For your convenience, you can return to the Main Rules page here.

For your convenience, you can return to the Section Eleven here.
You can also get to other parts of section eleven:
I. Extras
II. Templates & Musts
III. Powers
V. Stunts
VI. Magic
VII. Fear & Perseverance
VIII. Horror
IX. Curses


There are three things to discuss in this section. First, we discussion Corruption and the process of being Corrupted. Then, we talk about the very slim chance for Redemption. Finally, we look at Morality Extras.


The problem with fighting evil is that sometimes you become the very thing you would destroy. In this setting, you begin the game with a moral state of Pure. As you walk the slippery slope, you may become Corrupted, and your moral state may change. Consult the table below to find your Moral state.

When the campaign begins, you may choose to be Innocent or Moral instead to receive the benefits below. You receive each benefit separately, so if you are Moral, you would have 2 additional skill points. If you are high enough (or low enough) to Resist Horror, you may reduce any Horror failure by the number indicated.

As the campaign progresses, you can voluntarily raise your Corruption to receive the benefits in the table below. You can do this as desired.


It is possible to become so Corrupted that your PC becomes an NPC. There are two ways for this to happen. First, if your Corruption score is Off the Chart (8+), your PC immediately becomes an NPC (and probably a foe of the PCs as well, at the GMs sole discretion). Second, every time you “succeed” at a Corruption roll and gain a point, you MUST change one of your PC’s Aspects to be a Dark Aspect. You can change your starting Dark Aspect the first time you “succeed”. The Dark Aspect must be related to how your PC was corrupted, and Dark Aspects gained in this way are permanent. If your PC’s High Concept ever becomes a Dark Aspect, your PC immediately becomes an NPC (and possibly a foe as above).

So, how do you become more Corrupt? Obviously, evil actions are the quickest way. But there are other ways as well. Unless a supernatural power explicitly states that it does not require a Corruption roll, every use will require a Corruption roll. Additionally, actions which violate the Laws of Nature will also require rolls. Some powers, such as the use of magic or shapeshifting abilities, dip especially deep into the well of Corruption. Typically, using those abilities gives you a “bonus” to gain Corruption.

Finally, the GM may deem some actions to be sufficiently evil enough to not warrant a roll. The GM should warn players strongly before those actions are taken, and once taken the PC will automatically fail the roll.


Becoming evil is easy; returning to the Straight & Narrow is difficult. Truth be told, it is exceptionally difficult, but it can be done.
In order for Redemption to be possible, your PC must be actively striving for it. This means you must have an Aspect that reflects your desire to become a better person. Obviously, if you cannot change an Aspect to show your search for Redemption, your PC is well and truly buggered.
If, however, you do have the Aspect and you perform a selfless, heroic and meaningful action, you may Invoke your Aspect and roll Corruption. As with any roll, you may Invoke applicable Aspects normally. If you beat the difficulty set by the GM, your Corruption score decreases by one. You may not roll to reduce Corruption if you are being compelled or if you are self-compelling.
After you spend your Fate Point to make the roll, the GM may offer Compels to try to dissuade you. The GM may not Compel you to fail the roll or to penalize the roll nor can the GM escalate beyond what you can pay.
If your Corruption score goes below a number that is a pre-requisite for any stunt, power, or other ability, you do not lose that ability although you cannot use that ability. Refresh or skill points spent are still spent. You can, at any time, raise your Corruption to the minimal level required to again gain the use of those abilities. (Example: If you have the Good is Dumb stunt, you do not gain the benefits of the higher skill cap, which means your skill will only function at the current skill cap even though it is actually higher.)
Finally, you may never be redeemed below Moral. It is impossible to return to an Innocent or Pure moral state.

This section represents abilities based upon your current moral state. These are Extras, and characters are not required to select these. Since these are Extras, it should be noted that Mortals can take these without losing their Mortal status.

Innocence: Requirements: Mortal Template AND Innocent or Pure Moral state. Effects: +1 Refresh. As an innocent, you are more susceptible to Horror & Corruption; your Resolve is –1 when rolling verse Horror. Your Corruption is +3 when rolling to see if you become more Corrupt. If you ever stop meeting either requirement, you immediately lose this power. If this takes you to 0 Refresh, you become an NPC.

Self-Justification: Requirements: Corruption Score +1 or higher. Effects: -1 Refresh. When using Supernatural abilities and rolling Corruption, your Corruption score is treated as 1 less.

The Enticement: Requirements: Corruption score +1 or higher. Effects: -0 Refresh. Gain any stunt as if you met its prerequisites. This power comes with a Curse; if you already have a Curse, this power advances your Curse.

The Caress: Requirements: Corruption score +2 or higher. Effects: -0 Refresh. Choose one skill. You may have a +2 bonus to that skill at any time. However, using this ability requires you to roll Corruption. The difficulty to grow more corrupt is 6 unless you are using that skill for an action that already requires a Corruption roll. In that case, use the lower difficulty number minus one.

The Embrace: Requirements: Corruption score +3 or higher. Effects: -1 Refresh. You can ignore the effects of Horror, and your group receives a +1 bonus versus Fear. Effects of failing a Fear check are not applied to you. Using this ability (even to benefit your group) requires you to roll Corruption. The difficulty to grow more corrupt is 6. Additionally, you gain +1 to two skills. These points cannot be used to exceed the skill cap or to ignore the skill pyramid requirements. This power comes with a Curse; if you already have a Curse, this power advances your Curse.


Qabals of the New Dark Age mrroderick mrroderick