An update to Antonio's Gyft. Could lead to some interesting faction interactions, cleared with [@Estylwen] (if there's any further notes/issues let me know and I'll clear them up). These rules only apply to players who want to use them, so if anyone is uneasy or doesn't like them you can say no and stay clear of the meta game these rules generate. [hider=Antonio Gyft / Corruption Rules] [b]ANTONIO GYFT / CORRUPTION RULE SET[/b] [u]Faction corruption rule[/u] Roll one D6 for each corrupted faction every game day for effect, +1 to result for every 10% of faction personnel corrupted. [b]Corruption can only enter a faction if all the players involved in an interaction wish to use these rules and the event role played (trade, quest, interaction, etc) clearly notes the corruption effect. Corruption [u]cannot[/u] affect PC's and NPC's unless a targeted player wishes to role play such[/b]. 1-3 : Loss result 4-6 : Cover result 7-9 : Gain result 10-12: Uprising result 1: Cleansing, corruption presence has ceased entirely. 2: Faltering, an entire 10% of total personnel are freed from corruption (rounding up). 3: Wavering, 1 corrupt personnel is freed from corruption. 4: Disorganized, 1 corruption presence point is hidden. 5: Established, 1 corruption presence point hidden per 10% total personnel corrupted. 6: Coordinated, all corruption presence points hidden. 7: Abduction, corrupt 1 personnel in faction. 8: Infection, corrupt 1 personnel in faction per 10% total personnel corrupted. 9: Contagion, corrupt 10% total personnel (rounding down). 10: Deviate, random district diverts outputs to Antonio (lose [30% - 10*initial roll] total personnel[corrupt only]). 11: Eliminate, random district becomes unowned and must be conquered again (lose [60% - initial roll] total personnel[corrupt only]). 12: Assimilate, attempt is made to overthrow the faction leader and acquire their holdings (lose [90% - initial roll] total personnel, all corrupt personnel detained if unsuccessful.) [b]ASSIMILATE NOTE[/b]. The attempt must be made in roleplay so target player is given the chance to defend themself and their assets. [u]Personnel corruption rule[/u] Every corrupted personnel rolls 1D6 in their faction corruption pool every game day. Every 6 rolled corrupts another personnel, any 1 rolled adds corruption presence points triggering a 'corruption presence' event (points increase the severity/visibility of the event) and marks that many personnel as corrupt. Marked personnel can be quarantined, cured or eliminated. [b]Temporary Gyft suppression can cure corruption in personnel. The cure to the Gyft or Antonio's death grants immunity to the corruption[/b]. [u]Corruption spread, symptoms and severity[/u] - Corruption spreads through drinking the waters produced by Antonio or liquids tainted by it. - Symptoms and Severity increase with corrupt water consumption or embracing the corruption within them. - Corrupt personnel appear more emotionally inert and monotone in speech according to their level of corruption. - Lightly corrupt personnel appear off to close friends/family. Heavily corrupt personnel act as machines focussed on their objective. [/hider] Maybe someone ends up stealing control of the corruption for themself or gambles for some free personnel? Interested to see how people would use this if they're keen~.