Corruption

## Common

### 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 with 2 extra dice.
* **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 against Difficulty 4. Should they fail they will be controlled by a primal fear that forces them to flee.

### 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.
* **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.

## Unique Corruption

### Strigoi

* **Mutative Lifebound-** *The Binding of the Strigoi is directly tied to their corrupted Essence. When the Strigois thirst grows stronger their Blood will begin to unleash its mutative properties, distorting their flesh and bone and turning them into a bestial predator.* Each time the Afflicteds Essence rating falls on 3 or lower they must make a roll on the Mutation Table. The Mutation will revert once they restored their Essence.
* **Roused Blood-** *Retaining ones lifebound is a task that requires a Strigois constant attention. In some cases too much contact with umbral forces may shatter their resolve for a few critical seconds, allowing their Essence to mutate.* The Aspirant must make a Roll on the Mutation table. Should the result be 1-3 or 18-20 reroll the result.
* **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.

**Balauri**

* **Curse of the Bloodleech-** *All Balauri have an obsession with Strigoi Essence, using it to twist or absorb its powers. For some, this obession turns into a curse, making them grow ever hungry for the blood of their kin. This curse is similar to that of Sitis, only that they thrist for Strigoi Essence. Mortal blood, in return, tastes stale and vapid, leaving them unsatisfyed.* When openly exposed to Strigoi blood, the Aspirant needs to make a Composure Roll with difficulty 3 to resist the urge to feed. Should they drink Strigoi blood it will restore twice as much Essence.
* **Unholy Touch-** *The Balauri possess deep insight in the ways their enemies trick mortals into blind servitude. Symbols that inspire faith into false rulers are revolting to most Balauri, to the point where their anger turns into physical force.* Symbols the Balauri deems tyrannical or oppressive (eg. crosses, banners or faction signs) will burn when touched or in their close proximity.

**Cousombre**

* **Inhuman Vanity-** *Cousombre view themselves as the most superior creatures of the night and the rigthful rulers of undead-kind. To them, mortals are mindless toys and other Afflicted mudblooded servants. Many internalize this mindset so much it becomes intrinsical to their being. To such Cousombre it becomes physically revolting to not treat those below them condescendingly.* Aknowledging a character as equal or supreme that is not a Cousombre requires a Composure Roll with difficulty 3. Should they fail they will loose a point of Binding.

* **Shadow in the Mind***- The Cousombre live most of their unlifes in the shadows, guiding and puppeteering the fates of others. Many of their agents spend so much time hiding and trying to obfuscate their presence and identity. Over the eaons some Cousombres develop a shadowy aura, cleansing the memory of their face from the minds of the people around them.* Most characters will have a hard time remembering the Afflicteds face and forget trivial encounters with them.

**Custodes**

* **Angelic Appearance-** *The Custodes view themselves as divine, angels send to earth to do gods work. Their Angelic Ego will often manifest in an aura that draws the looks of people around them towards their direction. Contrary to their own belief this will not make them more beautiful but attract constant attention as their face burns itself into the memories of all around them.* Unfocussed mortals looks will be drawn to the Custodes as their face sticks out of any crowd and can not be forgotten.
* **Consuming Thirst-** *Those that suffer the Curse of Sitis will experience an almost uncontrollable thirst for blood, even emerging when they just fed. For some Custodes, this curse manifests physically. Whenever they sense blood their predatory nature will be displayed as the urge to feed becomes uncontrollable.* When making a Composure Roll to resist the urge to feed the Afflicteds eyes will flash golden and their fangs will extend for a few seconds.
* **Oathbound-** *There are few concepts Custodes value more greatly than honesty and loyalty. For some a given word is sacrosanct, and violating it brings metaphysical shame upon oneself.* Should the Custodes betray a given promise or fail to fufill an oath, they reduce their Binding by 3. This effect lasts until the have sufficiently redeemed themselves.

**Dracul**

* **Corrupted Flesh-** *The Dracul 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 Dracul to make a roll on the mutation table. The mutation will dissappear after a night has passed; the Dracul may also choose to spend two points of Essence to undo it. This feature can be gained multiple times.
* **Obsessive Authority-** *Dracul see themselves as natural rulers and shepherds of human kind. For some this self-assurance in their role as a leader becomes so deeply engrained in their being that any opposition will invoke a belligerent response.* Should the Draculs authority be questioned they must make a contested Charisma + Leadership Roll against their target. Winning this roll (with a considerable margin) will silence all opposition; losing it will result in a choleric attack.
* **Insatiable Vengefulness-** *More than anyone else (...).* Should the Dracul be wronged or betrayed by another character, they may form a long lasting grudge. Doing so will grant them *Hate* against their target, however not harming them when possible will require a successful Composure roll wif difficulty 3.

**Vuldonen**

* **Crow Feast-** *The Vuldons connection to crows and ravens has grown so strong they act as a permanent beacon towards their kind; attracting them as well as the scent of fresh carrion.* The Vuldon will constantly be followed by crows and ravens that fly above them and land on the surrounding rooftops.
* **Aspect of Winter-** *The Vuldon has developed a deep connection to the grim aspect of their gods and the realm of winter they govern. Their presence brings the cold, draining every lifeform around them of warmth and comfort.* Whenever the Vuldon 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.
* **Twilight Allegiance-** *Like the gods the Vuldon worships, they are bound to the shifting seasons. Their physical form will shift between them, alligning itself closer to nature.* The Vuldons appereance will change between the green and the grey months of the year. The Storyteller may choose to alter facial and sexual features aswell as the overall posture and the texture of their skin.

### Ghouls

* **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.
* **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.

**Aedifex**

* **Flesh-Bound-** *The Aedifex 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 Aedifex have a chance to twitch, open their eyes or reach in their direction for a few seconds.
* **Exquisite Taste-** *Due to their excessive exposure to rotting flesh the Aedifex has made a clear distinction between food and function; making it physically repulsive to eat corpseparts that could be useful for their creations.* The Aedifex will either only eat chosen parts of a corpse or only a certain type of corpse (chosen by the Storyteller). However should they find a piece of meat that perfectly suits their taste they may restore a point of Binding once per session.

**Nereids**

* **Touched by the Sea-** *The Nereid may experience unique signs of rot, manifesting themselves in scurvy, swollen or bloated flesh aswell as spongy skin. Should these features amass they will quickly appear as a particularly nasty drowned corpse. Other common examples of this would be barnacles growing on their skin or torn fins growing on their back or arms.* Should mortals be exposed to visible Touches of the Sea they will instantly become aware of the Afflicteds supernatural natur. Among other Nereids this will increase their Impression by 1 however.
* **Oceans Odor-** *No fleshcrafting or spell can mask the terrible stench the Nereid emits. They will reek of rotten fish and dried kelp, carrying the most unpleasent odors of the ocean around them like an invisible swarm of flies.* Decreases the Afflicteds Impression and Seduction Rating by 2. Mortals arround them are less likely to engage the Afflicted in any kind of way, avoiding them if possible.
* **Briny Host-** *The Nereids body hosts the most unpleasent vermin of the sea. Their insides will be ridden by swarms of tiny crustaceans and parasites feasting upon their regenerating flesh while barnacles grow inside their entrails. Neither curses nor disease can cleanse their body of these creatures. Most of the times they will remain in the Nereids insides, however wounding them will reveal a nasty suprise.* Wounding the Afflicted will result in swarms of parasites and sea creatures pouring out. The Afflicted may spend a point of Essence and spit out a chunk of carnivorous crustaceans; which use the Vermin Swarm profile.

**Sphingians**

* **Marks of the Duat-** *The touch of the Duats Liches has permanently corruppted the Sphingians physical form. This may include their Essence turning into sand, their skin turning into dried parchments or their body growing haggard and boney. In very rare cases this may also include animal features associated with their respective dieties.* Should mortals be exposed to visible Marks of the Duat they will instantly become aware of the Afflicteds supernatural natur. Among other Sphingians this will increase their Impression by 2 however.

**Vargr**

* **Shapeshifters Curse-** *The Vargr has spend so much time shifiting between different shapes and apperances that they feel uncomfortable with their original shape. 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 with Difficulty 3. 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.
* **Bestial Temper-** *The Vargrs aggression is intrinsically tied to their Feral Form. Should their anger or hatred be too strong to controll, they will instantly assume their Feral Form.* Whenever the Afflicted is enraged they must make a Composure Roll with Difficulty 4. Should they fail, they will instantly cast **Feral Form** and assume their Beastform; however it is cast without requiring Essence or an Evocation Roll.

### Revenants

* **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.
* **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.

**Krasue**

* **Curse of the Night-** (...) Intense light (including artifical light from gas or fire) thins mists under the Krasues controll and causes between 1-5 points of *Mental Damage.* In return absolute darkness will strengthen them, increasing their Dexterity by one as long as they move unseen.
* **Shifting Persona-** *It is common for Krasue to take the names of those they kill and even assume their apperances through illusions. For many this is a mere trick to hide their identity and reach their next target undetected. Those that engage in this behaviour to excessivly may loose track of their own identity to the extend of losing it forever.* The Krasue will change their identity atleast once every third session while forgetting about any they had before. Being confronted with a former ego of theirs will cause intense dysphoria which consumes Absolute Focus until the expose is over; however they may reroll any amount of dice on Charisma + Disguise Rolls to hide their true nature.
* **Obsessive Spite-** *More than anyone else the Krasue seek to inact vengeance upon those that wronged them and their House. They feel a cold hatred for their enemies and their death comes swift should the Krasue come close enough. For many their focus on vengeance turns into an obsession that can only be quelled by murder.* The Storyteller may choose an enemy of the Krasue to whose death they will develop an obsession. Should any opportunity to kill their enemy present itself, they must invest Intense Focus not to act upon it. Killing their target will reduce their current Aberration by 5.

**Yunsong**

* **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.

**Orcus**

* **Restless Spirit-** *Since the transcendancy of their great mother and the fall of the Edimmus last empire, the Orcus feel like strangers no matter where they go. Many chose to spend their Unlife traveling across the material and unliving world, constantly guided by their research. For some Orcus this desire to move along becomes engrained so deeply into their being they become nearly obsessed with it.* Should the Orcus rest at a place known to them for an overall month or longer they will start the game with two points of Binding less.
* **Shadow of Death-** *The countless souls the Orcus 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 Orcus will be struck by tormenting memories of the lost souls.* Whenever someone touches the Orcus they will recieve a short vision, displaying the memory of a soul the Afflicted has consumed in the past. When using Intense Focus they may choose to cast a specific memory on anyone touching them. No matter how long these visions are, in the material world no time will pass for the viewer.
* **Infested Flesh-** *The inner organs of the Orcus are crawling with meaty maggots and other kinds of insects. They have fed so much upon their flesh that they are recognised as part of their body, meaning no curse of disease can get rid of them. While most of them breed in their head and digestive tract, once in a while they will grow so numerous some of them will be pushed out of the Orcus body through wounds or their mouth.* Once per session the Storyteller may demand a Composure Roll with difficulty 2 from the Afflicted. Should they fail, maggots or flies will pour out of any wound aswell as their mouth and nose. They may also spend a point of Essence to force a small swarm of these creatures out, which allows them to reroll up to three dice when trying to intimidate a mortal but gives away their supernatural nature.
* **Pestilent Essence-** *The Orcus Essence has been replaced by a pestilent black mist. Should they be wounded all in their proximity will suffer if they come into contact with their Essence, rotting their flesh and blackening their loungs.* All that come into contact with the Afflicteds Essence will suffer 3 points of *physical damage*.