Friday 21 December 2018

D&D Taint in GURPS

D&D Taint in GURPS

Heroes of Horror introduces a new mechanic to D&D 3.5 – taint. It is practically identical to the corruption mechanic found in GURPS Horror, pp. 22, 146-128, but somebody still might want to tweak it to have D&D flavor. Let us delve into that, but I expect the delve not to be very deep and thorough.


First, corruption in D&D has two forms – physical and mental. These forms are called corruption and depravity, respectively, but to avoid confusion we will call them physical and mental corruptions here.

Corruption Accumulation:
1.       Generally, spellcasters should not be able to gain free energy via corruption, but the option to do so sounds like a nice perk for a magical style or a specific tradition. Keep in mind that I am talking about Sorcery here.
2.       Abilities with the Corrupting, -20% (p. H22) limitation should be an option.
3.       Bad Places (p. H147) stays the same.
4.       Blood Money (p. H147) should not be an option.
5.       Corrupt Wounds (p. H147) stays the same.
6.       Derangement (p. H147) should not be an option.
7.       Learning Hidden Lore (p. H147) should not be an option.
8.       Using Cursed Artifacts (p. H147) stays the same.
9.       Vile Encounters (p. H147) stays the same.
10.   In any case, specify the type of corruption – physical, mental, or random (roll 1d: 1-3 – physical; 4-6 – mental).

Effects of Corruption:
Track both types of corruption separately. Physical corruption is resisted by HT, not Will. Heroes of Horror provides a list of mental and physical traits that can be gained via corruption on pp. 63-67. You should not restrict yourself to those, but you can use them as inspiration.

Cleansing Corruption:
1.       Meritorious Act (p. H148) stays the same.
2.       Penance (p. H148) stays the same.
3.       If Thy Hand Offend Thee, Cut It Off (p. H148) should not be an option.
4.       Sacred Springs: Springs sacred to a particular deity or cause are located in remote regions and can be reached only by long and dangerous travel. For each day a character spends resting and cleansing himself at a sacred spring, his Corruption score is reduced by 10. A character using this method to reduce his Corruption score can undertake no activities other than resting, eating, sleeping, meditation, and normal conversation.
5.       Magical Healing: See Cleanse Corruption below. Typically, this spell is only available for priests of deities of healing.

Resisting Corruption:
                There are natural substances that absorb corruption and thus protect those who carry them. Some examples include a pure jade rod the size of a human finger, a sheet of vellum prepared from the skin of a month-old lamb, an intricately carved piece of lightning-struck oak, or a silk sash. The DM can create other campaign-specific examples. Regardless of the shape or substance of the item, taint-absorbing items cost $100 each.
As the item absorbs corruption, it darkens, softens, and gradually rots. During this time, it absorbs all corruption to which the carrier is exposed, to a maximum of 10 points. Multiple items protect a character from more corruption, but only to a point, as described in following table. If a character carries multiple corruption-absorbing items, they all decompose gradually at the same time, distributing the absorbed corruption among every item carried. The presence of multiple items seems to amplify the corruption even as the items absorb it, causing them to decompose more rapidly.
Number of items
Corruption points absorbed
1
10
2
17
3
20
4
22
5
20
6
17
7
4

NEW SPELLS

Sense Corruption
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

With the basic (4-point) version of this spell, you can immediately sense all nearby sources of corruption and corrupted beings, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest appropriate source of corruption or corrupted being, and inform you if you succeed.
The improved (9-point) version of this spell works as above, except that you know the precise location of each subject. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Corruption; Cannot Analyze, -10%; Sorcery, -15%) [8]. The improved version adds Precise (+100%) [+5].

Cleanse Corruption
Keywords: Resisted (HT or Will).
Full Cost: 23 points for level 1 + 7 points/additional level.
Casting Roll: Will.
Range: Touch.
Duration: 3 minutes or permanent.

This spell temporarily cleanses the effects of corruption. Unwilling subjects resist with HT for physical corruption and Will for mental corruption. If the caster cleanses both types of corruption, then the subject makes both rolls.
This spell negates disadvantages that were gained via corruption that cost to more character points than this spell’s level. For example, one could use Cleanse Corruption 5 to remove up to 5 points of disadvantages gained via corruption. This lasts only for 3 minutes, but the subject or the caster may spend character points to make these changes permanent, removing a point of disadvantage for each character point spent.
Statistics: Affliction 1 (Will or HT; Accessibility, Only to cleanse corruption, -20%; Based on Will, Only for mental corruption, +10%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%; Variable Enhancement, +70%) [23]. Note: Variable Enhancement provides +10% of enhancements (+100%) but is limited by “Accessibility, Only for Negated Disadvantage” (-30%) for a net +70%. Additional levels add more Variable Enhancement, +80% [+7].

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