Author Topic: Taint  (Read 5754 times)

Offline oslecamo

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Taint
« on: February 25, 2014, 02:17:51 PM »
Taint

After blighting the land, a group of corrupted warriors rises from their graves  to fight once more.

When one goes indulges in their desires at the expense of others, when one revels in the pain and suffering of others, when one kills others in cold blood, it's an experience that leaves marks, even if they're not noticed right away. Deep, poisoned marks that twist both one's body and mind, making them more focused on themselves, caring even less about others, more willing to hurt, to inflict pain and suffering. And it can spread. To your belongings. To your close ones. To the very land around you. That is the essence of Taint.

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Becoming Tainted

There's no really foolproof ways to make one immune against Taint. Whenever a Fortitude Save is called to resist Taint, a  Natural 1 or 2 automatically counts as a failure to resist. If the creature did not automatically fail saves on a natural 1, they still automatically fail on a natural 2. Even undeads and constructs and can be affected by Taint.  Willingly failing a save against a Taint-granting effect automatically shifts your alignment one step towards evil.

First physical contact with a tainted creature/object, or entering a Tainted Terrain demands a Fortitude DC with DC 10+respective Taint level or automatically gain 1 taint. As Tainted Terrain has increasing levels of taint the closer to the center you get,  each sphere  counts as a different contact, with its own appropriate DC and demands a new Fortitude save (check Tainted Terrain description).

From then, for every 24 hours spent in a tainted place, or spent carrying a tainted object (even if it is not equipped), a character must make a Fortitude Saving Throw. The base DC is 10, +1 for every consecutive 24 hours of exposure +1/5 the taint of the terrain/object itself. Multiple simultaneous exposures (such as carrying a tainted weapon in a tainted place) increase the DC by +1 per extra source of exposure every  24 hours. If the character fails his saving throw, his taint score increases by 1. The multiple spheres of a specific Tainted Terrain count as a single area for this checks.


Commiting certain acts also carries the risk for taint. Every time a character performs one of the following, they must suceed on a Fort save or receiving the following amount of taint (initial DC 10, plus +5 for each extra act of the list on the previous hour). 

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An object used for one of the above deeds has a 10% chance of gaining the same amount time of Taint, up to a maximum of 25 Taint.  Whetever the item gains Taint or not, it doesn't risk gaining taint from that same deed for 24 hours. Once an item has gained Taint, it cannot gain Taint again for one week. If multiple items are used on a tainting act, only the one most relevant can gain taint. Expendable items cannot gain taint.

The 15 feet radius terrain sphere centered where the deed was performed can gain Taint as if it was an item, except the Taint gained is reduced by 2, to a minimum of zero.  An area cannot have more than 50 taint.

A tainted creature inhabiting an area or regularly using an object for a decade is also enough to automatically grant it 1 Taint.

Destroying a tainted object/area will simply directly carry the taint to a random nearby  non-tainted object/area.
To get rid of the taint for good you need to properly purify it (see the Healing Taint section).


A creature's “safe” taint limit is equal to their Cha score. If a creature reaches that Taint limit, any Taint they gain is reduced by 2 to a minimum of zero, but every time they gain Taint from now on, there's a 5% chance per Taint point above their safe limit that their Taint overloads them, and they automatically become  an Evil outsider (demon if chaotic, devil if lawful, yugoloth if neutral, or other evil outsider if the DM believes it apropriate for the situation) with a CR equal to their previous CR+2. Their Taint score becomes zero, but they cannot gain more than one class level per hundred years of material plane time from now on unless they're at their taint limit (see below). The transformation is irreversible short of a decade whitout gaining any taint followed by a Wish or Miracle from somebody else.

Undeads have a taint limit of their Cha score +1 instead, and automatically gain 1 Taint every year unless they're kept sealed in a proper sarcophagus, coffin, or similar. If a mindless undead reaches their Taint limit, they break free from any form of control they're in and attack any living creatures they can detect until destroyed, or just stand around doing nothing if they can't detect any living creatures. Either way they become immune to any and all forms of control.

Evil outsiders have a taint limit of their Cha score +2 instead. An evil outsider that is at their taint limit automatically breaks out of any binding they're in and cannot be binded again.

If a living creature with Taint above their safe limit dies, roll a 1d12
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If a living creature with a taint score higher than zero but still under the safe limit dies, roll as well, but they rise as a mindless zombie that will attack any living being they can detect, or roam randomly if no victims seem to be in the area.

Destroying the body or traping the soul won't stop this process, but bringing them back to life will. The exact type of undead depending of the DM's choice and condition, but never a mindless type. If it was a player character, the player still controls the undead. Their taint score is reset to zero, but they cannot gain more than one class level per hundred years of material plane time from now on unless they're at full taint score. Such undeads cannot be brought back to life unless they spend a decade whitout gaining any taint.

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Tainted undeads or evil outsiders that are destroyed/slain do not become even stronger undeads.

Undeads or evil outsiders that would go over their Taint limits instead gain 20 temporary HP and +2 to attack rolls, saves and skill checks per point of “excess” taint. Those temporary HP and other bonus last 1 hour. Gaining Taint again during the same period of time doesn't stack the bonus, just count the bigger one. Instead of temporary HP, the tainted evil/undead may choose to heal its HP by the same amount. This means an undead or evil outsider cannot go over their safe Taint limit, and thus never risk overloading.



Protecting against Taint

Some natural substances absorb taint and thus protect those who are exposed to carry them. Examples include a pure jade rod the size of a human finger, a sheet of vellum prepared from a year-old lamb, an intricately carved piece of lightning-struck oak, or a silk sash. The DM can create other examples appropriate to the campaign as well.

Regardless of the shape or substance of the item, taint-absorbing items cost 100 gp each, and fill body item slot to be effective (holded in a free hand also works).  They can only resist up to a week, and then crumble into useless dust. Multiple such items worn in plain sight protect a character for a longer time, but only to a point: two will last twelve days, three last sixteen days, four last nineteen days, and five last for twenty one days. Any more will simply render them all innefective. Similarly, such items created by magic means automatically fail to protect from taint as well, as they lack true purity.

Such protection is only good against external sources of taint. Willingly commiting taint-inducing acts or carrying tainted items will still result in taint gain. If the item is destroyed/removed, the protection is reduced by an appropriate amount (so for example if you were at ten days in a tainted place with two such items, and one got sundered in combat, then you would need 3 days worth of saves).

In alternative, you can sacrifice such items in an 1-hour ritual to temporaly decrease the Taint score of one area of Tainted Terrain you're standing by 1 on for 1 day. The amount of items you need to sacrifice is equal to the taint level of the Taint score of the terrain. You can sacrifice more items to decrease the Taint score by 1 multiple times. So for example if a piece of Terrain has 10 Taint, you could sacrifice 27 such items (10+9+8) to decrease its Taint score by 3 for 1 day.

Tainted Terrain

Evil can seep into the land itself. Just as with creatures, the land visually changes. Skies are darker or the sun burns merciless, the climate becomes uncomfortably cold or hot, inanimate plants die off or become twisted things, water courses become oily and so on.
The radius of a tainted area grows 100 feet per week, with the new radius having one less taint than the one that spread the corruption. Thus a tainted “center” produces slightly less “tainted spheres” around it over time, with the most distant one having just one taint and not spreading any more taint of its own. Any new taint gained by the terrain apply to all the connected spheres. Tainted Terrain can only be detected  with either a survival check with DC equal to 41-1/2 Taint level from anyone, or by a Heal check  with the same DC. Evil/Good outsiders, or creatures with Aura of Evil/Good gain a +8 bonus on Heal or Survival checks made to detect Taint, as their essence makes it easier to instinctively detect Taint. Either demands being actually on the terrain. It takes one hour of observing and moving trough it, and cannot be retried if failed.

Multiple nearby tainted terrains overlap, count only the effects of the one with highest taint.

When a character casts an evil spell in a tainted area, treat the caster as +1 caster level for spell effects that depend on caster level, plus another +1 per 5 levels of taint on the terrain. When a character casts a good spell in a tainted area, treat the caster as -1 caster level for spell effects that depend on caster level, plus another -1 per 5 leels of taint on the terrain. These changes in caster level have no effect on spells known, spells per day, or highest level of spell available.
Tainted terrain also automatically blocks any indirect divination effects and teleportation effects from creatures outside it, as long as the spell is of a level no bigger than 1/5th the taint level on the terrain. Thus a tainted area with 25 taint would stop someone from outside from using teleport to get inside, but not greater teleport.

Non-tainted creatures take a penalty on saves against poison and disease equal to 1/5th the taint level of the terrain. If the terrain has at least 25 taint, then non-tainted creatures normally immune to poison and disease can be affected by it, but they don't take the penalty on the saves.

All healing that non-tainted creatures in tainted terrain receive is reduced by an amount equal to the Taint level of the terrain. So for example if a creature had Fast healing 5 and were on Taint 4 terrain, they would just regain 1 HP per round.


Tainted Creatures.

Some sages will claim taint weakens both the body and soul of the victim. If only that was true, the eternal fight against evil would be a much easier one. Unfortunately taint actually strenghtens the victim, and altough they may slowly slip into insanity, a madman's mind may be even more dangerous than that of a sane one. Thus most that know the truth about taint still try to hide it, in order to try to prevent power-hungry individuals who think they have nothing to lose from willingly becoming tainted.

For each point of Taint a creature has, they gain a Corruption of their choice (or two at random), and a Depravity at random (a player can choose to pick which Depravity they gain, but then must pick two depravities per point of taint). Usually Corruptions grant a bonus, while Depravity carries a penalty. If a creature loses Taint, they lose the respective Corruption and Depravity. If they later gain Taint again, they gain the exact same Corruption and Depravity.

Having Taint between 1 and 1/3 your Cha score results in Slight Taint, just some minor changes such as pale, grayish, dead complexion, sunken eyes, cracked lips, that can be easily covered with clothes and/or some make up. Only a full body check-up if you're helpless or willing will reveal it.

Having Taint between 1/3 and 2/3 your Cha score results in Moderate Taint, producing more drastic changes, such as Bleeding from eyes, nose, mouth, ears, or lips, hair falling out, eruption of painful sores that ooze blood, push, foul-smelling ooze, spiders, or insects. Clothes and make-up can still hide those at distance, but any adjacent creature will notice the clear presence of something quite strange on the subject. One can use the Disguise skill to try to hide it against adjacent observers. If one takes no measures to hide moderate Taint, then it is obvious to any observers.

Having Taint above 2/3 of your Cha score means Severe Taint, the creature is barely recognizeable as a member of its own race anymore. Mutated, deformed fingers or whole limbs, some parts of its body rot and fall, others grow,  fuse and deform. The creature is clearly not normal no matter how you look at it.

The signs of taint may not necessarily be "instantly horrifying" things. For example, a tainted being may become actually prettier in slight taint, with smoother skins and body imperfections disappearing until they look more like a life-sized doll or a moving picture when they reach Severe Taint, rather than an actual living and breathing being.
The DM and player are free to discuss the details of the above, but they carry no mechanic effects by themselves. That's for what the Corruption and Depravities are for.

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Tainted Items

Unlike tainted terrain and tainted creatures, a tainted item still looks pretty much the same as a nontainted one. But the effects of using such items are darkly amplified. A tainted sword leaves deeper wounds, while someone wearing tainted armor looks more menancing, and a tainted tome reveals dark secrets to those that read it too much. To notice the Taint on an item demands good martial experience in order to notice sutle changes in balance and capacity. Taint level of an item  can only be detected by a Bab check (1d20+Bab) against a DC of 10+Item's Taint level when the item is first used. Every time the user gains Taint, they're entitled a new Bab check to figure out its Taint level. Creatures with Aura of Good gain a +5 bonus on those checks.

Weapons
-A Tainted weapon gains a profane bonus on attack and damage rolls equal to 1+1/5 Item's Taint score, counts as magic and evil whenever such would be benefical for it, and also gains one of the following bonuses per point of Taint depending on the conditions of the Tainting deed. Each option can be picked multiple times unless noted otherwise.

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Rolling a natural 20 with a Tainted weapon forces a Fort save with DC 20+Item's Taint level or gain 1 Taint instantly
Rolling a natural 1 with a Tainted weapon means you take damage equal to to the Taint level of the item.

Armor/Shield-A Tainted armor or shield grants a profane bonus to AC equal to 1+1/5 Item's Taint score, and also gains one of the following bonuses per point of Taint depending on the conditions of the Tainting deed. Each option can be picked multiple times unless noted otherwise. Resistances stack with other resistances. DR is either DR/-, or adds to your existing DR, whichever's better at the moment.

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Rolling a natural 20 on a save while equipped with either Tainted Armor or a Tainted Shield  forces a Fort save with DC 20+Item's Taint level or gain 1 Taint instantly.
Rolling a natural 1 on a save while equipped with either Tainted Armor or Tainted Shield deals damage to the wearer equal to the Taint level from the Armor or Shield, whichever's higher.

Tools-Items that only granted a bonus on a skill check now grant a profane bonus on that skill check equal to its Taint level. Rolling a natural 20 on the respective skill check while using the Tainted tool forces a Fort save with DC 20+Item's Taint level or gain 1 Taint instantly. Rolling a natural 1 on a skill check with a Tainted tool means you automatically fail the check and you cannot use that skill again for a number of rounds equal to the Taint level of the Tool.

Others-If an item does not fall on any of the above categories and is used for a tainting act, the user may choose to make it count as one of the above, either a simple single-handed weapon dealing base 1d6 bludgeoning damage for a medium creature (example: stone used as improvised weapon), a set of Armor whitout penalties and base 0 AC (example:clothes used for strangling), or becoming a masterwork tool for a certain skill (example: book used to plan a church betrayal now grants a bonus on Knowledge(Religion)).



Healing Taint.


Gaining taint is easy. Cleansing it, not so much. It is based on Heal checks. Sucess means 1 Taint is removed. Failure by 5 or more means the one trying to perform the healing becomes tainted themselves.  If other creatures are using Aid Another in this, they can also gain Taint if they fail their own checks by 5 or more. You can only take an auto 10 on this check by spending 10 times as much time in the healing process (you can still rest and eat in between, but can take no other activites). Interruption ruins the process and it must be restarted.

Healing Tainted creatures is performed at the rate of 1 taint per day and demands a sucessful Heal check from a creature with no more than slight taint. The DC is 10+creature's CR+Creature's Taint level. You can't heal Taint from yourself this way. In alternative, spending one decade whitout gaining any Taint automatically reduces Taint of that creature by 1. This consists of a careful check-up of the creature to be treated, use of inexpensive oils made from local plants, and shooting discussion to seek to make the victim abandon their depravities.

Healing Tainted terrain is performed at the rate of 1 taint per month and demands a sucessful Heal check from from a creature with no more than slight taint. DC is 10+Terrain Taint level (don't count temporary reductions by sacrificing items). The tainted terrain radius diminishes as the Taint is removed. This consists on ideitfying the focal points of Taint on the terrain, that will be inevitably concentrated on local trees/animals/people/spirits that will lay mostly inanimate, usually looking dead to untrained eyes. Altough one could destroy them directly, the Taint would simply spill and focus on something else on the area, probably even harder to find, so the only way of cleansing the terrain is treating those focal points.

Healing Tainted items is performed at the rate of 1 taint per month and demands a sucessful heal check  from a creature with no more than slight taint. DC is 20+Item's Taint level. This consists of applying inexpensive oils made of local plants and ritual chanting in order to wash the Taint away.

Only one creature can assist on removing Taint from a creature, object or area of terrain at a time.

New Feats


Confessor
"Tell me your sins my child."
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Tainted Martyr
"I shall suffer so others don't need to."
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Cleansing Flame
"Fire washes the skin off the bone and the sin off the soul. It cleans away the dirt."-Franko Tildon the fiend burner
"When in doubt, set it on fire."-Link, hero of the Goddess
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Taint in the World

A Campaign that uses the Taint rules is one where the dangerous seduction of evil lurks around every corner.

Taint comes naturally to those that perform darker deeds, making them more powerful, but also progressively less sane, while simultaneously corrupting their belongings and the very land where they act. For most people those may sound like a price too heavy to pay, but for those that don't care much about others, taint will seem like an easy and fast path to power. A serial killer gets stronger and harder to catch with every kill he adds. A bloodthirsty soldier who cuts down civilians just trying to escape becomes harder to control. The noble who sits at his high tower exploring the peasants is not seen during the day at all, but when he does appear his presence is malefic. Other people may call those individuals fiends in human skin, and if they keep their paths, they soon shall become actual fiends.

That killed tainted beings come back as even stronger undeads should they be killed means that summary execution is not a very good solution to dealing with them. Better to try to cleanse their taint first, so they may properly stay dead. Still, should they prove too dangerous to keep alive in the short term, one may kill them hoping they don't return instantly, and then seal their remains in a tomb full of traps, so hopefully they can't get out when they come back.

Fiends and undeads on the other hand will never "spawn" new threats when killed, so destroying them may be the most efficient way of dealing with them.

Meanwhile tainted lands are shrouded places where outside magic has trouble penetrating, where getting sick or poisoned is easier, and healing is harder, making it tempting hideouts for brigands, necromancers, and darker beings. In particular if they're already tainted. Healing the land is a lenghty process, so brave (and resistant) adventurers must flush them out before the restoration can begin.

Adventurers may be overjoyed by finding aparently superior gear on the dead cold bodies of their enemies, but overusing said equipment can easily end with them becoming tainted themselves.

Mindless undeads are dangerous tools, prone to spreading Taint and eventually going into a rampage. Sentient undead are not necessarily evil, but will start acumulating and spreading taint should they harm others.

Good clerics, paladins and rangers form the main defense against the Spread of Taint, able to detect it and heal it. Even evil overlords may choose to keep minions skilled in Heal around to cure some of the taint gained by their forces, so they don't become too depraved.

Still, some may decide that a little taint for a little power may be worth the risk in desesperate situations. Even a most holy paladin may decide to wield a tainted weapon in a time of crisis, using its corrupted power for good, and hope to cleanse the Taint away when the danger is gone, trusting his great Fortitude to keep himself from getting too corrupted. But luck may cheat him and he may suddenly find himself filled with too much Taint, warping him into dark and depraved being, the very same thing he seeked to fight against.


Example of Taint.

Robert is a simple farmer (commoner 2), but after a passing plague that results in an hunger across the region, and he ends up stealing the grain reserves from his neighbours. He must make a Fortitude save with DC 10, which he fails so he gains 1 taint, and ends up with the Tainted Skill (Bluff and Diplomacy) corruption and  Compulsive Liar depravity. Later he meets his wife and kid, hugging them and telling that a traveling noble offered them food, which means they must make a DC 13 Fortitude save or gain 1 Taint themselves dude to contact with a Tainted creature. They suceed, so no more Taint is spread around. Robert keeps telling lies due to his depravity and looks a bit pale due to slight Taint, but the family is happy because they have food.

Later that night, the neighbour discovers Robert has stolen his grain and comes begging to deliver at least some back so his own wife and kids won't starve. Robert will have none of that, so he kills the neighbour with his dagger. He must make a Fortitude save with DC 15 since he had commited a Taint act not very long ago. He fails and gains 3 more taint, gaining  three more Corruptions and three more Depravities. There's also an 10% chance the dagger he uses gains 3 taint and a 10% chance the 15-feet area centered on the dead neighbour gains 3 Taint as well. Both dagger and terrain become tainted. Robert, that has 10 Charisma, now has Mild Taint, which forces him to start wearing ticker clothing. The disguise holds for some time, but Robert keeps acumulating Taint because of his knife, and meanwhile the tainted area spreads for 200 feet. Eventually he reaches 8 Taint, meaning he has severe taint and can't hide his corruption anymore, so he tries to run away. He gains two more taint until reaching his safe limit of 10, meaning he cannot gain any more taint by  He's spotted tough by another farmer, and in panic murders him, reaching taint 11 (usually he would gain taint 13, but as he's already at his safe limit, it is reduced by 2). One point above his safe taint limit means there's a 5% chance to be overloaded by taint, but he resists. He's eventually cornered and killed by a nearby militia, only to raise as a Wight an hour later. He's however free of his depravities, so he chooses to flee for good rather than spread more violence.

His son, Billy, inherits his dagger, not knowing it is a tainted item. It actually cuts better than the other daggers around the house, so he keeps it around.  Meanwhile the area around his house also becomes mostly Taint 1. He must first make a Fortitude save with DC 12, then +2 every day for simultaneous exposure to dagger and terrain, while his mother must make an initial Fortitude save with DC 11 that increase by 1 every day. Billy and his mother both acumulate Taint as time goes on, blaming their growing depravities on the Robert's death. Having reached his safe Taint limit, Billy (chaotic commoner 1) doesn't gain any more taint from the dagger and terrain, but soon turns to inflicting excruciating torture on animals he catches. This is enough to force him to start making checks to resist being overloaded by Taint, and eventually turns into a  Dretch. His mother witnesses the transformation and manages to lock him up and goes call for help. Eventually, a cleric of Pelor trained in Heal and his asssistants come to help. They manage to heal the land and Billy's mother, but the young man is beyond salvation for now. He will be locked below a church, where he can't engage in tainting acts, and eventually an high priest of Pelor will cast a Miracle to turn him back into an human.

Alas, Robert the wight is still on the loose, and will be gaining Taint over the years, along with depravities and corruptions, while simultaneously spreading Taint across the forest where he lurks...


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Note: this was originally posted as an entry for a contest, now that it is over, I'll give it its own thread Original here.
« Last Edit: July 24, 2015, 07:56:51 AM by oslecamo »

Offline Gazzien

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Re: Taint
« Reply #1 on: February 26, 2014, 02:14:15 PM »
Typo:
Tainted Martyr:
"Must have reached moderate or worst taint"
Should be "moderate or worse" (though I suppose that would be the worst :P )

Offline Gazzien

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Re: Taint
« Reply #2 on: March 01, 2014, 02:33:36 PM »
The Example table underneath the Confessor feat is broken; it should read:
Base DCTime
1024 Hours
1220 Hours
1416 Hours
1612 Hours
188 Hours
204 Hours
2210 Minutes
246 Minutes
262 Minutes
2710 Rounds
307 Rounds
325 Rounds
343 Rounds
36Full-Round Action
It also should say "1 minutes at DC[+17] becoming 10 rounds" (not DC+16), and it's DC+26 (base DC 36) to make it a full-round action.
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Offline oslecamo

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Re: Taint
« Reply #3 on: March 01, 2014, 04:54:22 PM »
Done, thanks for the cleaned up table!

Offline ketaro

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Re: Taint
« Reply #4 on: July 23, 2015, 12:20:28 AM »
Just a quality of life thing, but it was bugging some of my players and myself.

The lists for Corruptions and Depravities would be so much nicer if they were at least numbered so you wouldn't have to count how many there are in the list each time you wanted or needed to roll randomly to determine a random Corruption or Depravity you may have just acquired.

Offline Falkonus

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Re: Taint
« Reply #5 on: July 24, 2015, 01:03:20 AM »
I got to say, I really like these rules. The corruptions and depravities don't really seem like penalties when you get them, and just give opportunities to roleplay a little differently.


But yes, a chart to make random selections based on a dice roll would make things easier, and shouldnt be hard to conjure up.

Offline oslecamo

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Re: Taint
« Reply #6 on: July 24, 2015, 08:05:28 AM »
Added numeration and quick randomization charts.