In Defiled Terrain, : At the end of the scene, each character who was within Defiled terrain must make a TN 2 Fitness or Meditation check. Each character who fails suffers the Afflicted condition.
When Afflicted in Water, a character's vigilance counts as 1 and when they become Compromised, they become violently ill and suffer a critical strike with a severity of 5.
When Afflicted in Water, a character's vigilance counts as 1 and when they become Compromised, they become violently ill and suffer a critical strike with a severity of 5.
Details
Defiled Terrain
At the end of the scene, each character who was within Defiled Terrain must make a TN 2 Fitness or Meditation check. Each character who fails suffers the Afflicted condition. Tainted beings reduce the TNs of their checks to resist effects by 1 while in Defiled terrain.
Afflicted
Description: The character is possessed or otherwise tormented by an onryō (vengeful ghost), kansen, or other malevolent spiritual entity. Given time, this evil force threatens to plant the seeds of the Shadowlands Taint.
Effects: An Afflicted character’s vigilance counts as 1. When they choose kept dice the GM may alter one kept ring dice to an Opportunity+Strife result. Additionally, when an Afflicted character becomes Compromised, one of the following effects occurs based on the ring the character last used for a check (or a ring of the GM’s choice, if nobody can remember or there is uncertainty).
Every two weeks, an Afflicted character must make a TN 4 Fitness or Meditation check using any ring. If they fail, remove the Afflicted condition and assign the Shadowlands Taint disadvantage to the ring they use for the check (or to another ring, if that ring already has it).
At the end of the scene, each character who was within Defiled Terrain must make a TN 2 Fitness or Meditation check. Each character who fails suffers the Afflicted condition. Tainted beings reduce the TNs of their checks to resist effects by 1 while in Defiled terrain.
Afflicted
Description: The character is possessed or otherwise tormented by an onryō (vengeful ghost), kansen, or other malevolent spiritual entity. Given time, this evil force threatens to plant the seeds of the Shadowlands Taint.
Effects: An Afflicted character’s vigilance counts as 1. When they choose kept dice the GM may alter one kept ring dice to an Opportunity+Strife result. Additionally, when an Afflicted character becomes Compromised, one of the following effects occurs based on the ring the character last used for a check (or a ring of the GM’s choice, if nobody can remember or there is uncertainty).
- Water: When the character becomes Compromised, they become violently ill and suffer a critical strike with a severity of 5.
Every two weeks, an Afflicted character must make a TN 4 Fitness or Meditation check using any ring. If they fail, remove the Afflicted condition and assign the Shadowlands Taint disadvantage to the ring they use for the check (or to another ring, if that ring already has it).
Opportunity Uses |
|
* + |
Remove 1 strife you gained from this check per * spent this way. |
* |
Remove 2 strife from yourself. |
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
Against Tainted Threats
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.