The Nightmare of Sigil
Sin, a powerful essence found within the body of most inhabitants of Sigil. While dormant within the majority of afflicted individuals, the presence of Sin (as noted by a distinct dark blood pigment) means that they have been exposed at some point in their life. While dormant, it isn't necessarily a danger on its own, but instead an underlying threat of progressing into worse stages.
Sin requires an active management, and can be exceptionally draining on an individual. The longer one maintains sin, the worse their worst case scenario will be. As such, it is very ideal to live as pure, either avoiding killing others even out of self defense, or spending the hefty sum to be purged of sin (a long and painful procedure).
Sin is measured in stages, the later stages being extremely dangerous and visibly obvious. For details on the physical manifestations and drawbacks, see Demonic Corruption. You always acquire the stain, but you can choose not to take the gift. If you refuse the gift, you gain a +1 circumstance bonus on saving throws related to the corruption progressing. For each additional gift you refuse, this bonus increases by 1. If you choose not to take a gift, you do not gain a manifester level to be used for higher level gifts.
Manifestations (visual and mental) tend to take the form of one of the seven deadly sins. These manifestations ALWAYS appear after losing and regaining sin, you cannot choose to take new gifts the next time they would be gifted.
The Seven Deadly Stages
Stage 1 – Dormant - The base stage, not dangerous.
Stage 2 – Active – No penalties or symptoms, but merely a status check that Sin is being accumulated in this individual.
Stage 3 – Aggression – One's mental facilities are altered, and are more apt to kill. Non lethal attacks require a will save (DC 17) to perform, otherwise lethal damage is dealt.
Stage 4 – Murderous – Non-Lethal damage is no longer an option. All damage will be dealt as lethal. *Gift stage, individual may receive a gift via Demonic Corruption.
Stage 5 – Battle Lust – While in combat, the thrill of fighting is nearly irresistible. An individual must make a will save (DC 19) to take non offensive options. Note – The one non-offensive option available is to purposely knock oneself prone. Additionally, CHA and WIS based skills required two rolls, and the lesser roll is used. *Gift stage
Stage 6 – Fading Mind – Sanity falters at this stage, and in encounters of conflict (social and combat), the individual must make a will save (DC 20) to remain in control. Failure results in the character being temporarily DPMC, and proceed to act as such for an hour. *Gift stage
Stage 7 – Turning – Individual will attack on sight. Each kill requires a will save (DC 21). Upon 3 failed will saves, the character is deemed 'Turned' and no longer can be returned to their normal state. They are treated as demonic enemies and will need to be killed.
Gifts from Sin
Please see the Demonic Corruption page for details on these gifts and their drawbacks, unless otherwise noted (in which case, assume it refers to abyssal and demonic aspects). Please refer below to the edited Manifestation Prerequisites, as many have changed.
Requires at least two other gift: Demonic Wings, Weakening Claws, Diabolical Servitor
Mechanics with Sin – What this means in game
BEING PURE OR AFFLICTED IS PLAYER CHOICE AT GAME START.
Most every kill will be met with a count of sin, it is highly recommended the party plans how to cover each other so no one individual gets too many points. It is also highly recommended to be smart about non-lethal attacks, or finding other ways through combat entirely.
Exposure to the Abyss occurs during a Crossing. Any party member caught without one night's worth of incense will be given one Sin point, regardless of Pure/Sin status.
Sinpurge is a purchasable process, and will require rp to find a doctor willing to perform the procedure.