| White-Eye
Plague |
Soul
Storm |
Madlands and Taint |
|
| Most of the threats the characters face --
disease, marauders, animals -- can be conjured from any number of
sources. Setting-specific threats can be found in the Eden Studios
books of the Witchcraft RPG and Armageddon RPG lines,
and include: Black Magicians, Ferals, Shaitan, Arisen, Acolytes of the Mad
Gods, et al. Below are some setting-specific dangers which
were created or modified for my chronicle. |
|
|
| White-Eye
Plague |
| More feared than any other illness is the
mutagenic disease commonly known as White Eyes.
The disease first appeared during the winter after the Reckoning,
and is believed to be a hypermutated version of rabies. Like rabies, it is
transmitted through mammalian bodily fluids, usually saliva.
Infection usually occurs when a bitten victim wards off or kills
the attacker, or when a shot or stabbed White Eye sprays blood in a
victim’s face. A couple of
days after infection, the victim grows increasingly aggressive and
belligerent. Within a week or
so, the victim’s irises turn white and he becomes light-sensitive.
About the same time, the higher brain functions shut down, and the
victim becomes a ravening monster with a hunger for flesh.
Other changes include an increase in strength and overall
toughness. They avoid, but are
not damaged by, direct sunlight, and usually only hunt at night, spending
their days in tunnels, caves, or buildings.
Because of their habits, they have been nicknamed “trolls.”
Though not prone to abstract thought, they do exhibit enough
cunning to stay alive. They can learn from the habits of prey, and
although trolls seldom give up on prey in their territory, they can learn
to avoid traps and other mistakes made by their fellows.
Human trolls sometimes use tools (mostly of the clubbing, hacking
or impaling variety) but
proceed to biting as soon as the victim has been subdued. Carnivore
species of troll are most commonly encountered; troll deer tend to die
quickly. Human trolls are more
common than any other species
of White Eye because humans are more likely to survive any attacks.
Trolls seldom act aggressively towards each other unless in direct
competition for meat. Most
normal animals can smell the disease, and give White Eyes a wide berth
when possible; those who don’t are infected or eaten.
As a result, territories with long-term troll residents may be
notably lacking in fauna – a trait that survivalists are always watchful
for. |
|
| Some communities become colonies for White Eyes.
No one has reported cohesive behavior or leadership among these
groups, but having two dozen trolls trying to kill you simultaneously may
make unit tactics unnecessary. Rumors
of breeding among the trolls have cropped up, but if true the chances of
these brain-damaged, virus-laden creatures bringing young to term (let
alone raising them to adulthood) are vanishingly small. |
|
| As a troll ages, all pigmentation fades to whiter
shades; the few White Eyes who have survived from the original outbreak
are like white as porcelain dolls, the only dark spots being their pupils
and the hungry maw. |
|
| A handful of medical facilities have developed
vaccines, but the drugs are not commonly available
Many settlements have “quarantine” facilities to hold strangers
for the first three days of their visits, just to make sure they show no
signs of the disease. |
|
| Systems for Infection |
| When there is a chance for infection (skin
contact with infected fluids or tissues), failure on Con test indicates
infection. |
| Mundanes:
Difficult Con Test |
| Gifted:
Simple Con Test |
| -1 per 5 Life Points lost in infectious attack
(e.g., bite) |
|
| Typical Troll |
| Str:
2-6
Int: 0-2 |
| Dex:
1-5
Per: 0-4 |
| Con:
3-7
Will: 0-4 |
| Life
Points:
20-62 End: 20-56 |
| Essence:
6-28
Speed: 10-26 |
|
|
|
| Soul Storm |
| Death
is a fact of life. Once the
soul slips the bonds of the flesh, it fades from the world, traveling
through the Threshold on its way to other planes of existence.
This process continues unabated, even when people die in droves
from war, disease, or natural disaster. |
|
| But
even the Threshold has its limits. With
the meteor impacts, and later with the nuclear strikes in the US, China
and Russia, tens of thousands died instantly in town-sized areas.
Unable to press through to the other side, the released souls
swirled, crowded together, and began to merge.
The semi-fused souls whirled in a tornado-like vortex, unable to
separate and move on. These abominations remain, feeding on Essence, and
promising death to sensitive souls who stray too close.
They are known as Soulstorms. |
|
| A
soulstorm is a vortex of spiritual energy that stretches from a given
locale into the local Threshold.
They typically sit near the center of an area (perhaps a few square
miles) where tens of thousands died in a few seconds.
To normal senses, it is imperceptible, although within the vortex
plant life withers and dies, and structures decay slightly faster than
their surroundings. The Gifted
can sense the concentration of Essence, but also a disturbing hunger, like
an undertow that threatens to pull you under the calm surface. |
|
| To
spirits, and those with Deathsight, the soulstorm appears as a swirling
tornado, dark gray with flashes of light inside the cloud.
The vortex spans several yards to a quarter mile wide and rises
hundreds of feet before fading away. Looking
too closely, one may glimpse figures or faces in the cloud.
The whispers of thousands of mingled souls join to create a mighty
and constant roar. |
|
| Even
ten years after their origin, most soulstorms continue to whirl where they
formed, whether in the center of a city or on a bombed-out plain.
Some – those in barren places with no spirits to keep them fed–
have begun to dissipate. A rare few have broken loose from their point of
origin, and now wend their slow, erratic way across the countryside. |
|
| Effects and Systems |
| The
vortex draws spiritual energy from a fair distance away; the radius of its
sphere of influence is 4 times the diameter of the vortex (so a 10 yard
vortex will draw Essence and spirits from 40 yards beyond the storm’s
edge). Within the sphere of
influence, nothing can regain Essence by any means.
Within the vortex, all living things (and consecrated items) lose 1
Essence per minute. |
|
| Disturbed
people are much more likely to act on their suicidal or self-destructive
impulses (Simple Will Test within the sphere of influence; Difficult Will
Test within the Vortex). Spending
too much time inside the vortex makes even the emotionally stable
susceptible to dark thoughts and fatal decisions. |
|
| For
the dead, however, things only get worse.
Like the similarly-named firestorm, the vortex draws its fuel
towards it with a strong spiritual wind; it sucks Essence in all forms,
consuming energy and merging spiritual beings to its collection. |
|
| Ghosts
and other spirits are drawn towards the vortex.
When inside the sphere of influence (either in this world or the
Threshold), incorporeal spirits must make a Difficult
Willpower Test every turn using the following modifiers: Outer ¼:
-0, Outer ½: -1, Outer ¾: -2, Inner ¼: -3Touching Vortex: -5 |
|
| Success
allows the spirit to maintain position, while additional success levels
allow the spirit to fight its way out.
Failure drags the spirit one level deeper.
Although to observers the spirit’s hair, clothes, etc., appear to
be whipped by a gale, the struggle is actually psychic; the vortex is a
siren, seducing the ghost no matter how mentally repulsed it might be. |
|
| Moving Vortex |
| A
moving vortex can travel D6 miles/day, and may slowly veer to a new
heading once or twice a day. Sometimes
they seem to head towards any major sources of Essence (like a Place of
Power) or an area with a high mortality rate (like a static line of
battle), but others show no real pattern. |
|
| Defense |
| So
far, no one has learned how to dispel a soulstorm, nor how to free a
particular spirit or ghost from one. If
the releasing of Essence is truly an attractant, it could prove to be an
effective (if dangerous) way to draw the storm towards or away from a
target. |
|
| Story Seeds |
| Death Cult |
| A
naïve medium believes the local vortex to be a voracious Death god which
consumes/transports the local community’s dead.
It hungers for more, so in order to spare the locals any more death
than is natural, the local cult finds sacrifices from unwary travelers or
nearby villages. |
|
| Wayward Deathwind |
| A
50-yard swath of cropland is withering in the far fields of a farming
village, and the strip of yellowing wheat is moving towards the community;
it will reach the village center in a couple of days.
The Gifted must figure out what the vortex is; then they may try to
turn it or convince the villagers to vacate their homes until the danger
has passed. As the deadly but
silent storm veers towards a rival village, will the characters try to
warn them? Will they listen? |
|
| Mad Minion |
| A
powerful minion of a Mad God has been summoned by cult members (or perhaps
the Church of Revelations). Can
the characters figure out a way to bring the Minion in contact with the
vortex? Will the Essence and
Taint destroy each other? Knowing
that they risk destroying the spiritual energies of tens of thousands, can
the characters morally take the chance? |
|
| Madlands and Taint |
|
| Madlands |
| At
first, only an Essence-sensitive being would notice they were crossing
into a Tainted zone. The blue sky seems a shade darker, and individuals
feel a vague unease that they may well attribute to the ruined landscape
– for most Madlands are located around large impact craters.
Almost no wildlife is found here, for animals can sense the
unnaturalness of the place. Those
that are encountered are usually Tainted themselves, and highly dangerous. |
| As
one journeys farther into the zone, everything grows darker – shadows
are sharp and contrasts as distinct as normal, but all appears to be
viewed through a progressively darker filter.
The growing, oppressive feeling is unmistakable, and the stress
beings to take its toll. Some
become withdrawn, depressed, or jumpy, but the wrongness of the zone is
clear to all. Only those with
the proper supernatural defenses in place can shrug off the psychic
malaise. Animals forced to
enter the Madlands soon begin acting oddly, and then unnaturally. |
| Halfway to the heart of the
Madlands, the fading light takes on a purplish tinge. Any living thing is
either dead or twisted beyond recognition.
The laws of physics start to come loose.
Gravity may vary slightly from moment to moment, and radio
transmission is no longer possible. The
ground undulates in very slow yet perceptible waves.
These effects grow more pronounced as the distance to the center
decreases. |
| At
the heart of most Madlands is a crater spanning a few meters to over a
mile. The meteoric fragment
sits (improbably) on the ground at the bottom of the crater, its hard
surface pocked and eaten away in places.
The crater is in perpetual night, the only illumination coming from
the slow, regular pulses of purple aurora emanating from the fragment.
Only those whose minds and bodies have been transformed by Taint
can survive the extradimensional energies as this close range; others feel
their minds and later their bodies gnawed by the lethal force.
But most are mad long before reaching this point. |
|
| Taint Exposure |
| Spending
time in the Madlands or around any significantly Tainted being is anathema
to beings of this plane. In
humans, such exposure to the mystical “radiation” causes malaise,
psychosis, and eventually death – a pattern commonly knowns as Madlands
Syndrome. |
| System:
At regular intervals (as per the Exposure table, below), make a Difficult
Willpower Test, using any applicable modifiers. After each failure during
a given exposure, increase the next roll’s penalty by -1. If the
Exposure Test is failed, roll a d10, reverse the modifiers from the
Exposure Test (add the penalties and subtract the bonuses), and consult
Effects table, below. |
|
| Defenses |
| Within
the Madlands, all beings native to Creation must face possible Taint
contamination. Taint is an
utterly alien energy, best described as Anti-Essence, and has a corrosive
effect on this reality. Most
sentient beings will suffer psychic trauma from Taint exposure before they
feel the physical effects. However, there are a few ways to stave off the
worst of the mental trauma |
| Invocations:
Essence Shields partially block the effects of the Taint Contamination,
giving a +1 to the Exposure Test for every 5 points of Defense in the
Shield. |
| Seers:
Mindrule and Mindsight can block the mental effects, giving a +1 to the
Exposure Test and a –1 to an Effects Test for every level of Strength (a
Seer with both powers must pick one for the Test). The power must be must
be active and used defensively to apply |
| Tainted:
Those faithful to the Mad God or who are already Tainted (including
Mockers and Believers) have varying degrees of immunity to the effects of
contamination. Mockers and
Believers have a +1 bonus to Exposure and Poisoning tests; Adepts receive
an additional +1 per Circle, and they only have to make Simple Tests.
Adepts of the Fourth Circle and above are sufficiently transmuted
to be able to face the Crater with no ill effects. |
|
| Taint Effects |
| Essence
and Endurance Loss
cannot be recovered until the victim returns to an unTainted area.
They then return at the normal rate.
Penalties due to Essence loss factor into future Taint rolls
(making the downward slide progressively faster). |
| Taint
Poisoning occurs when an unshielded body is subjected to the
effects of a strong Taint force. Much
like radiation, the Taint begins to break down the body.
Acute Taint Poisoning looks much like radiation poisoning –
bloody stools and vomit, hair loss, lesions.
Untreated ATP acts as a corrosive poison, acting hourly for a
number of hours equal to the hours (for Heavy Ambient Taint) or minutes
(for Lethal Ambient Taint) of exposure. Essence Shielding can nullify the
effects, while supernatural healing (fueled by Essence) will halt the
progression of damage. Damage
from ATP heals more slowly (-1 to healing rolls), and may have permanent
damage (-1 to a Physical Attribute permanently if more than ¾ LP
were lost to ATP). |
| Example:
A Mundane soldier with 40 Life Points ambushes some Cultists carrying a
crate containing a fragment of the Beckett Comet. The minions
counter-attack, and in the ensuing firefight he has to hunker down behind
a few feet from the crate. The fight lasts about five
minutes, plus two minutes of checking bodies, and then he heads out
to rejoin his unit. Seven
minutes in a zone of Lethal Ambient Taint results in seven-hourly Tests
for a Strength 5 poison. An
hour after initial exposure, the soldier is feeling a little weak (loses
d10 LP). By the fourth hour
he’s vomiting, and by the seventh he’s developing bleeding sores all
over his body, his hair
sloughing off and major systems are on the verge of breaking down (he’s
down to 5 LP); he feels like dying, and nearly does.
He slowly but eventually heals, but his nerves are shot
(permanently loses 1 point of Dexterity, since he lost more than ¾ his
total Life Points). This is, of course, in addition to any other effects
of contamination. |
|
|
Exposure to Taint
Contamination |
|
|
| Short-term
Disorders are
mental disorders which may last a few seconds or a few hours. The
Chronicler may chose one of these, or make up another effect. |
|
| Exposed Character Flaw |
| An existing low-level Mental Drawback is temporarily
increased a level or two. The
mental strain of hiding in the Madlands may cause a mildly Covetous (Lust)
character to attempt rape a friend, for example. |
|
| Hysterics |
| The character freaks out, screaming in terror and either
running away or thrashing about. |
|
| Automaton |
| The character’s mind, overwhelmed, short-circuits.
He loses all concept of self, and goes through the motions of
whatever he should be doing, while only vaguely aware of the world around
him. A soldier in combat may
advance into fire, shooting at a walking pace and ignoring cover, orders,
or falling shells; a looter may walk down a street picking up worthless
objects or breaking every window without paying any attention to where the
street leads or who is drawing a bead on him.
A wound or sudden shock may or may not break him out of his trance. |
|
| Long-term
Afflictions cover
afflictions that last an indefinite period of time, even after the
character leaves the Madlands. Most of these only last a few hours or
days, although the Chronicler may decide that some the brush with madness
was enough to make some stick (nightmares, for example). |
|
| New Mental Drawback |
| The character acquires a new Drawback.
It should be related in some way to his experience in the Madlands.
For instance, witnessing a group of cultists engaged in torture,
the character may become Cruel. After
surviving an encounter with a Shaitan, the character may “realize”
that Hellbeasts are loathe to
harm him (Delusion). Nightmares
are also very common. |
|
| Hallucinations |
| Hallucinations may involve any or all of the senses. Again,
they should probably be related to experience (recently killed friends
reappear; the sky begins to change color as in the Madlands). |
|
| The Voices |
| This is more specific than just auditory hallucinations.
The victim hears the seductive whispers of Madness.
Referred to by some survivors as Madlands Molly, the soothing
voices alternately play on the fears and the desires of the hearer,
driving even the strong-willed towards. . . |
|
| Surrender |
| The victim impulsively commits a final stupid act.
This could be suicidal (like stepping in front of a vehicle or
hopping over a balcony rail), murderous (trying to knife close
companions), or completely insane (heading deeper into the madlands,
trying to find the Temple). The character may seem outwardly normal up
until the moment of surrender. |
|
| Permanent Taint |
| For rules on dealing with the horrendous consequences of
acquiring permanent Taint, see the sections on Mockers and Taint Powers
(p. 78 and 115, respectively, in the Abomination
Codex). |
|
| Decontamination |
| The short-term effects of Taint exposure
fade with time spent in an un-Tainted area.
In general, the effects
of Taint exposure fade are the rate of 1 day per increment on the Exposure
chart. So the malaise from
week spent in the outskirts ring of the Madlands will gradually fade over
the course of a week of rest in more “normal” lands, while exploring a
Temple for a couple of hours would require two days before the worst of
the nightmares ended. |
| Another method is for a Ritual of Cleansing
to flood the subject with Essence in an effort to flush out the Taint;
each two Essence spent equates to one day in gradual decontamination.
The Ritual is painful to the subject at first, but it is a “good
kind of pain” that leaves the cleansed person exhausted by the end.
The subject loses d4 Endurance for every two Essence the caster
spends. |
|
| Unfortunately, permanent effects are
permanent; some scars never heal. |
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