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Horror Rules / Horror Characters / Corruption

Manifestations

Source Horror Adventures pg. 14
You gain a manifestation of your curse when you first contract a corruption, and gain more at later levels. Each manifestation includes both a gift and a stain (though campaign variants can change how you acquire these gifts and stains as described in the Variants section below). Many manifestations have prerequisites that limit them to characters farther along in their corruptions. A prerequisite marked with an asterisk (*) is another manifestation in the same section.

Unless stated otherwise, the DC for gifts that allow a saving throw is equal to 10 + 1/2 your level + your manifestation level (see below). You can have a maximum of nine manifestations.

Corruption Variants

Source Horror Adventures pg. 14
A corruption’s gift and stain don’t have to manifest together. Your GM can use the following variants to alter how gifts and stains are gained.

Useful Corruption: In this form of campaign, your corruption’s gifts allow you to fight sinister forces. You select which manifestation to take when you gain the corruption and with each increase to your manifestation level. You receive the gift, but you don’t have to take the stain. If you refuse the stain, that manifestation doesn’t increase your manifestation level, which could prevent you from qualifying for additional manifestations. You can accept the stain of your manifestations at any time, immediately increasing your manifestation level.

Vile Corruption: In this form of campaign, corruptions are terrible burdens to be purged as soon as possible. When you contract a corruption or your manifestation level increases, the GM decides which manifestation you gain. You always acquire the stain, but you can choose not to take the gift. If you refuse the gift, you gain a +1 circumstance bonus on saving throws related to the corruption progressing. For each additional gift you refuse, this bonus increases by 1. You can accept the gifts of your manifestations at any time, but once you do, you immediately lose the corresponding bonus on saving throws.