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Lore of Contamination

This lore allows the Earthbound to taint and corrupt objects, beings, and even the land itself, spreading their influence and creating twisted relics.

This Lore is one available to Earthbound, it is pure evil and if a player were to somehow learn it, it would be impossible to use without incuring torment.
"Behold the Lore of Contamination, the whispered decay that slips through cracks and takes root beneath the surface. This is the art of transforming purity into blight, of bending the untouched and ideal into a grotesque reflection of our own anguish. Where once the divine heartbeats shaped life with sanctity, now we fester. Earth's objects, its creatures, its very soil—we remold them into the grotesque as tools of our dominion. This lore is not mere destruction; it is the bequeathing of our mark, an imprint upon the world that foretells its downfall as we warp creation to echo our lament."
Vesperion Malachor

Powers from Lore of Contamination

Create Proxy
With this evocation, the Earthbound infuses an object with a portion of its own essence, attuning the item to its demonic spirit. By concentrating, the Earthbound can then focus its consciousness through that item, no matter where it is — seeing and hearing through the object, and even using it as the focus for evocations.
The Earthbound or its reliquary must be in contact with the item to be infused. Roll Strength + Crafts — if successful, the item becomes a proxy for the Earthbound. At any time, the Earthbound’s player may make a Faith roll for the character to project its consciousness into the proxy for as long as it wishes. The Earthbound can sense things around the proxy just as it can through its reliquary, and it may perform any evocations it knows as if the proxy was its body. The object modified by the evocation cannot be larger than a human being. The proxy appears normal, but supernatural awareness will reveal it to be tainted with a dark power. The proxy retains its power for a number of days equal to the successes on the evocation. The Earthbound can permanently alter the object by spending a point of Willpower.
Example Usage
Lash of Corruption
With this evocation, the Earthbound can force a pulse of its own tainted energy into any being with which it is in physical contact. This black energy rips apart tissue and bone, imparting the Earthbound’s essence into the victim’s body with deadly results. Wounds from this attack are tattered, bleeding lacerations, weeping with pus and toxic fluids.
Roll Dexterity + Expression. Each success on the roll inflicts a health level of lethal damage onto the target. Mundane armor such as a Kevlar vest offers no protection against this evocation, but armor gained from evocations or visage features does. The Earthbound must be in physical contact with the target to perform this evocation.
Example Usage
Taint the Land
This evocation forces the Earthbound’s essence into the very earth it rests on, corrupting it and anything that grows in it. While the evocation is in effect, the Earthbound’s senses spread to encompass the entire tainted area, and it can direct its evocations through the earth without being physically present. The area also gains a kind of foul pseudo-life and can be used to strike out at intruders.
Roll Stamina + Awareness. If successful, the evocation affects an area around the Earthbound’s reliquary with a radius in yards equal to 10 times the successes rolled. The Earthbound can sense whatever happens within that area, just as an Earthbound in a location-reliquary can. It can target anyone within that area with evocations, but the difficulty of evocations performed through the earth increases by one. As an action during its turn, the Earthbound can animate or control the land it has corrupted in order to attack intruders. Trees lash out with their branches, the earth falls away under an intruder’s feet or cancer-riddled bees swarm onto a target. Roll Dexterity + Awareness (difficulty 7) to make these attacks, with a basic damage pool equal to the successes generated by the evocation roll (plus any additional successes from the attack roll). The damage may be bashing or lethal, at the player’s discretion. The effects of Taint the Land last for a scene.
Example Usage
Corrupt Relic
Just as the fallen (especially Malefactors) make relics with the Lore of the Forge, so too can the Earthbound create their own twisted relics of power by tainting an object with their own essence. These corrupt relics are similar to those of the fallen, but they are rarely subtle. Such objects grow cancerous nodes of pseudo-flesh or ooze with ichor and toxins. Mortals who handle a corrupt relic risk madness, as the corruption within the relic begins to eat at their sanity.
Tainting an object is not an overly long process, but it does require an investment in energy and the appropriate knowledge. To instill a corrupt power into an object, the Earthbound must possess a lore path that evokes the power in question. For instance, to create a pistol that shoots a stream of acid, the Earthbound must have at least one dot in the Lore of Storms. More complex powers that mimic the evocations of multiple bodies of lore require at least dot in each relevant lore. The Storyteller is the final arbiter on what lore is required. Any object can be tainted in this way, regardless of technological complexity. To corrupt the object, the Earthbound must stay in contact with it for a full scene — either holding it in a physical body or having a thrall hold it against the reliquary. Roll Manipulation + Crafts (difficulty 7). If successful, the item has been corrupted with the Earthbound’s power. To finalize the evocation, the Earthbound must spend an amount of temporary Faith equal to the successes rolled. Doing so makes the corruption permanent. When used, corrupt relics have a dice pool for their power equal to the successes gained on the Corrupt Relic evocation. A mortal using a corrupt relic loses a point of Willpower for each success rolled to use the relic, while a demon gains a point of temporary Torment for each success rolled.
Example Usage
Unspeakable Servitor
The servitor possesses more resilience and power than a mortal vessel, and it will last for far longer before eventually being destroyed by the Earthbound’s power. Such vessels, though, are obviously inhuman, permanently mutated and deformed by the taint of the Earthbound. These monstrous hosts appear as imps, golems, hellhounds and other hideous creatures.
This evocation cannot be performed on just any item — it must be used on a statue or idol crafted by the Earthbound or its worshippers and made of primarily natural materials. When a suitable item is ready, spend a Faith point and roll Stamina + Crafts (difficulty 7). With even one success, the item is transformed into a vessel for the Earthbound, who can possess and animate the statue whenever it wishes. The servitor gains a number of “form points” equal to the successes on the evocation roll, which the player can spend to give visage features to the construct (p. 93). These can be completely different features from those of the Earthbound’s own apocalyptic form, and they remain as permanent features of the servitor. The Earthbound does not have to assume apocalyptic form to use these features, and it can continue to access them when it does take on its revelatory form. The servitor also has a number of grotesqueries (see p. 97) equal to the successes rolled, which are also permanent and cause the vessel to appear hideous and obviously inhuman. When the Earthbound wishes to possess the servitor, it may do so instantly, without the need for a roll, and no matter how far away the servitor is. The servitor is tougher than a normal mortal, and it can soak lethal damage with a Stamina roll. Its Attribute ratings are the same as the Earthbound’s. When the Earthbound ceases to possess the servitor, it becomes an inert — if grotesque — statue again. The servitor will eventually be destroyed by the strain of containing the Earthbound. The character may possess the servitor a number of times equal to the successes of the evocation roll without any ill effect. After that, the player must make a Stamina + Crafts roll each time the Earthbound ceases possessing the servitor, with a difficulty equal to the Earthbound’s permanent Faith rating. If the roll succeeds, the servitor can be used again. If it fails, the vessel breaks apart and is destroyed.
Example Usage