Editing Fate of Napoleon

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'''Internalized and Externalized Corruption
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'''
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When a character Corrupts an aspect, they can try to conceal the effect, or even project it onto another member of their bloodline. This is called internalizing Corruption. Externalizing it is blasting either their immediate allies and neighbours, or the immediate vicinity.
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Every time a character Corrupts an aspect, they have to roll their Physique against a Difficulty equal to their current Lore. If they succeed, they contain the Corruption in their body, and some small unobtrusive physical change happens - a wart, a new patch of discoloured skin, etc. If they fail, the change is far more obvious - a plain offensive blemish.
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With certain rites that may be learned in the course of play, Sorcerers can transfer Corruption to their bloodline, and remain scot free themselves. This is a capital offence if discovered.
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When externalizing Corruption, a Sorcerer rolls an Attack equal in power to their current Lore against the mental Stress of everyone in the immediate vicinity - friends, allies, etc. Meanwhile, the vicinity is also Corrupted, with an intensity equal to the current Lore of the Sorcerer, and a highest level of 6.
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1 - Denari’s Blessing is temporarily burned away, detectable by Spirit Sight or Corruption (or poor profit from business transactions). Nearby cows give sour milk, chickens lay stones instead of eggs, and babies cry non-stop. Lasts approximately one month, but can be restored sooner through multiple business transactions.
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2 - Causes disquiet in anyone passing through, encouraging people to hurry on their way. Those who deliberately linger in the area take 1 point of mental Stress damage after several hours. This may drive weak-willed NPCs into emotional breakdowns or panic attacks. Lasts approximately one decade.
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3 - Weakens building foundations, softening stone and eroding mortar. Causes fear or temporary obsession in anyone passing through the area, triggering immediate mental Stress of 2 (4 after dark). NPCs are filled with dread, and the area soon becomes known as haunted. The barrier between worlds is weakened; determined ghosts can pass through from the spirit realm. Lasts approximately one generation.
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4 - Entering this area automatically causes 4 points of mental Stress, and the area reeks of sadness and terror. Those who live nearby may be driven to paranoia or sly murder. The area might be (but is not always) cloudy and lit from within, and spirits might be seen or felt within this area. This acts like a beacon, subtly drawing the evil and the unnatural to it. Lasts approximately a century.
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5 - Entering this area, any characters take 6 points of mental Stress or have to resist possession by a ghost, demon, or other spirit drawn to the fell energies. The spirits of those who die nearby are trapped here. This is a sucking, writhing rip in reality that warps physical spaces around it. Unnatural creatures such as demons or something worse might come through, either in mortal or spiritual form. Animals nearby often twist and mutate. Never heals.
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6+ - This sanity-blasting rift in reality pierces the world and can theoretically corrupt an entire nation if allowed to spread long enough. Effects are as Stage 5, but the
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affected area spreads. Never heals, and slowly spreads unless sealed from the other side.
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'''Corruption Stunts'''
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Once a character has had at least one of their aspects Corrupted, they can start to acquire Corruption stunts - one per Corrupted aspect, and related to that aspect. These come free rather than the usual stunt cost in Refresh, and are roughly twice as powerful as a similar normal stunt - but each use fills a segment of Corruption.
  
 
==Astrology==
 
==Astrology==

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