Corruptions (RoR)

## Mental Features

The corruption of an Afflicted can take many shapes, not just physical ones. It is very common for an old Undead to loose human emotions, developing some kind of apathy or alienation to the mortal world. Step by step they will lose what made their minds human until they are as inrecognisable on the inside than they are on the outside. Other Afflicted will develop a change in the nature of their feelings, growing completly new passions and desires. Mental features can take countless features and its consequences can be expressed either by rules or by narrative means. Both players and Storytellers are encouraged to find creative concepts for their characters and their journey. Below are some of the most common examples of Mental Features associated with Corruption:

* **Dampened Emotions-** *The Afflicted has an inability to feel strong emotions or passions. Their emotions are covered by a dampening shroud that leads them to be apathetic or nihilistic to their surroundings.* Characters with this trait are unable to use Binding on non-combat-rolls.
* **Quelled Rage-** *The Afflicted becomes unable to experience hate, anger or spite. They can no longer channel force of will to fight their enemies or stand up for their believes.* Characters with this trait are unable to use their Binding in combat situations.

* **Fearlessness-** *The Afflicted has lost all sense of fear or self-preservation. They will never flee from combat or cower in fright. However they are often unable to take necessairy precautions to preserve their unlife.* Characters with this trait will never flee combat and are immune against Intimidation. When the Storyteller deems it fitting, they will engage in a fearless act such as speaking up against a powerful elder or attacking a hated but far to powerful foe.

* **Obsession-** *The Afflicted 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. Acting upon their obsession may up to once per session restore a point of Binding (if done well).
* **Alienated Mind-** *The Afflicted has lost all understanding for human emotions, needs and motives. This can be a product of lost emotions or exposure to the eldritch powers of the Underworld. They can no longer understand how a mortal ticks and have lost all sense of empathy.* Insight Rolls on mortal targets fail automatically. Insight Rolls on Spirits are made at half difficulty.
* **Supernatural Repellant-** *The Afflicteds lifebound will develop a weakness against certain actions or substances. Should they come in contact without they will be grasped by a supernatural fear that drives them away.* The Storyteller may choose a factor that triggers this Corruption-Effect (Like fire, prayers or the color green). Should the Afflicted be exposed to it they must make a Composure Roll. Should they fail they will be controlled by a primal fear that forces them to flee.
* **Prey Exclusion-** *The Afflicted has become a picky eater, and their body outright rejects sustenance that does not fit their eating habits.* The Afflicted can only feeding from targets that meet very specific requirements.

## Physical Features

Physical Corruption varies between each type of Affliction. Each of them will develop distinct characteristics that openly display their true nature. However there are some forms of corruption that are universal and can mark any Afflicted; others are highly individual and associated with their individual character and esthetics. Players and Storytellers are encouraged to find creative features that fit their characters or display an ironic twist on their past. Below are some of the most common examples of Physical Features associated with Corruption:

* **Rot-** *The Afflicteds flesh shows signs of advanced decay and although they are not activly rotting and never have been; they are marked by its touch. They might have a nose rotten done to the bone; holes in their belly that show whats underneath or colorful corpse stains.* Decreases their Impression by 2. Should mortals be exposed to particularly extreme signs of rot they will become aware of the Afflicteds supernatural nature.
* **Dampened Nerves-** *The Afflicted has lost the ability to feel pain, pleasure or warming touch. They can recognise impact upon their skin but it will simply feel empty to them.* The Afflicted becomes immune against touch and any kind of physical pleasure.
* **Unnatural Scent-** *The Afflicted will eminate a smell which humans are oblivious to, most animals are able to sense however. Instinctivly they understand what their owners are to ignorant to 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 Afflicteds true nature and respond with fear or agression.
* **Death Mark-** *The Afflicted will eminate an aura of corruption, making others suspicous of their mortal fassade.* Mortals and animals will feel a mysterious aversion towards the Afflicted. This will decrease the Afflicteds dicepool on any social roll by 2, exept Intimidation Rolls which are increased by 2. Too much contact with mortals may raise unwanted attention or increase the Afflicteds Aberration. Other Afflicted may make an Intelligence + Awareness Roll with Difficulty 3 to unmask the Afflicted as supernatural.
* **Skeletal Limb-** *A particular part of the Afflicteds body has decayed down to the bone and is only held together by a few stripes of dried muscle and tendons. This might be their cheek, their ripcage or an entire arm.* The chosen bodypart decreases its Strength Rating by 2.
* **Permanent Claws/Teeth-** The Afflicteds Fangs or Claws (depending on their Affliction) can no longer be submerged to appear human. When using them they increase their damage by 1 however.

## Spectral Corruptions

Spectral Corruptions are more unique and rare among Afflicted, realting to supernatural effects that alter the properties of their body or their enviroment.

* **Shadow in the Mind***- The Afflicted has lived too much of their unlife in the shadows, trying to hide and conceal whom they truly are. To some this behaviour becomes so naturalised they barely leave a trace in the memories of others.* Most mortals will have a hard time remembering the Afflicteds face and forget trivial encounters with them.
* **Aura of Vanity-** *The Afflicted is so consumed by their self-obsession and desire for presentation that they constantly draw the attention of anyone around them toward their face and form, burning their image into the memories of careless observers.* Unfocussed mortals looks will be drawn to the Afflicted as their face sticks out of any crowd and can not be forgotten.
* **Chill Aspect-** *The Afflicted has deeply tied themselves to the powers of death, leeching the life from their very surrounndings. Their presence brings the cold, draining every lifeform around them of warmth and comfort.* Whenever the Afflicted casts a power they will cool down the area around them. This may cause water to freeze, glass to mist up or fog to form while all those around them are drained of their body heat.
* **Flesh-Bound-** *The Afflicted has spend more time between the dead than the living and can resurrect them at a whim. Their mere presence will cause corpses to twitch or thrash around, shaken by the touch of Unlife.* Corpses around the Afflicted have a chance to twitch, open their eyes or reach in their direction for a few seconds.
* **Seasonbound-** *Some Yungsong develop a seasonal sense, granting them unique gifts and drawbacks during a respective seasons. During the spring they feel the touch of the Azure Dragon of the East which gifts them speed, during the summer the touch of the Phoenix of the South which grants them willpower, during fall they are touched by the White Tiger of the West blessing them with strength and during winter the Black Tortoise of the North grants them resilience.* During each season the Afflicted gains a unique effect. Spring increases their Dexterity by decreases their Composure by 1. Summer increases their Composure but decreases their Strength (not Toughness) by 1. Fall grants increases their Strength (not Toughness) but decreases their Toughness by 1. The winter increases their Toughness but decreases their Dexterity by 1.

## Exclusive Corruptions

### Strigoi Corruptions

* **Mutative Lifebound-** *The Strigoi spend so much time manipulating their Binding and Flesh, many end fundamentally altering ther Lifebound. This deep corruption lies dormant until triggered, breaking forth and cursing their flesh with mutations.* The Storyteller may choose any kind of trigger or condition that must be met for this to activate; forcing the Strigoi to make a roll on the mutation table. The mutation will dissappear after a night has passed. This feature can be gained multiple times.
* **Bloodlust-** *Strigoi have a much more delicate and direct relationship to their preferred sustenance. As such some of them develop an outright addiction to it, loosing controll whenever they are exposed to it.* The Aspirant must make a Composure Roll whenever they are exposed to blood. Should they fail they will loose controll and attack the wounded target.
* **Strigoi Marks-** *The Strigoi corruption is characterised by a variety of features. These include pale skin that almost resembles marble with grey veins beating blood through their veins; ears that sharpen and grow longer until in their final state resembling the grooved ears of bats; noses that turn flat and heartshaped like those of a vampire bat or eyes shining in a crimson glow that can even be seen in the dark.* Each of these features (when visible) reduces their Impression by 1 and might give away their supernatural nature. However each feature increases their Impression when speaking with Strigoi Elders or Dracul.

### Revenant Corruptions

* **Rebellious Spirit-** *A Revenants diet offers them great powers, however it comes along with certain dangers. Once in a while they will consume a particularly unruly spirit that is able to cling to them after being consumend, taking permanent root in their mind. Once in a while the spirit becomes strong enough to take over its host for a limited amount of time.* The Storyteller may choose any kind of trigger or condition that must be met to allow the chosen spirit to take over the Revenant. They will remain in controll either until the session ends or condition is met that allows the Revenant to take back controll. It is possible for multible spirits to infect the Revenant like this.
* **Shadow of Death-** *The countless souls the Revenants has consumed over the course of their unlife have left their mark on them. Since their sorcery is darker and more distorting than any other, these marks are often brought to the surface. Those that come to close to the Revenants will be struck by tormenting memories of the lost souls.* Whenever someone touches the Revenant they will recieve a short vision, displaying the memory of a soul the Afflicted has consumed in the past. No matter how long these visions are, in the material world no time will pass for the viewer.
* **Revenant Marks-** *The corruption of Revenants is characterised by a variety of features. These include skin that turns grey and sunken, beginning to shrivel and develop a network of wrinkles; although in some cases it turns extremly smooth transparent skin that appears to be stretched to thinly over their withered body and makes their inner ogans visible; their eyes begin to turn black over time while their iris turns into a pale blue and their pupil becomes completly white or their hair may turn white and grow longer with each year until reaching their hips, something most Revenants find repulsive enough to cut it back every night.* Each of these features (when visible) reduces their Impression by 1 and might give away their supernatural nature.

### Ghoul Corruptions

* **Moons Curse-** *Through their connection to the moon and other celestial bodies, most Ghouls will experience strange swings in mood and abilities with certain moon phases.* The Storyteller may choose a moonface and a desire it instills into the Ghoul. Engaging in the chosen desire grants the Ghoul an additional die on all associated rolls; resisting it requires Faint Focus.
* **Shapeshifters Curse-** *The Ghoul has spend so much time shifiting between different shapes and apperances that they feel uncomfortable with their original from. They have lost controll over their abilites, making them constantly shapeshift if they are unfocussed.* Whenever the Storyteller deems it fitting, they might ask the Afflicted to make a Composure Roll. Should they fail, they will assume a new shape using **Malleable Form** without noticing it; however they do not have to spend Essence on the power.
* **Ghoulish Marks-** *The corruption of Ghouls is characterised by a variety of features. These include skin will start to turn dry and darken until almost resembling small scales of grey parchment, almost appearing mummified; their face deforming until almost resembling a snout; the white in their eyes replaced by a blurry red while their iris gains a bright yellow glow; ears growing long and sharp into a dagger-like shape or their fingernails growing into curved claws like those of cainines.* Unlike other forms of corruption these marks can not be removed through Metamorphosis. Each of these features (when visible) reduces their Impression by 1 and might give away their supernatural nature.