Other Mechanics
Reserved for thinking of ideas for other mechanics
Dark Powers Checks
Those who commit evil deeds are blessed and cursed by the Dark Powers: the enigmatic forces that hold sway over the Land of the Mists. When someone commits an evil or questionable act there is a random chance the Dark Powers are watching and will respond.
Making Checks
Whenever a character knowingly performs an evil deed you can ask the character to make a Dark Powers check. On a failed check, they have attracted the attention of the Dark Powers and gain 1 level of corruption. On a successful check, the character has escaped the notice of the Dark Powers (or the Dark Powers have just ignored the action for some ineffable reason). No ability or feature can modify this roll or allow the d20 to be rerolled.
A typically Dark Powers is DC 3, but you can set the DC of the Dark Powers check based on the action, considering factors such as the motive of the character, the alignment of the victim, and the number of victims. If the victim of the crime was evil the DM can reduce the DC by 1 and if they were inhuman the DC can be reduced by 2. If the victim was good or a true innocent the DC can be increased by 1 or 2. Committing numerous small crime or evil acts that individually did not warranted a Dark Powers check might increase the DC when the character finally crosses the line. Similarly, if a character committs a series of related evil actions they only roll a single check at a higher DC.
The Dark Powers are more likely to respond to deliberately evil actions, being less interested in unthinking or casual evil. If the creature acted rashly or had good intentions the DM can rule they have a advantage on the check, while if they acted for purely selfish reasons or the crime was premeditated they might gave disadvantage. A creature acting against their nature might also impose disadvantage on the check.
You are the arbiter of what is and is not worthy of a check. Only truly evil acts call for a check: immoral, cowardly, or spiteful acts might not necessarily be evil and unworthy of a check. The frequency of Dark Powers checks is dependant on the tone of the campaign. A story emphasising the continual struggle against evil or the inevitable fall into darkness benefits from more frequent power checks, but a heroic campaign of brave monster hunters might overlook morally grey actions done in the greater good.
Design Note: When to Roll
When to make a Dark Powers check is a matter of personal taste. "Does this warrant a Powers check?" is a frequent message boards question. In the end, the best answer is "what do you think?"
Dark Powers checks are meant to create drama and introduce moral consequences to the game. They are not meant to be used as a threat to keep troublesome players in line. Instead they should set the mood and reinforce the themes of the campaign.
The morality of adventurers is a topic beyond a single sidebar, with many contrasting opinions. Some people believe that killing orc children is good, as orcs are "chaotic evil", but others view that as an evil action. Similarly, looting the dead is hard to adjudicate as so much of the game is predicated on killing monsters and taking their stuff. It is very possible for the DM and a player to have opposing views on what is evil and what is good, and Dark Powers checks should not be used as a way for the Dungeon Master to impose their morality on the players.
Hard rules for Dark Powers checks are tricky as not every game is the same and not every DM wants the same focus on corruption. There can also be moments of silliness as something that is not evil triggers a Powers check. For example, a rule that casting a necromancy spells call for a check means a character might gain corruption for casting gentle repose or spare the dying.
Firm rules also leaves the system open for abuse. Thematically, the benefits of a single failed Powers check outweigh the costs because they are a temptation, but this also makes it a temptation for players: players seeking more abilities for their character are incentivized to sin a little, to get the first stage or two of corruption.
Corruption
When a creature fails a Dark Powers check they become corrupted, gaining 1 level of corruption. Corruption can manifest in multiple different ways depending on the crimes of the creature. The type of crime determines the eventual benefits and curses that accompany the Dark Powers’ attention.
Crimes
Evil acts can be loosely divided into one of four categories.
Betrayal. These are typically crimes against a person or organization. Betrayal results in social corruption. These include revealing deep secrets, perjury, character assassination, gaslighting, or selling-out an ally.
Blasphemy. These are crimes against a faith or a god. Committing blasphemy leads to spiritual corruption. Examples include violating a tenet, breaking an oath, grave robbing, defacing a holy item, and defiling a holy site.
Dark Magic. These are violations of the natural order. Practicing dark magic leads to mental corruption. Examples are laying a curse, raising the dead, allying with evil creatures, using dark rituals, creating the undead, or the use of an evil artifact.
Violence. These are crimes against a person. Acts of violence lead to physical corruption. Examples include bullying, extortion, assault, torture, and murder.
Mental Corruption
Tainting of the mind is the result of dark magic. This is incurable mental deviation is beyond mere madness.
The corrupted creature can gain an understanding of forbidden knowledge as the Dark Powers open the brain’s many locked doors. There is the possibility of a devious intelligence, unrestrained by morality and decency. Or the madness, could be all-consuming: the corrupted creature's mind is free but random, moving chaotically between ideas and possibilities without the grounding force of reality.
Physical Corruption
Physical corruption alters the body. This type of corruption is obvious and apparent: there is little subtle about physical corruption.
Physical corruption can increases physical strength at the cost of agility or mental ability, changing the corrupted creature into a dim-witted brute. Alternatively, physical corruption can make a creature quick and agile, but frail. Agile corrupted creatures tend to be more impulsive, lacking caution and common sense.
Social Corruption
Social corruption affects the personality and interpersonal abilities of the corrupted creature. While not obviously physically deformed, there might be some inhuman features and telltale traits that reveal their depravity.
The socially corrupt often excel at lies and deception, being prenaturally charming or always knowing the right thing to say. The corrupted might have unnatural abilities and powers that affect or influence others. Or the corrupted creature might be socially awkward and repulsive, repugnant to be around as their mannerisms betray their inhumanity.
Spiritual Corruption
Repeated blasphemy results in the befouling of the soul. This is more than mere damnation -which all failed Powers checks lead to- but a total and almost infectious blackening of the spirit.
A creature with a corrupted spirit quickly forgets the difference between right and wrong. This immorality is paired with preternatural sight and wisdom. In contrast, a spiritually dead creature is dull and poorly motivated, yet relentless when pursuing their single-minded goal.
Stages of Darkness
As a creature gains levels of corruption they advance through the stages of darkness. The curses and dark gifts bestowed upon the creature depend on their stage.
Corruption Level |
Stage |
- |
Innocent |
0 |
Pure or Redeemed |
1 |
The Caress |
2 |
The Enticement |
3 |
The Invitation |
4 |
The Embrace |
5 |
The Descent |
Innocent. This is a rare stage. Not only has the creature never failed a Dark Powers check, but they have never done anything to warrant one. Often the creature has never been exposed to horror. Most adults lost their innocent not far into their adolescence.
Pure. The creature has never failed a Dark Powers check. However, they may have done something worthy of a Dark Powers check.
Redeemed. The character has failed a Dark Powers check but managed to reduce their level of corruption to 0, cleansing their soul. However, the creature will never be Pure again.
The Caress. The creature's soul is stained but they have not truly fallen to darkness, nor have they been overly cursed.
The Enticement. The Dark Powers have given the creature a significant reward for their actions along with an increased penalty.
The Invitation. The creature's gift increases as the Dark Powers offer a great boon, but the cost is much higher and apparent. A little piece of their humanity is lost.
The Embrace. Well on their way to true darkness, the creature is now much more than human, capable of inhuman feats. Sometimes this supernatural nature is apparent, but other times it is veiled. Regardless, a normal life is impossible for the creature's appetites or abilities are too monstrous.
The Descent. The creature is lost to darkness, as their soul is irrevocably tainted and they have become a member of the legion of the night. The creature's alignment becomes evil and the DM might take control of the character.
Redemption
Corruption is difficult to remove but not impossible, and damnation is not a certainty. Although, recovering from corruption takes time and effort, and the Dark Powers may subtly guide the creature back to darkness.
To cleanse the soul, a creature must encounter a situation similar to the one where they chose to commit the evil act, only this time they must willingly choose a different course of actions. If this is done a number of times equal to 1 + the creature's current level of corruption, their corruption level decreases by 1 level. Sometimes the Dark Powers do not lightly release a pawn, and the creature must reroll the Dark Powers check to reduce their corruption level.
Act of Ultimate Darkness
Some deeds are so monstrous that they cannot fail to attract the attention of the Dark Powers. These are deeds so unforgivable that they forever stain the soul. These are Acts of Ultimate Darkness.
Acts of Ultimate Darkness are unquestionably evil, often involving an innocent or a family member. The action should also be so heinous that is is difficult if not outright impossible to make reparations, making redemption unlikely. The crime is not easily described by one of the four types, fitting into two or more categories. Failing a Dark Powers check by 10 or more is also considered an Act of Ultimate Darkness.
If a character ever commits an Act of Ultimate Darkness they are forever touched by the Dark Powers. They can never lower their level of corruption points 2. If a character ever commits an Acts of Ultimate Darkness their alignment becomes evil and the DM should take control of the character.
Darklords
To become a darklord, a creature must gain a 5th levels of corruption through an Act of Ultimate Darkness. There are no darklords of minor crimes or who have committed a multitude of small sins. Although each darklord is a are unique creature, most gain some standard powers.
Immunities. The darklord is resistant to magical effects with a permanent duration, such as curses or spells. Once every year they can reroll the saving throw, ending the effect on a success.
Legendary Creature. The darklord is becomes a legendary creature and gains 3 legendary actions. If already a legendary creature, the darklord gains 2 additional legendary actions to a maximum of 5.
Lord of the Land. The domain reshapes itself to match the temperament and personality of its lord. The darklord cannot leave their domain and is trapped within its borders. The entire domain is considered the darklord's lair (although some darklords have a seat of power with addition powers).
Persistence. Time has little impact on darklords. Most darklords cease to age entirely, while others appear to age at half the normal speed but suffering none of the penalties associated with old age.
Lair Actions
On initiative count 20 (losing initiative ties), the darklord rolls a d20. On a result of 11 or higher, the darklord takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row.
Close the Borders. Magical barriers encircle the borders of the domain, keeping all creatures from departing the land. No mortal magic can pierce a closed domain border. The exact form of the barrier depends on the personality of the darklord.
Sense Disruption. The darklords senses any disruption to their land, such as those created by a paladin or the reality wrinkle of a fiend or celestial.
Dread Pool
From
this thread.
The idea is simple. In unnatural or horrifying places (horrible sewer, haunted castle, vampire's lair) you add a Dread Die to the table. Every time someone attempts an action or every so many turns, someone roll a die. If it comes up a "1" something horrible happens. After a set number of time another die is added to the pool. So there's a growing visual reminder that something bad could happen at any time.
(Dice can be replaced by a bag of clear glass beads with a number of black beads).
This is inspired by both the RPG
Dread and the Doom Pool from the MWP
Marvel RPG.