Depravity largely occurs when the characters have a mental or visual interaction with Taint. Depravity manifests as mental symptoms: growing paranoia, visual and auditory hallucinations, and other problems that could be described as madness. It is important to note that madness in fantastic horror is not an illness that afflicts good and evil alike: It is an expression or a result of evil gnawing away at the mind and soul.
|Depravity||Level 1+ Disease|
|This mental depravity is the result of exposure to supernatural evil||
Attack: level+1 vs. Will (mild), level+3 vs. Will (moderate), level+5 vs. Will (severe); Add the amount the attack exceeds the targets Will defense as a bonus to the DC below
Wisdom improve DC 28, maintain DC 20, worsen DC 19 or lower.
|the target is cured||< Initial effect The target must roll on the table below to see what type of mild depravity they have gained. Also, the target losses two healing surges that it cannot regain until cured.||<> The target manifests the moderate effect of the depravity it already has. In addition, the targets gains one additional action point after every extended rest and every milestone.||<> The target manifests the severe effect of the depravity it already has. In addition, the targets gains one additional action point after every extended rest and every milestone, for a total of three at every such event.||< Final State The target goes completely insane, and is made into an NPC|
|6||Mildly phobic||Moderately phobic||Severely phobic|
Mild Depravity Effects
Aggressive: You are easily angered and cannot hide your feelings. In combat, you try so hard to hurt your enemies that you neglect your own defense, and you take a –1 penalty to Armor Class.
Bestial: You take on a ferocious, wild demeanor. You gain a +2 circumstance bonus on all checks dealing with animals empathy checks. You take a –1 penalty on other Charisma checks.
Compulsive: Pick a compulsive ritual to adopt. For example, you and your equipment are never clean enough. You can only break out of the compulsive pattern by eating bugs, which sometimes disagree with you. Once each day, make a saving throw; if you fail, take 1d8 points of damage.
Crazed: You can no longer easily cope with sudden changes in circumstance. If you are surprised at the outset of an encounter, for your first action you have an equal chance of charging the foe or running away.
Disoriented: You lose track of events. If you are surprised at the outset of an encounter, you are dazed for 1 round.
Mildly Phobic: You gain a mild phobia, which requires you to succeed on a Will defense check or become weakened whenever you encounter the object of your phobia. The attack roll equals 12 + the level of the challenge that is the object of the phobia.
Neglectful: You disregard hygiene and cultural mores. You take a –2 penalty on Charisma checks.
Opinionated: You are so wrapped up in commenting on everything you hear that you are often caught off-guard. You are always surprised when combat begins.
Prophetic: Your dark dreams torment you with strange visions of things that might occur in the future. You zealously proclaim a different prophecy each week, making sure everyone you meet knows what is about to transpire. Your DM determines what prophetic insight you envision each week (10% are actually accurate!). In addition, you take all the usual ill effects of continual nightmares.
Sycophantic: You fill the air with a torrent of unctuous flattery of your companions, opponents, or imaginary friends. You take a –2 penalty on perception checks. Enemies gain a +2 bonus on perception checks to hear you.
Moderate Depravity Effects
Delusional: You’re convinced that the world is an illusion and that you and your companions are being controlled by inhabitants of a distant, alien realm. You take a –2 penalty on Wisdom checks.
Deranged: Your grasp upon reality becomes tenuous. You take a –2 penalty on Intelligence checks.
Distracted: You pay more attention to the whispers in your mind than to your surroundings. You take a –2 penalty on all skill checks.
Hallucinating: You see things that aren’t there, and often have trouble sorting reality from your imagination. You take a –6 penalty on initiative checks.
Hysterical: Everything you meet is hilarious. It takes a short time to perceive the humor; then a laughing jag overwhelms you. During the second round of a combat encounter, you can take only a single move action or standard action.
Jittery: You are easily startled and spooked. If you are hit while surprised, you become dazed (save ends).
Moderately Phobic: You gain a moderate phobia, which requires you to succeed on a Will defense check or become weakened and dazed whenever you encounter the object of your phobia. The attack roll equals 14 + the level of the challenge that is the object of the phobia.
Solipsistic: You believe that you are the only thing that matters in the universe. As a result, whenever you are struck in combat, you have to make a saving throw. If you fail the save, you take an additional 5 points of damage.
Treacherous: Any time the chance to make an attack of opportunity presents itself, whether against an opponent or an ally, make a saving throw. If you fail the save, you must make the attack of opportunity, even if the target is your closest ally. If presented with multiple targets, determine randomly which you attack.
Weak-Willed: The constant presence of demonic voices whispering in your ears has sapped your will. You take a –3 penalty to your Will Defense.
Severe Depravity Effects
Apathetic: You withdraw into yourself, losing contact with the world. Reduce both your Charisma and Wisdom scores by 2.
Craven: You become a lily-livered coward. Any time you move closer to an enemy you become weakened until you spend action making a total defense.
Enthralled: You are drawn to and fascinated by evil. You no longer have the will to strike it down. Whenever you fight an evil opponent, you always attack at –4 and any damage you do is halved.
Fatalistic: You become oppressed by negative, defeatist thinking and are convinced there’s little you can do to save yourself from a horrible fate. Take a –3 penalty on your saving throws.
Hubristic: You regard yourself as superior to all things, even the gods. Divine healing has no effect on you.
Murderous: You experience irresistible murderous urges. If an opportunity to deliver a coup de grace is available, you must take this action. You cannot distinguish between an ally and an opponent—if anyone is helpless, you must deliver the coup de grace.
Paranoid: You grow overly suspicious, even of your closest companions. In combat, you cannot avoid watching for signs of treachery. Whenever one of your allies engaged in combat makes an attack and fails to hit, you become suspicious that the ally is secretly a traitor to your party. You take a –1 penalty to any rolls you make during that turn, since some of your attention is focused on monitoring the suspected traitor’s activities. If more than one ally fails to hit, the penalty is cumulative.
Severely Phobic: You gain a severe phobia, which requires you to succeed on a Will defense check or become weakened and stunned whenever you encounter the object of your phobia. The attack roll equals 16 + the level of the challenge that is the object of the phobia.
Unbalanced: Your unstable mind makes you unpredictable, particularly in combat. You are automatically dazed on your first turn in any combat and every other turn thereafter.
Unresponsive: Your senses are dulled and you lose the ability to discern the truth of the world around you. Reduce your Wisdom score by 2.