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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