DECAY
In the Broken World, every arcane artefact, every lurking Monster, and even the blighted landscape radiate a pervasive, insidious force that corrupts all it touches. Many Havens have their own name for this phenomenon: the Worldplague, Ruination, the Withering, Father Doom, and more. Most simply call it Decay. Many claim that Decay is what has become of the once unifying force of magic, a well of arcane power that was shattered when the world was broken and now runs rampant across the land, but none can know for certain.
Like magic before it, Decay is inherent in all parts of the Broken World. However, creatures, artefacts, and locations that were once steeped in magic now overflow with corrupting energy, each one oozing Decay like an invisible toxin. Decay is the greatest threat every Survivor will face in their lives, for to underestimate or misunderstand it is a death sentence like no other.
Decay erodes the foundations of reality. It breaks down, pulls apart, and remakes everything with little rhyme or reason. Landscapes wither to nothing or bloom into surreal wildernesses, while creatures are twisted into uncanny parodies of their former selves. Even time and space bend to Decay’s whims, making travel a deadly undertaking. History and memory are forgotten, or wound into a tangled knot of frayed threads that not even the most dedicated Sage can unravel.
Tracking Decay
Every creature and location in the Broken World has a level of Decay represented by a number between 1 and 10. Decay 1 represents something that is relatively safe or stable by Broken World standards while Decay 10 represents an irredeemable Monster resplendent with terrifying mutations, or a psychedelic landscape of shattered space and time beyond comprehension.
Players track their Survivor’s Decay on their Survivor Sheet, while the GM tracks the Decay of the group’s Haven on the Haven Sheet (see page 302), and the Decay for NPCs and locations in their personal notes. Chapter 12. Storytelling (see page 223) provides the GM with additional advice on showing the effects of Decay on the land and its creatures.
DECAY SAVING THROW
Whenever you are exposed to Decay or targeted by certain creature abilities, the GM will call for a Decay Saving Throw. To make a Decay Saving Throw, roll 1d20 and add your highest Attribute Bonus. The GM determines the DC of the Decay Saving Throw based on the severity of the Decay’s source, or uses the DC of the ability targeting you. If you succeed, you resist Decay’s effects. If you fail, your Decay increases by 1. In some cases, your Decay may increase by more than 1, but this is rare.
Only the Harrowed Class and Survivors with the Decay Resistance Talent (see Talents thread) add their Proficiency Bonus to Decay Saving Throws.
Sources of Decay
The following are the most common sources of Decay in the Broken World.
ARCANE ARTEFACTS
Magical items or objects created using magic are common sources of Decay. Arcane Artefacts that can be activated, worn, or carried apply Decay directly to their wielders. Each artefact increases a Survivor’s Decay when it is used and may even spread Decay to the world around them.
CORRUPTED LANDS
The ambient Decay of a location seeps into all creatures that spend time there, making those who explore Decayed ruins or the lands around god-corpses especially dangerous. When you finish a Long Rest in a location that has a Decay rating greater than your own, you must make a Decay Saving Throw with a DC equal to 10 + the location’s Decay. On failure, you increase your Decay by 1.
MONSTERS
Monsters and Titans spread Decay throughout the Broken World, and many can corrupt other creatures with only a touch. Titans and Monsters have abilities that force a creature to succeedon a Decay Saving Throw or suffer 1 Decay.
OVERWHELMING DECAY
Some sources of Decay are so powerful that they completely overwhelm a Survivor’s ability to resist. In these situations, you do not make a Decay Saving Throw and simply increase your Decay by the listed amount. GMs should use this sparingly, keeping it for only the most dramatic moments or in the most Decayed areas.
Effects of Decay
Whenever a member of the Elemental Lineages increases their Decay, it advances the progress on their Lineage Curse. If a Survivor reaches Decay 10, they become a Monster under the control of the GM.
In addition to the effects of your Lineage Curse, whenever you suffer a point of Decay, you also lose something of your past or personality. Roll on the Decayed Memory table to see what type of memory has been lost. You can share the memory with the group or keep it to yourself.
Decayed Memory |
---|
1d12 | Memory Lost |
1 | Home: You forget something important about your Haven, such as a landmark, distinguishing feature, or the path that leads you home. |
2 | Family: You forget the details of an influential family member, such as their name, appearance, or significance in your life. |
3 | Upbringing: You forget a memory from your upbrining, such as a hobby growing up or a childhood friend. |
4 | Occupation: You forget details about your role in the community, such as the hunting grounds you regularly track, or the workshop where you craft. |
5 | Defining Experience: You forget an important moment in your life, and the people or places involved in it. |
6 | Talent: You forget where you learned or mastered a particular Talent you have. |
7 | Education: You forget how and when you learned to use a particular tool or weapon. |
8 | Ally: You forget the name and appearance of one of your allies. |
9 | Enemy: You forget the name and appearance of one of your enemies. |
10 | Dream: You forget an important personal goal and what steps you have made towards it. |
11 | Connection: You forget the details of a specific connection you have with another character, such as a shared moment of bonding. |
12 | Name: You forget your own name. When people tell you what it is, it doesn't feel quite right. |
These results tie directly back to your Lifepath (see Survival Creation), but this loss of memory does not remove any mechanical benefits you gained from that part of your life. Even if you forget the person who taught you how to hunt and track prey, enough of your muscle memory and fragmented experiences remain intact to retain the skill. This can be a surreal and frustrating experience for Survivors, who can find themselves expertly skilled at something but with no recollection of how they learned it.
MEMORIA
Memoria are small charms that Survivors carefully craft and meditate upon as a way of protecting their most cherished memories. When a Memoria is created, it is linked to a specific person, place, experience, or goal. If you roll a Decayed Memory that has a Memoria associated with it, you can make another Decay Saving Throw to resist the memory loss. The DC is equal to 10 + your current Decay. If you succeed, your Memoria protects your memory. If you fail, you lose the memory and the Memoria becomes meaningless to you.
You start with three Memoria at Survivor Creation (see page 36) and can create new Memoria by taking the Craft Memoria Downtime Activity (see Downtime thread).
Reducing Decay
Despite its seemingly relentless nature, Decay can be slowed and even eradicated entirely. Fostering hope, building community, or purifying a creature with Moonstone can completely eradicate a creature or location’s Decay, reducing it to 0.
CLASS FEATURES
Some powerful individuals can reduce or redirect Decay, though this often comes at a cost. Many Harrowed Class features and the Sage Healer subclass feature Drastic Measures offer ways to reduce Decay.
JOURNEYS
Travelling the Broken World is vital to remaking it, and walking the forgotten paths helps to reconnect communities and rebuild the world. Completing a Journey decreases Decay along the route by 1 for one week. Walking the path again extends this effect for one month. See Journey thread for more information.
MOONSTONE
These rare chunks of iridescent stone fall from the Broken Moon and have the power to absorb a limited amount of Decay. A fist sized chunk of Moonstone can reduce a Survivor’s Decay by 1, before transforming into an inert, dull rock.
REBUILDING
Growing your Haven and building for the future pushes back Decay. Chapter 10. The Passage of Time lists a number of Downtime and Seasonal Activities that reduce Decay and foster Hope.
WAYMARKERS
Space and distance in the Broken World are fickle things, but Waymarkers can solidify the land and help guide other Survivors in the twisting wilderness. You can build a Waymarker using the Place Waymarker Campcraft Activity (see Downtime thread). Waymarkers are tracked on your Haven Sheet. A Waymarker has the following effects:
• Decay within 1 mile of the Waymarker decreases by 1.
• A Waymarker can be used as the Destination for a Journey (see page 134), allowing you to break up a longer Journey into multiple shorter ones.
• Trail Glyphs can be integrated into a Waymarker to leave messages for others (see page 179).
MAINTENANCE
Waymarkers succumb to Decay over time unless they are maintained. At the end of each period of downtime and each Season, the GM rolls 1d10 for each Waymarker listed on the Haven Sheet:
• If the result is greater than the Decay in the Waymarker’s area, the Waymarker resists the effects of Decay for now.
• If the result is equal to or less than the Decay in the Waymarker’s area, the Waymarker is destroyed. The Maintain Waymarkers Downtime Activity and the Reinforce Waymarker Seasonal Activity can prevent this Decay.