MacGrein wrote:I recall someone suggesting a bag full of [same color] tokens. The Player gets one random token. If it's normal color, nothing happens. If it's other color, the caracter gets the Taint.
The GM says there are 25% Tainted tokens in the bag, but there's none.
It adds to the Drama and Tension!
Andferne wrote:Though a few of us have made house rules. I've given players a taint score and if that number is reached they become tainted.
Zapp wrote:If you do introduce a Taint score (perhaps as per Andferne's suggestion), remember that (like Legend of Five Rings RPG) you must also introduce ways for players to manage taint.
Elfie wrote:This is the house rule we use. It's based off the Werewolf rules, but toned down to make it less likely to occur since darkspawn are far more frequently encountered (in our game) than werewolves.
The Taint – A darkspawn that makes a successful melee attack may perform a special Infect stunt for 6 SP. Both the darkspawn and the victim must have already taken damage during the current encounter (not including this attack). The victim must immediately make a TN 11 Constitution (Stamina) test. A failed test means the victim is tainted. A tainted character suffers a cumulative -1 penalty to all ability tests for each day they remain infected, including the first (so a character that has been tainted for 50 hours would suffer a -3 penalty). The character makes a new TN 11 Constitution (Stamina) test every 24 hours after the initial infection. Taking into account the penalty on ability tests for being tainted, this test becomes progressively more difficult for each day the victim is infected. If, after 72 hours, none of these tests have succeeded, the victim becomes a ghoul 24 hours after the final test and must be retired as a Player Character.
It's only come into play two or three times, one of which resulted in the character becoming infected, and ultimately recovering two days later. It was very tense for everyone.
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