Post by Cpt Micha on Sept 2, 2008 18:01:02 GMT -5
Taint occurs from times where the empyrean over lapped into the material plane. An object, person or place can leave a corrupting aura about it once touched by the empyrean for en extended amount of time. Abominations are taint given form and always have an aura of it about them, more powerful Abominations lairs and places of residence are usually tainted as well.
Taint has several damaging physical effects to one succumbing to it, they begin to mutate in hideous and unexpected ways, and it can even warp the mind and perception of someone exposed to it.
The longer one is exposed to a tainted object, or area increases the odds of that person becoming tainted themselves. Player Characters are Heroic, and as a result start with a +3 on saves versus Taint, however even the powerful souls, minds and bodies of these individuals can gradually succumb to the effects of Taint.
Characters initially exposed to a tainted area gain 1d3 points of taint automatically with no save. These points fade away once the characters take an extended rest in a non tainted area. Taint can be cleansed with a successful Remove Disease ritual. Priests of Arial get a +2 on their check to Cleanse Taint.
Acute Exposure
During the first twenty four hours of exposure a Player Character makes a save with a +3 bonus to taint. If the save fails they gain a taint point.
Moderate Exposure
During the second twenty four hours of exposure to taint a Player Character must make another save at a +2 bonus. If they fail the save they gain a taint point.
Severe Exposure
During the third twenty four hour period of exposure to taint the character must make another save at a +0. If they fail the save they gain 3 taint points.
Complete Exposure
During the fourth period of twenty four hour period of exposure they must make a save at a -2 penalty. If they fail the save they gain five taint points.
Once the taint score reaches 1/4th the character's constitution score they are considered mildly tainted. Once it reaches one half you are considered moderately tainted, once it reaches three fourths you are considered severely tainted.
If your taint score equals your constitution score or exceeds it you die, and come back as an Abomination (see future template)
Taint can also affect your Sanity score. Make a Sanity check if you pass you take the number or die roll infront of the slash against your Sanity points, if you fail you take the number after the slash.
Mildly tainted 0/d6
Moderately tainted d4/d8
Severely tainted d10/d12
Complete Taint Permanent Insanity
Taint has several damaging physical effects to one succumbing to it, they begin to mutate in hideous and unexpected ways, and it can even warp the mind and perception of someone exposed to it.
The longer one is exposed to a tainted object, or area increases the odds of that person becoming tainted themselves. Player Characters are Heroic, and as a result start with a +3 on saves versus Taint, however even the powerful souls, minds and bodies of these individuals can gradually succumb to the effects of Taint.
Characters initially exposed to a tainted area gain 1d3 points of taint automatically with no save. These points fade away once the characters take an extended rest in a non tainted area. Taint can be cleansed with a successful Remove Disease ritual. Priests of Arial get a +2 on their check to Cleanse Taint.
Acute Exposure
During the first twenty four hours of exposure a Player Character makes a save with a +3 bonus to taint. If the save fails they gain a taint point.
Moderate Exposure
During the second twenty four hours of exposure to taint a Player Character must make another save at a +2 bonus. If they fail the save they gain a taint point.
Severe Exposure
During the third twenty four hour period of exposure to taint the character must make another save at a +0. If they fail the save they gain 3 taint points.
Complete Exposure
During the fourth period of twenty four hour period of exposure they must make a save at a -2 penalty. If they fail the save they gain five taint points.
Once the taint score reaches 1/4th the character's constitution score they are considered mildly tainted. Once it reaches one half you are considered moderately tainted, once it reaches three fourths you are considered severely tainted.
If your taint score equals your constitution score or exceeds it you die, and come back as an Abomination (see future template)
Taint can also affect your Sanity score. Make a Sanity check if you pass you take the number or die roll infront of the slash against your Sanity points, if you fail you take the number after the slash.
Mildly tainted 0/d6
Moderately tainted d4/d8
Severely tainted d10/d12
Complete Taint Permanent Insanity