@ Sorcerous Corruption

Sorcery Corruption Table: (Roll 2D12)

Note: If your character has maintained a Lawful Affiliation above his/her Chaos Affiliation, do not roll on this chart. Consult the Lawful Affliation Corruption Table below this list.

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2) Casts No Reflection:

For some reason you cast no reflection in mirrors, water, etc... As such you take 1/2 damage from lasers if you didn't already, otherwise whatever existing modifiers vs lasers will be adjusted. (1/2 becomes 1/3, x2 vs laser damage becomes normal damage, etc...) This makes it difficult to see what you look like, unless a computer or robot can show you, though such things have to make a WILL save to see you, otherwise they will only be able to perceive you in a spectrum other than visible light. (Such as infrared or ultraviolet.) Your lack of reflection will be highly unsettling to others.

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3) Casts no Shadow:

For some reason you cast no shadow. It may not be obvious at first, but when someone keeps being blinded by sunlight when you are standing in front of them this will lead to much confusion. Heavy clothing and armor will still cast a shadow, so those with this corruption often dress in ways to attempt to hide their lack of a natural shadow. You take 1/2 damage vs lasers with this ability though anytime you are hit by a laser there is a 50% chance someone directly behind you and the path of the laser takes the other half of the damage. (Same modifiers apply vs lasers as in Cast No Reflection above.)

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4) Chilling Aura:

You create an aura of cold around yourself. You cannot shut it off. It can be unpleasant but will not harm you. In fact you now take 1/2 damage from cold attacks and can ignore immobilizing effects of freeze rays or similar cold based attack side effects. You will have a -10 to any attempt to hide or disguise yourself from those who are aware that you have this corruption. -1 CHA

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5) Crown of Flames:

You develop a spectral crown of flames. It can be blue, red or whatever color you like. (Example: The movie: Hellboy) These flames do not harm you or anything you are wearing, though they will burn anyone or anything else that touches it for 1D4 points of damage. This does make sleeping difficult and you might burn low hanging branches if in a forest...

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6) Fingers Under Your Skin:

Similar to the Spell, though it does you no physical harm. It looks like there are many fingers trying to claw their way out of your skin. It is very disturbing to behold and anyone witnessing it for the first time needs to make an unmodified SAN check. This also give you -2 CHA.

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7) Ghost Worms:

Ghostly worms burrow in and out, across your body. It is mildly uncomfortable. First time anyone else witnesses this they must make an unmodified SAN check. You are -2 CHA, -2 Power Points (The Ghost Worms are extra-planar parasites that feed on your energies.)

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8) Glowing Arm Sigil Rings:

You have glowing sigils that form 1D4 rings around one or both arms. (Roll 1D6: 1-2 Right Arm, 3-4 Left Arm, 6 Both Arms) These are extremely difficult to hide as they will appear even though clothes and armor. -10 to disguise or hide attempts.

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9) Glowing Sigil Tattoos:

This corruption is the result of transcribing sorcery gone wrong. Now when you learn Sorcery, some of the sigils related tot he spells/rituals form on your body and glow. This makes it difficult to disguise yourself and is a dead give away that you are a Sorcerer. Other Sorcerer's who capture you can attempt to learn spells/rituals that you know by examining your naked body and making an Arcane check (minus your level). They must study you for 1D6 hours each day to learn one random spell or ritual. They also must make SAN check with a penalty equal to your level each time they make the attempt.

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10) Inverted Chromatic Effect:

This corruption has made you look like some inverted color cheesy 80's low budget special effect. You will often be mistaken for a mutant of a different race. Normally shadowed areas on your body will appear bright white and the reverse for reflections. You will find that how lasers damage you has changed by the chart below. (Your other resistances/vulnerabilities have not changed however.)

Bone Men: (Now take double damage vs all lasers) Will have weird transparent blue haze where flesh would be and their bones are black.

Black Men: (Now takes double damage vs White Lasers) Will be white color.

Blue Men: (Now takes double damage vs Yellow Lasers) Will be yellow color.

Brown Men: (Now takes double damage vs Blue Lasers) Will be a weird mid range blue color.

Dolm Men: (Now takes double damage vs Purple and Red Lasers) Will be a Violet-Red color.

Green Men: (Now takes double damage vs White and Purple Lasers) Will be a Dark Pink color.

Jale Men: (Now takes double damage vs Purple and Ulfire Lasers) Will be a purple-ish Ulfire color.

Orange Men: (Now takes double damage vs Blue Lasers) Will be a dark blue color.

Purple Men: (Now takes double damage vs Green Lasers) Will be a light sickly green color.

Red Men: (Now takes double damage vs Blue Lasers) Will be a light blue color.

Ulfire Men: (Now takes double damage vs Blue and Dolm Lasers) Will be a blue-dolm color.

White Men: (Now takes double damage vs ALL Lasers) Will be black color.

Yellow Men: (Now takes double damage vs Blue Lasers) Will be blue color.

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11) Unholy Levitation:

This corruption causes you to levitate all the time. It can't be shut off. Your legs will eventually atrophy from the lack of walking. You float at your usual movement rate. Your maximum distance from the ground that you float is one foot per level of your character. If you float off the edge of a cliff you slowly descend downward at half your movement rate until you reach the maximum distance you can float off the ground. You can move horizontally as you fall at your normal movement rate if you so wish.

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12) Luminescent Hair Cilia:

Your normal hair falls out and strange luminescent cilia grows in it's place, glowing like a deep sea creature with pulsating colors. This will give you a -5 to hide and disguise attempts, though it will provide one foot of light radius per level of the character.

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13) Sorcerous Radiations:

You emit strange alien energies from your body. Those who travel with you must make a Fortitude at minus one per three full levels of your character or develop a random mutation. On the bright side you and others near you recover Power Points at twice the normal rate. Anyone who has an radiation detector will find that dangerous levels of energy emit from you. It does not harm you. Gaunt Men/Women will enjoy your company as they can feed harmlessly on this energy. For every Gaunt Man/Woman you travel with, the others who travel with you get a +1 bonus to resist your radiations, as the Gaunt Men feed on it.

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14) Space Face (Void Visage):

This corruption has left your face not just looking like the stars of space, it is actually a portal to space! You can see via supernatural means and somehow food you intend to eat that is put where you mouth should be can still be consumed. Anything else that hits your face goes into the cold vacuum of space, taking 1D6 cold damage per level of your character. As such you are immune to any attack that would hit your face, though attack to the side, back or top of your head still do damage. You can reach into your own face and are immune to the effects.

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15) Sorcerous Stigmata:

This corruption has manifest as horrific stigmata across your body, such as open wounds, exposed muscles and bone, shredded skin, exposed veins, etc...

This reduces your BEA and CON by 1D4 each. (It will not reduce either below three though.) With some good influence rolls you could try to convince those you meet that the Stigmata are recently inflicted wounds, though over time they will notice that you do not heal and will suspect something foul. Most will assume you to be of the "Unclean", a Mutant or Undead.

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16) Supernatural Voice:

This corruption has given your character a very exotic and disturbing voice. The player can decide on how it sounds. (An excellent example would be the "Goauld" from Stargate SG-1.)

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17) Touch of Petrification:

You involuntarily turn living flesh into a pourous almost coral like structure. Dead things do not suffer this effect, which means Disease Guardians, Mummies and other Undead are not affected. All food you eat must be actually completely dead or it petrifies in your mouth. Any living thing you touch must make a Fortitude save with a minus one per three full levels of your character, or they will quickly and painfully begin to petrify at the rate of 1D6 hp petrification damage per round. (+1D6 damage per three full levels of your character.) If a limb touched you, in most cases if it is amputed within the first two actions following, the target could be saved, unless they reach zero hit points first. Targets may also make another save each following action to attempt to stop the petrification. First two actions treat limb as lost. For each action after the second, the victim will be -1 to DEX & CON if they survive.

This does not petrify belongings of target, unless they have living armor or symbiotes.

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18) Whispering Voices:

The sorcerer is surrounded by 2D4 whispering voices that constantly whisper secrets in ancient alien languages. This reduces your CHA by two. Once per game session, the Sorcerer has level % chance of learning a new spell or ritual from these voices. (Rolled by the GM.)

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19) Eye Stalks:

This sorcerous corruption manifests as 1D6 eye stalks (like those of a Beholder) growing out of locations on the Sorcerer's head. There is a 10% chance (Rolled by the GM) that your eye stalks have some kind of simple power each. (If so, the GM determines what these are.)

NOTE: If you roll this a second time and you had no eye stock powers, you gain them, determined by the GM. If Eye Stock powers existed, re-roll this result in the future.

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20) Spell Storm:

This corruption requires that a roll on the random storm table be rolled every time the character performs a spell or ritual.

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21) Sorcerous Aurora:

When you cast a spell or ritual a (Roll 1D4 Colors) colored aurora appears in the sky of the sub-hex and a 2D4 sub-hex radius, lasting for 1D4 minutes.

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22) Aura of Weeping Blood:

When you cast spells & rituals, those within 10' per level, around you must make Fortitude saves or begin to weep blood and noses begin to bleed. If a ritual, those within range will also begin to sweat blood, taking 1D4 hit points per full hour of the ritual.

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23) Burns In Sunlight:

On an overcast day you take 1 hp damage per minute that you are not cloaked. Cloaked or not you will be at -2 to all skills if not in a dark place out of sight of any sunlight. On days of the New or Full sun (when one of the Suns eclipse each other) your character takes 1 hp damage per melee round exposed to sunlight and even cloaked will take 1 hp damage per minute. On such days it's best to just hide somewhere. If you go to another solar system somehow there is a 50% chance that you will not be affected the same by that world's sun.

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24) Sorcerous Warping of the Psychic Field:

When you cast spells & rituals, you disrupt the psychic field within 10' per level. Any use of psychic powers within that area will be at a penalty equal to your level for the casting/performance time and up to 2D4 melee rounds following. Any psychic powers in use but activated beforehand have a 10% per level of your character of being negated.

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25) Undead Worshipers of the Path:

Any time you are traveling an established path/route/trail and you encounter a humanoid corpse it will animate and begin to follow you moaning praises in your name. Up to your character level in corpses will animate as either skeletons or zombies. This can be inconvenient as they will keep getting in your and your allies way frequently. They will attempt to protect you by attacking those who appear to be attacking you blatantly. Subtle attacks, such as Sorcery, Psionics and the like will likely not trigger them, unless the power requires the attacker make physical contact. If your allies attack them, they attack back, but they will act disorientated and confused if you attack them.

Fortunately this only occurs on established path/routes and trailer and not everywhere you go.

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26) Mark of the Constellation:

This corruption manifests as a particular Constellation in the skies of the world of Carcosa in the Hyades, unless you developed this corruption upon another world then it will be based on that Constellation. This Constellation will become marked upon your body somewhere and glow in darkness. [Player chooses color(s)] Omens, events and manipulation of your destiny can and will be affected by the stars and planets of those stars that reside in that Constellation. This includes insights into the mysterious of such places. You might dream of distant worlds, alien wars, plagues, nobility, horrors, art, etc...

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27) Become Host of a Larval God:

The Sorcerer though cosmic influence has become "Pregnant" with a Larval God that will eventually consume the body and soul of the Sorcerer if not removed somehow. The method of doing this will not be simple and could result in a short campaign just to resolve this issue. However until that happens, the Sorcerer will being to notice an enhancement in power and abilities.

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28) Elaborate Crown of Bones:

This corruptions manifests as an elaborate crown of bones that protrude and crow from the Sorcerer's skull. All ow the player to design it, as it will mimic the Sorcerer's true nature or desires.

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29) Oozing Orifices:

Your Sorcerer begins to develop tiny pulsating orifices across their body that begin to ooze like the undersides of a slug or snail. These secretions will be extremely inconvenient and give you a -2 to your DEX. The bright side is you take minus 1 damage per die of fire damage inflicted upon you and minimum damage from slimes, puddings, oozes, etc... Consuming slimes also take twice as long to affect you, meaning if damage was normally once per melee, it's now once every two melees. You also receive a +2 to save against an applicable saves against slimes, oozes, puddings and the like, as well as any secretion attack. (+2 DR vs Secretion attacks specifically)

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30) S:

W.

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31) S:

W.

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32) S:

W.

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Lawful Affiliation Corruption Table:

Anytime a Sorcerer has maintained his/her Lawful Affiliation points higher than Chaos Affiliation points, he/she may either A) Burn off a normal Sorcerous corruption or B) roll on the Lawful Affiliation Corruption Table:

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) Crystalline Growths:

If this is rolled a second time, it becomes Crystalline Form and you take an extra multiplier of damage vs falling/crushing attacks.

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