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Taint was first introduced into the D&D game in Oriental
Adventures. It was greatly expanded upon in Unearthed Arcana,
but it was not until the publication of Heroes of Horror
that rules existed that made Taint a realistic option for a player
character. The following rules are based heavily on Heroes of
Horror with one or two slight changes. The Iourn Game
of Souls campaign makes significant use of these rules. Throughout
these rules I draw upon the Iourn game (and the Great Dark in particular)
as examples, but these rules are easily transported to any setting.
What is Taint?
Taint is the lingering corruption of places and objects by unfathomable
evil. We are not talking about the evil created by an unhallow spell
or the foul taste to the air a paladin can detect when he senses
a vampire.... this is something deeper, something more profound
and utterly overwhelming. A weapon used to slaughter thousands of
innocents, a forest grown on land soaked with the blood of an evil
god, a book bound in the flesh of an archfiend for its own twisted
purposes.... these are all examples of tainted items and locations.
On Iourn, all of the Great Dark is tainted to some extent. It has
always been a place where evil has permeated the very soil, but
the presence of the Enceinte has intensified and concentrated this
taint. Almost everyone and everything in the Great Dark will be
tainted to a greater or lesser extent. But that does not mean they
are actually evil.
Being tainted is seldom a good thing. It is debilitating to the
body and the mind. Certain creatures and certain classes can turn
taint to their advantage, but they are few and far between. On the
most part, even characters of an evil alignment do not want to be
tainted. This is worth bearing in mind.
Types of Taint
There are two types of taint:
Taint that affects the body is called corruption and is resisted
with a Fortitude saving throw. Corrupted individuals may development
pustulent sores, deformity, seizures, illness or other obvious effects.
The more corrupted you are, the more hideous and disabled you become.
Too much corruption is fatal, and the dead character will rise from
the grave as a force of evil. The character takes on the Tainted
Minion template and becomes an NPC. How much is too much depends
on your character's Constitution score.
Taint that affects the mind is depravity and is resisted with a
Will saving throw. Depraved individuals develop bizarre quirks,
traits and debilitating insanities. The more depraved you are the
more mentally unstable you become. Too much depravity drives a character
to permanent madness. The character takes on the Tainted Raver prestige
class and becomes an NPC. How much is too much depends on your character's
Wisdom score.
Becoming Tainted
Simply entering an area or taint, or touching a tainted item bestows
1d3 points of taint (either depravity or corruption, but seldom
both). A character can make the appropriate saving throw: Will for
depravity or Fortitude for corruption, at a DC of 10 + the taint
bestowed. If they succeed they do not gain taint.
All beings that enter the Great Dark (or are born there) must make
this saving throw. Roughly three-quarters of population of the Great
Dark will have failed, and will therefore have between 1 and 3 points
of taint. Some creatures would have willingly failed. Player characters
can always choose whether they have taint or not. It is entirely
up to you. There are some races that cannot acquire taint, but we'll
get to those in a moment.
Prolonged exposure to taint: such as remaining in a place of high
taint, or continuing to carry a tainted item bestows an additional
+1 taint per day. Most average mortals of the Great Dark will have
shied away from such areas and practices.
Acquiring taint can have some immediate game-related effects:
- Gaining corruption greater than a character's constitution modifier
at one time makes character nauseated for 1d4 rounds, or sickened
if the save is successful.
- Gaining depravity greater than a character's wisdom modifier
at one time makes character stunned for 1d4 rounds, or dazed if
the save is successful.
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Definitions
Dazed: The creature is unable to
act normally. A dazed creature can take no actions, but has
no penalty to AC. A dazed condition typically lasts 1 round.
Nauseated: Experiencing stomach distress. Nauseated
creatures are unable to attack, cast spells, concentrate on
spells, or do anything else requiring attention. The only
action such a character can take is a single move action per
turn.
Sickened: The character takes a -2 penalty on all attack
rolls, weapon damage rolls, saving throws, skill checks, and
ability checks.
Stunned: A stunned creature drops everything held,
can't take actions, takes a -2 penalty to AC, and loses his
Dexterity bonus to AC (if any).
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Magic and Taint
Magic and Taint do not necessarily go hand in hand. However, if
the magical weave is itself tainted (as is the case in the great
Dark), then casting magic is very dangerous indeed. Spellcasters
(especially arcanists) run the risk of absorbing taint into themselves
whenever they cast a spell. See the section on Magic
in the Great Dark.
Deeds Most Foul
If you behave in an evil manner you are likely to acquire additional
taint. The Great Dark is like a vast sentient creature, constantly
hunting for beings to corrupt. Certain acts will force a Will or
Fortitude save against taint. Any of the following could result
in corruption or depravity depending on the circumstances. It's
all up to the GM really.
| Crime or Act of Violence |
Taint Gained per Victim of the Crime
|
|
Known Evil Entity
|
Unknown, Stranger
|
Known Good Entity
|
Friends, Innocent
|
| Violence in Self Defence |
0
|
0
|
0
|
1
|
| Assault, unprovoked |
0
|
1
|
2
|
3
|
| Assault, GBH |
1
|
2
|
4
|
6
|
| Betrayal, minor |
0
|
1
|
3
|
6
|
| Betrayal, major |
1
|
3
|
6
|
9
|
| Extortion |
0
|
2
|
5
|
8
|
| Lying |
0
|
0
|
0
|
1
|
| Murder, brutal |
3
|
6
|
10
|
GM Discretion
|
| Murder, pre-meditated/non-brutal |
2
|
3
|
6
|
10
|
| Theft, grave-robbing |
0
|
1
|
5
|
7
|
| Theft, major |
0
|
1
|
4
|
7
|
| Theft, minor |
0
|
0
|
3
|
6
|
| Threats of Violence |
0
|
0
|
1
|
2
|
| Torture, routine |
4
|
7
|
GM Discretion
|
GM Discretion
|
| Torture, sadistjc |
10
|
GM Discretion
|
GM Discretion
|
GM Discretion
|
Remember that saving throws still apply. For example, a PC engaging
in the sadistic torture of a known evil creature is allowed a Fortitude
save at DC 20 to avoid becoming tainted with 10 additional points
of corruption.
Unholy Acts
In addition to mundane nastiness and violence, the Great Dark is
extremely inclined to punish those who violate their own religious
beliefs, or the religious beliefs of others. Basically it takes
a special kind of evil to piss over someone else's faith. Again
saving throws apply normally.
| Unholy Act |
Taint Gained According to Faith of Victim
|
|
Evil Faith
|
Neutral Faith
|
Good Faith
|
Own Faith
|
| Breaking a Tenet |
0
|
1
|
2
|
5
|
| Breaking an Oath |
0
|
2
|
5
|
10
|
| Breaking a Vow |
0
|
5
|
10
|
GM Discretion
|
| Defilement |
0
|
4
|
8
|
GM Discretion
|
| Desecration |
0
|
8
|
GM Discretion
|
GM Discretion
|
Tenets are general rules that members of a faith follow (e.g. I
must eat fish on a Friday). Oaths are more important laws that all
members of a faith follow (e.g. I must never strike another man
in anger). Vows are only held by clerics. They are the most fundamental
parts of the religion (e.g. I must not suffer a goblin to live).
A cleric that breaks a vow will probably receive censure from his
god as well as receiving taint. Defilement removes the sacred blessing
from an object, place or relic. Desecration is similar but does
so in such a way that is inimically offensive to the deity.
Avoiding & Resisting Taint
The best defence against becoming tainted is to stay well away
from tainted areas and objects. That is not an option in the Great
Dark. There are certain objects that can absorb taint, these include
a pure jade rod the size of a human finger, a blessed piece of vellum
made from the skin of a month-old lamb and so on. To an extent,
the more of these objects you carry the better protected you are.
However, there is a point at which the law of diminishing returns
applies. Once an object has absorbed a certain amount of taint (a
number of points of either depravity or corruption) it crumbles
and is useless.
Rather unsurprisingly, these taint-absorbing items are not very
common in the Great Dark. Even if they were, their use would be
limited because you would always have to carry one on your person.
So how else can you avoid taint? Well, here are some options:
- Having a nonability in Constitution makes a character immune
to corruption. Having a nonability in Wisdom makes a character
immune to depravity. However, such nonabilities may also make
the characters utterly unplayable.
- Any race that is of the Evil type is immune to the effects of
taint, although they can still acquire taint and still have a
taint score.
- Undead creatures have no constitution score, therefore they
are completely immune to the effects of corruption. They are also
immune to the effects of depravity - they can accrue depravity
normally, but they do not suffer the negative effects for having
it.
- The Nezumi (a race of rat creatures) are completely immune to
the effects of taint, and never have a taint score. No-one knows
why.
- You can select the feat Pure Soul (Heroes of Horror p124).
This makes you immune to taint in the same way as a nezumi. However,
you must be of an non-evil alignment to select this feat.
- Certain prestige classes, notably the Tainted
Warrior and the Tainted
Scholar, acquire taint normally but they are able to ignore
much of its effects and actually use it to their advantage.
Effective Taint
In addition to actual taint, a character can also have an Effective
Taint score. Effective Taint is a figure that is added to both your
corruption and depravity scores. It doesn't count toward the debilitating
effects of taint, but it does count toward your taint level in regard
to qualifying for certain feats and classes. Class abilities that
utilise taint always use taint + effective taint.
All creatures of the Evil subtype have an effective taint score
of half their Charisma modifier (minimum 1). Add +1 to this figure
if the creature is undead or +2 if they are an outside (such as
fiend).
Other characters can gain effective taint by taking Vile Feats.
A full description of Vile Feats and Vile Damage is described
elsewhere. Any vile feat that alters the appearance or innate
abilities of a character also bestows +2 effective taint. The vile
feats that bestow effective taint are: Deformity (Clawed Hands),
Deformity (Eyes), Deformity (Face), Deformity (Gaunt), Deformity
(Obese), Deformity (Skin), Deformity (Tall), Deformity (Teeth),
Deformity (Tongue), Vile Ki Strike, Vile Martial Strike, Vile Natural
Attack and Willing Deformity.
All effective taint is cumulative. So a character with four of
the above feats would have 8 points of effective taint. If the character
had acquired a further 10 points of taint through conventional means
his effective taint level would be 18. However, he would only suffer
debilitating effects as if his taint score was 10.
The Mechanics of Taint
Up until I have documented how characters can acquire and avoid
taint. I have not said what happens when you have taint. Corruption
and depravity manifest mild, moderate and severe symptoms, the higher
the taint score the more affected a character becomes. However,
characters with higher constitution and wisdom scores can resist
more corruption and depravity respectively. The thresholds are as
follows:
|
Con or Wis Score
|
No Taint
|
Mild Taint
|
Moderate Taint
|
Severe Taint
|
Dead or Insane
|
|
1 - 4
|
0
|
1
|
2 -5
|
6 - 13
|
14+
|
|
5 - 8
|
0
|
1 - 3
|
4 - 11
|
12 - 27
|
28+
|
|
9 - 12
|
0
|
1 - 5
|
6 - 17
|
18 - 41
|
42+
|
|
13 - 16
|
0
|
1 - 7
|
8 - 23
|
24 - 55
|
56+
|
|
17 - 20
|
0
|
1 - 9
|
10 - 29
|
30 - 69
|
70+
|
|
21 - 24
|
0
|
1 - 11
|
12 - 35
|
36 - 83
|
84+
|
|
25 - 28
|
0
|
1 - 13
|
14 - 41
|
42 - 97
|
98+
|
|
29 - 32
|
0
|
1 - 15
|
16 - 47
|
48 - 111
|
112+
|
|
33 - 36
|
0
|
1 - 17
|
18 - 53
|
54 - 125
|
126+
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Characters select one effect when they reach each level of corruption
and each level of depravity. Definitions of what each effect means
is listed in Heroes of Horror pp63-66. These changes are
not cosmetic. Each imposes penalties on skills and/or stats. Some
corruption effects may give small bonuses, but they are overshadowed
by the penalties.
These changes can significantly affect how characters are role-played.
This can be fun, but I don't want to be too prescriptive. I don't
want the rules to inadvertently 'ruin' a character concept. As a
result I am happy for players to come up with different effects
that are along the same lines as the ones listed below. So consider
these effects to be examples:
Corruption Effects
|
Level of Corruption
|
|
Mild
|
Moderate
|
Severe
|
|
Dead Eyes
|
Lips Shrink
|
Lich Eyes
|
|
Ear Scabs
|
Fingers and toes fuse
|
Shrivelled flesh
|
|
Gums swell
|
Bones thicken
|
Great swollen growths
|
|
Feet curl
|
Joint pain
|
Spine twists
|
|
Lumps
|
Eruption of sores
|
Wrigglers
|
|
Odour of decay
|
Paralysed face
|
Nose rots
|
|
Palsy
|
Uncontrollable seizures
|
Skull deformed
|
|
Skin seeps
|
Blood eruption
|
Internal corruption
|
|
Skin sloughs
|
Skin thickens
|
Skin lichen
|
|
Winded
|
Chronic illness
|
Lungs eaten away
|
Depravity Effects
|
Level of Depravity
|
|
Mild
|
Moderate
|
Severe
|
|
Aggressive
|
Treacherous
|
Murderous
|
|
Bestial
|
Deranged
|
Unbalanced
|
|
Compulsive
|
Hysterical
|
Unresponsive
|
|
Crazed
|
Jittery
|
Craven
|
|
Disorientated
|
Hallucinating
|
Paranoid
|
|
Mildly Phobic
|
Moderately Phobic
|
Severely Phobic
|
|
Neglectful
|
Distracted
|
Enthralled
|
|
Opinionated
|
Solipsistic
|
Hubristic
|
|
Prophetic
|
Delusional
|
Apathetic
|
|
Sycophantic
|
Weak-willed
|
Fatalistic
|
There are many options about where a character can take Corruption
and Depravity effects. Think of them a little like the effects of
failed power checks in the old Ravenloft second edition game. It
is the influence of the Great Dark creeping into your character.
If the Great Dark is sentient then perhaps it has a purpose in mind.
Perhaps in this game, as in Ravenloft, characters are actually turning
into something as they acquire more taint. Maybe they are turning
into a devil or some other creature of warped evil. Think about
it.
It is worth mentioning that the corruption effect "Internal
Corruption" can be used to cover-up the outward appearance
of taint. - althought you have to be severely corrupted to select
it. Some prestige classes use this quite effectively.
Benefits of Taint
Reading the above you would think that there are no benefits from
taint; but D&D strives for nothing if not balance. Having taint
can cripple a character. To slightly off-set this, characters receive
a bonus feat when they reach Moderate Taint, and another when they
reach Severe Taint. Therefore a character with severe corruption
and severe depravity would receive a total of four bonus feats.
Effective Taint does not count toward this total. The bonus feats
can be any to which the character qualifies. If the character has
her taint reduced to beneath the level where she gained the bonus
feat, then she loses the feat.
Healing Taint
So, you've got taint and you want to get rid of it. Can you? The
answer is that is possible, but by no means easy - especially in
the Great Dark.
When a character crosses a threshold (from no taint to mild taint,
mild taint to moderate taint, or moderate taint to severe taint)
they have one day to receive a restoration, heal or
greater restoration spell. If this spell is cast in time
then the character's taint is returned to is initial level. For
example, a character with mild taint gains moderate taint. If one
of the listed spells is cast within one day then she is returned
to mild taint. After one day the new level of taint becomes permanent
and can only be removed by a wish or miracle spell.
Heroes of Horror states the following spells have some ability
to reduce taint: Atonement, Heal, Miracle,
Remove Curse, Remove Disease, Restoration,
Greater Restoration and Wish. However, none of those
spells will work if they are cast in an area of taint. They need
to be cast in an area sanctified with Good magic. Good luck in finding
one of those in the Great Dark.
Additionally, any spell caster that tries to remove taint must
make a caster level check at a DC equal to 10 + half the taint level
of the subject or become tainted themselves. They gain a taint equal
the number they missed the check by. Nasty.
Tainted Feats
Heroes of Horror introduced a number of tainted feats. These feats
require a certain level of depravity and/or corruption to select.
These spells are a manifestation of the evil inside the character.
For 2d4 rounds after a character makes use of the benefits of a
tainted feat she appears to be evil to detect evil spells and any
spells or special abilities that normally only work against evil
targets (e.g. circle of protection, smite) will work on her. Tainted
feats are supernatural abilities.
Corrupt Arcana (Heroes of Horror)
Spontaneous casters can prepare Corrupt Spells in the same way as
a wizard.
Debilitating Spell (Heroes of Horror)
Adds the Evil descriptor to your spell and inflicts ability damage
in addition to any spell effect.
Debilitating Strike (Heroes of Horror)
Your unarmed strikes are considered evil or the purpose of overcoming
damage reduction, and they inflict additional ability damage.
Eldritch Corruption (Heroes of Horror)
Enlarge, extend, heighten or widen a spell at the expense of your
ally's Con score.
Forbidden Lore (Heroes of Horror)
Gain +2, +4 or +6 bonus on bardic knowledge of similar checks regarding
sinister topics.
Lunatic Insight (Heroes of Horror)
+2 initiative bonus, and treat all knowledge skills as if they were
trained skills.
Mad Faith (Heroes of Horror)
Your depravity grants you bonus spells.
Surge of Malevolence (Heroes of Horror)
+3, +6 or +9 bonus on a single attack, saving throw or check.
Tainted Fury (Heroes of Horror)
Gain bonus hit points and a tainted smite attack while in a tainted
fury.
Tainted Prestige Classes
Two classes in the game are specifically designed to make use of
taint. The Tainted
Scholar is the class that uses taint to further his magical
pursuits, the Tainted
Warrior uses taint to further his martial abilities. Give the
right combination of feats and skills it is possible to qualify
for both these classes at level six. Follow the links for more informtion
about these classes.
Starting Taint
Okay, so it's character generation and you want to know how much
taint your character has already acquired. There is no hard and
fast rule for this. Regardless of the campaing, I wouldn't saddle
any character with taint during character generation if the player
didn't want the character to have it. If you want an untouched character
with zero taint at the start of the game, then you can. Of course,
I can't be responsible for what happens during the campaign.
You will start with your Effective Taint (if you have any). So
characters of evil races, undead creatures or anyone who has taken
vile feats will start with effective taint. There's no wiggle room
here. You wanted the race and feats, so you deal with the consequences.
If you want to play a Tainted Scholar or Tainted Warrior, and if
you meet all the other requirements, then you can start with the
minimum required taint to qualify for the class.
On the whole I would prefer your character didn't start with a
lot of taint. I'd prefer that we roleplayed its road to damnation.
.
Taint and Vile Damage
As a note, the dark power behind taint is the same dark power that
is used to inflict Vile damage. Anyone inflicting Vile damage is
using the power of taint to violate their victims body to such an
extent that the damage cannot be easily healed. Those who employ
vile damage do not need to be tainted themselves, and those who
are tainted do not necessarily have access to vile damage, although
the two do often go hand-in-hand. A tainted weapon that has been
used for acts of unspeakable evil may inflict vile damage on foes
in combat, for example.
Vile Feats
The vile feats Deformity (Clawed Hands), Deformity (Eyes), Deformity
(Face), Deformity (Gaunt), Deformity (Obese), Deformity (Skin),
Deformity (Tall), Deformity (Teeth), Deformity (Tongue), Vile Ki
Strike, Vile Martial Strike, Vile Natural Attack and Willing Deformity
all duplicate the effects of taint on a mortal body. In addition
to bestowing effective taint (as discussed above) characters with
these feats are considered to be tainted and would be revealed by
a detect taint spell.
See Also:
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