Some places and items are so evil that exposure to them marks, or taints, a character in a very real and difficult-to-cleanse way. Taint is evil. It is a corruption so deep it warps the very plane of reality. A weapon used to slaughter thousands of innocents, a forest grown on land soaked in the blood of an evil entity, a book bound in the flesh of an archfiend for his own horrible purposes, and the presence of an evil entity are all sources of taint.
Characters without taint may act altruistically or selfishly, kindly or cruelly, generously or miserly, as their personalities dictate. Taint makes evil a physical threat to the well-being of characters. It can have a lasting impact on characters, even killing those who remain exposed too long. While characters with a minor amount of taint aren’t necessarily evil, they probably are. The more taint they acquire, the more evil they become. The GM should monitor taint carefully and provide a warning when a character disregards its effect.
Becoming Tainted
Initial exposure to a tainted place, tainted object or tainted enemy forces the character to have strong will power to resist the taint. For every 24 hours spent in a tainted place, or spent carrying a tainted object, a character will go through tests of will to fight off the exposure. This becomes more difficult every day they resist it successfully. Multiple simultaneous exposures (such as carrying a tainted weapon in a tainted place) also increase the efforts required to fight the taint off. If the character fails to resist the taint, they become changed by the taint; first it’s minor but becomes more serious after each day’s mental battle.
Effects Of Taint
Taint Effects: Mild
- Occasional nausea or vomiting
- Pain in joints
- Hair goes white
- Mild paranoia
- Disorientation
- Increased aggressiveness
- Mild hallucinations
- Phlegmy, wracking cough
- Eyelid swells, obscuring vision
- Pale, grayish, dead complexion
- Sunken eyes, cracked lips
- Skin seeps greasy, yellowish “sweat”
- Skin thickens, cracks, and turns leathery
Taint Effects: Moderate
- Bones begin to warp and thicken
- Black, lichenlike growth across skin itches incessantly
- Reddened, burnlike sores and scars
- Eye clouds or blood vessels break, obscuring vision
- Lips shrink back from gums
- Gums swell, bleed, and rot
- Bleeding from eyes, nose, mouth, ears, or lips
- Hair falls out
- Uncontrollable seizures that wrack the body with spasms
- Eruption of painful sores
- Sores ooze blood, pus, foul-smelling ooze, spiders or insects, thick pasty substance, maggots, or acidic green slime
- Hears voices of evil spirits
- Severe paranoia
- Fits of uncontrollable, disturbing laughter
- Disregard for hygiene and cultural mores
Taint Effects: Severe
- Flesh of nose rots away, leaving skull-like openings
- Mutated, deformed fingers, toes, leg, arm, head, ear, eye, or teeth begin to grow on inappropriate parts of the body, then shrivel, rot, and eventually fall off
- Spine twists, back hunches
- Severe warping of skeleton; skull enlarges and deforms
- Great swollen growths on the body
- Lungs eaten away from inside—wet, labored, and painful breathing
- Eye falls out, leaving gaping socket that glows with eerie green light
- Skin peels off in papery sloughs at the slightest touch, leaving raw, red flesh beneath
- Fingers or toes begin to web and fuse
- Irresistible murderous urges
- Reduced to primitive behavior
- Eats inedible or still-living things
Effects of Taint
The most common effect of taint is the imposition of drawbacks. These drawbacks may include things normally considered complications, like personality quirks, unusual appearance, addictions, and so forth., beyond the feature alteration suggested above.
Ability Loss
A particular drawback of taint may be loss of strength, agility, intellegence or common sense. This could become so extreme as to debilitate the character. This effect is best for taint representing a kind of disease or other slow erosion of the character’s physical or mental health.
Embracing Taint
After lossing about ten fights against the taint (assuming he is still alive), they may seek out forces of great evil and pledge himself to their cause. Often evil cults, temples of evil deities, and the militaries of evil warlords eagerly accept such pledges, giving the character access to new sources of power.
Cleansing Taint
It is possible to remove taint from characters in several ways, including through the use of special powers, the performance of good deeds, and cleansing in a sacred zone. Taint cannot be removed unless the tainted character wants to be cleansed.
Powers
Beings or prodigies that can heal or remove disease can reduce taint scores when cast outside tainted areas. No character can have their taint score reduced by any particular power more than once per day (though different powers can reduce taint if cast on the same character in the same day).
Good Deeds
Simple good deeds are not enough to remove taint. A character wishing to reduce his taint score through good deeds must undertake a particular ritual determined by a spiritual leader. The ritual prepares the character to undertake the deed.
For example, church followers may choose to put on garments sacred to their faith (and which identify their faith to anyone who sees them) and patrol a particular part of their home as part of the militia or city guard. Adventuring is never part of a good deed, and a character who undertakes an adventure prior to completing his good deed must begin again with the ritual.
Deeds must be repeated every day for a week. Upon completion, the character’s taint is reduced by one effect (one failed day’s battle resisting the taint). The character may continue the deed for another week to continue losing taint, or may return to the temple to undertake the ritual again and begin a different deed.
Alternatively, deeds may be quests undertaken on behalf of the celestial realm. After the quest ends, the character’s taint score is reduced by 1 point per week required to complete the quest.
Sacred Zones
Zones sacred to a particular celestial source are located in remote regions, requiring long and dangerous travel to reach. For each day a character spends resting and cleansing himself at a sacred zone, his taint score is reduced more quickly (one taint effect a day instead of per week). A character using this method to reduce their taint score can undertake no activities other than resting, eating, sleeping, and normal conversation. The major city of Sanctuary is considered the largest and most publicly recognized sacred zone.
Enemies with Taint Threat
Exceptionally evil monsters, and fiends may have a “Taint Threat” based on its evil power and strength of will. When encounters with villains with a Taint Threat occur, characters feel the taint try to take hold of them and have to fight it using their force of will.
Creatures with Taint Threat can equally become tainted by good. Sacred places and sacred objects (weapons and items) can exist that taint evil characters with the essence of good. Taint of this type is usually located in Sacred Zones and harms evil creatures by causing them possible pain while in the Sacred Zone’s sacred aura. The pain caused is based on the power of the being that sanctified the object or area. Some cities, like Sanctuary are a bane to most evil creatures and almost all fiends.
Prodigy Possibilities
Some individuals may be marked by the celestial realm and are better protected from the effects of taint. They receive mental help when resisting the effects of the taint. This can range from a mild calming effect to a mental fortification against any and all taint effects.
There are prodigies in the world who have become “taint sensitives” meaning that they can detect an area, person or object that is affected by the taint.Normally the prodigy needs to be in an area of taint or within very close ranges. More powerful prodigies can detect it within visual sight or get a sense of it within feet or even miles from the source.
New Equipment
Holy Stone: A holy stone is an object blessed by spiritual leaders with the essence of the celestial realms. This object absorbs the effects of taint attack until it eventually becomes drained and must be blessed once again or spends 24 hours in a Sacred Zone.
Divine Rod: This rod glows red when it detects taint in a 100-foot radius.
Celestial Ring: Wearing one of these rings protects the wearer from taint effectively making them immune to its effects. Taint is still acquired but taint-based drawbacks are ignored. If the ring is ever removed, the wearer is immediately affected by taint-based drawbacks equal to their number of successful taint attacks.
[Most of this article is based on OGL content. Anything originally found as part of the original OGL source is open. Anything else (places, people, names and events, etc) are closed content. [OGL License]]