CORRUPTION

Void exposure accumulates as Corruption. Every operative has a threshold — cross it and reality begins to unravel around you.

HEALTH -1 Max Health per Corruption

Operatives with corruption have reduced vigour due to the unnatural changes their body is going through.

MINIMUM -(Willpower ÷ 2)

High Willpower operatives can hold a negative corruption floor — harder to push over the edge.

LEVEL 15 Character Death

The Void devours you completely. No corpse. No soul. No memory.

REMOVING CORRUPTION

Corruption rarely fades on its own. Two paths exist — both carry risk.

METHOD ONE

Ritual Purging

Requires a Void Sealed Chamber and at least one willing, uncorrupted participant.

1
Uncorrupted Participant

Must pass a Survival check TN 15. On failure, they absorb a fraction of the taint and gain 1 Corruption.

2
Corrupted Participant

Must pass a Void Reading check TN 11 + 1 per Corruption level. On success, all Corruption is removed. On failure, they gain 1 Corruption instead.

METHOD TWO

Dark Bargains

Certain ancient entities may offer to remove Corruption — for a price the operative may not fully understand until it is paid.

POSSIBLE COSTS
  • A memory, chosen by the GM — gone permanently.
  • A permanent Void-Touched Mutation.
  • An oath to complete an unknown task — terms revealed later.

The entity always collects. The only question is when.

LEVEL 1

Whispers Begin

You hear distant voices, murmuring in an unknown language. They seem to know your name.

LEVEL 2

Things Move When You Look Away

Objects shift slightly out of place when you're not looking.

EFFECT Disadvantage on Perception checks.
LEVEL 3

Shadow Delay

Your shadow lags behind you, making stealth impossible.

EFFECT Enemies gain +2 to Hit and Detect you in dim light or darkness.
LEVEL 4

The Walls Are Breathing

Surfaces pulse and ripple like flesh.

EFFECT Each time you flip a Natural 2/3/4, take 1 Psychic Damage.
LEVEL 5

The Abyss Watches

A presence follows you, just out of sight.

EFFECT The GM introduces a future consequence.
LEVEL 6

Voices Get Louder

The whispers become screams.

EFFECT At the start of combat, roll 1d6: on 1–3, you lose your first Action.
LEVEL 7

Unstable Rift

Doors stand where walls were. Things arrive in the wrong order. You've stopped trusting the shape of the room.

EFFECT Every long rest, make an uncheatable (tn4): on fail, a Void Entity manifests nearby.
LEVEL 8

Reality Shifts

Your shadow arrives before you do. Dropped things fall sideways. The world takes a half-second to catch up when you move.

EFFECT −2 to Initiative. When you move, make an uncheatable (tn4): on fail, Teleport 10ft in a Random Direction instead.
Initiative -2
LEVEL 9

Parasitic Presence

There's a second set of hands in here. Sometimes they make decisions before you do.

EFFECT Each time you cast a VoidCall, flip a card: on a Black Joker, the GM casts it at a Random target instead.
LEVEL 10

Rift-Touched Flesh

Your body flickers between dimensions.

EFFECT Resistance to Physical Damage. +50% more Psychic and Void Damage taken.
LEVEL 11

Your Reflection Moves on Its Own

Your reflection no longer mimics your actions.

EFFECT If you stare too long, take 1d4 Psychic Damage.
LEVEL 12

The World is Paper-Thin

You sometimes see what is behind reality — horrible things watching from the other side.

EFFECT At start of combat, pass a Psychic Defence (TN 15) or suffer Disadvantage on all Mental Defence checks for the encounter.
LEVEL 13

It Knows Your Name

It doesn't whisper. It addresses you — by name, in the part of your mind you thought was private.

EFFECT Once per long rest, the GM may give you a command. If you refuse, roll Void Instability immediately.
LEVEL 14

Unraveling Flesh

Parts of you begin phasing in and out of existence.

EFFECT Roll 1d6 at the start of each Turn: on 1–3, you lose your actions as you flicker out.
LEVEL 15

The Void Devours You

You are completely erased from existence. Your body disintegrates into nothingness, leaving no corpse, no soul, and no memory of your existence.

EFFECT Character Death.
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