physical pain to them.* Whenever the world around the Ediakara is influenced in a way they consider to be corrupting they must make an Endurance + Willpower Roll against a Difficulty given by the Storyteller. For every missing success they loose a point of Essence.
* **Angelic Mercy-** *The obsession to preserve things makes Ediakara much more ceceptible to overbearing mercy and care shared among some angels; having them develop something close to a helpers syndrome. They can not strike down those begging for mercy and forgivness, even when its their most bitter enemy.* They Ediakara may choose a type of situation that raises their Angelic Mercy. Should it occur they must make a Confidence + Willpower Roll; and most safe the person in that situation should they fail.
* **Shifting Visage-** *The energies of life slow stronger through the Ediakara and have started to take root in the Aspirant; shifting and transforming their physical form without the Ediakaras controll.* At the start of every session the Ediakara must roll 2 D10 and combine their results. On a 2 nothing will happen; on a 3-10 their appereance changes minimaly; on a 11 to 19 they appear like a completly different person and on a 20 they transform into a completly inhuman form. **Use Might:** Restore their Hosts natural appereance.

## Infernal

### Heccan

* **Heccan Marks-** *The Host has developed typical Heccan marks such as transparent skin, a haggard posture, black fumes arising from deep breaths, void-energy flowing under their skin, sharp nails and teeth, immaterial mist instead of blood or an aura of strange emptyness.* The character may gain any amount of cosmetic marks. Anyone observing them can find out they are supernatural with a successful Insight + Occult Roll.
* **Shadow in the Mind-** *Many Heccan spend most of their time in the mortal world hiding and trying to obfuscate their presence and identity. Over the eaons some Hecacan have developed a shadowy aura, cleansing the memory of their hosts face from the minds of the people around them.* Mortals will have a hard time remembering the Heccans face and forget trivial encounters with them.
* **Paranoia-** *Considering the things the Heccan have seen in the Void or simply the time they spend in constant hiding, it is not suprising that many of them develop persecutory delusion. Once in a while the Heccan will experience intense anxiety concerning a place or person, leading to erratic reactions.* Whenever the Heccan encounters something or someone they would deem suspicious, the Storyteller may choose to trigger their Paranoia, forcing them to make a Confidence + Willpower Roll against a given difficulty. Should they fail they will suffer *Mental Damage* equal to the missing successes at the start of each round; until fleeing, attacking or reacting in another kind of extreme way.

### Incubi

* **Incubi Marks-** *The Host has developed typical Incubi marks such as a translucent glow under their skin, inhuman facial symmetry, an elongated tongue, two jointed legs, demonic horns or hooves, liquid fire instead of blood or an aura of alluring odor.* The character may gain any amount of cosmetic marks. Anyone observing them can find out they are supernatural with a successful Insight + Occult Roll.
* **Spark of Inspiration-** *Art go woosh*
* **True Bond-** *As much as Incubi enjoy toying with desires and emotions bonds, often enough they create them in earnest. This one is very passionate about a specific mortal, pet, work of art or artifact; needing to be close to them and protect them at all costs.* The Incubus need to be close to their Bond Target atleast once a week; otherwise they can´t use **Might** or Substance. Note that their target may change over the course of the campaign.
* **Excessive Empathy-** *Incubi in general tend to me much sensitive and emphatetic compared to other Neverborn; but for some this has supernatural effects. Excessive pain or happiness will transfer into their mind aswell, making them share the experience.* Should someone close to the Incubus feel a very intense emotion they Storyteller may demand a Confidence + Willpower Roll. Should they fail they will be subjected to the same emotion. Should they have instilled that emotion themselves this Corruption can not trigger however.

### Ghula

* **Ghula Marks-** *The Host has developed typical Ghula marks such as rotting flesh, sunken or blistered skin, an emaciated or wrinkled body, maggots crawling through their insides, bloated pockets of flesh, infectious slime instead of blood or an aura of dazing stink.* The character may gain any amount of cosmetic marks. They reduce their Appereance by 1 but grant them the Intimidation Spec on a Talent of choice. In addition anyone observing them can find out they are supernatural with a successful Insight + Occult Roll.
* **Cloud of Flies-** *The Hosts flesh is swarming with winged vermin such as flies, cockroaches, locusts or mosquitos imbued with demonic energies. Should their skin be breached a thick cloud of flying filth will emerge and swarm the area, seeking untainted flesh to infect and burry their eggs in.* Whenever the character is sufficiently damaged anyone around them is covered in a swarm of vermin that automatically infect them with any plague inside the characters Host and suffer D6 points of *Physical Damage*.
* **Gluttony-** *Although Neverborn do not require food to sustain themselves, this Ghula has a strong desire for it. Not only will they constantly feel a desire to feast; their appetites go well beyond mortal meals; foccussing more on living animals or humans which they can devour with their extended jaws.* Should the Ghula come across a source of food they must invest *Faint Focus* not to consume it until either doing so or moving away from it. Should they consume large amounts of living thing this may provide them with a point of **Might** however.

## Autarkis

### Voxx

* **Voxx Marks-** *The Host has developed typical Voxx Marks such as metallic skin, colors flaring over their eyes, angular lines of energy running through their skin, magnetic flesh, their hair being replaced with wires and cables, crackling energy instead of blood or an aura of static electricity surrounding them.* The character may gain any amount of cosmetic marks. Anyone observing them can find out they are supernatural with a successful Insight + Occult Roll.
* **Malign Broadcast-** *The Voxx connection to technology causes malfunction in their cybernetic mask, leading to the image of their true form randomly appearing on technology they are bound to.* Their archforms appears on screens and displays connected to a possessed grid. This effect can sometimes even take place when physically interacting with a device.

### Inferi

* **Inferi Marks**- *The Host has developed typical Inferi marks such as rotting flesh, a skeletal limb, withered or pale skin, liquid shadows or animals instead of blood or a chilling aura.* The character may gain any amount of cosmetic marks. They reduce their Appereance by 1 but grant them the Intimidation Spec on a Talent of choice. In addition anyone observing them can find out they are supernatural with a successful Insight + Occult Roll.
* **Spectre Aura-** *The Inferis contact to spirits and the underworld has created a necromantic aura around them that interrupts or damages technology, creating noise interference, disturbing images on screens or spectral voices taking over radios whenever they breach the World Walls.* When making a successful Evocation Roll Technology malfunctions or establishes a short connection to the underworld.
* **Legions of Rot-** *The Inferis substance constantly hungers for flesh to consume, draining and rotting corpses bound to it as they walk.* Corpses under the Inferis controll appear like rotten zombies minutes after being taken over.