Minor ECHO Fallout (d10)

d10 Result Result

1

BUBOES

Your skin blisters and bubbles. When you take Blood stress, take an extra D4 as the boils split and burst. [Ongoing]

2

CONDUIT

Your best efforts to keep the unreal energies of the Heart at bay are futile: your body is a crucible for strangeness. You cannot use Echo protection. [Ongoing]

3

DEJA VU

You notice minor elements of your past life appearing in the Heart as though it is reading your mind and adapting itself to your expectations; the GM tells you what happens. [Immediate, Ongoing]

4

EXODUS

You retch up a handful of writhing creatures: pallid fat moths, translucent grubs, spiders with the wrong number of legs, throbbing parasites and so on. Anyone who sees this and isn’t ready for it marks D4 stress to Mind. [Immediate]

5

FOLLOWER

Someone, or something, believes you are very important: chosen of the Heart and worth following. A weird-looking but essentially harmless creature or person follows you at a distance; they won’t approach you, but they’ll be keen to sift through your rubbish or attempt to hurt anyone who looks like they might want to get in your way. [Ongoing]

6

GLITCH

You disappear, only reappearing after every other player has acted at least once. [Immediate]

7

HEX-EYE

Your vision swims as you start to perceive worlds other than your own layered on top of one another. Any action you take that requires accurate judging of distance (jumping, shooting, running down a corridor) becomes Risky. Once per session, you see something useful – ask the GM what it is. [Ongoing]

8

THE RAVENING CALL

This fallout has no effect, but it stays on your character, and occasionally manifests as a broken, staccato howl in the back of their mind. Should this fallout by upgraded, see THE RAVENING BEAST below. [Ongoing]
 
THE RAVENING BEAST:
Emerging from a patch of shadows, the Ravening Beast that has been hiding in your mind appears. It will attempt to maul others, but its primary motivation is to consume you utterly. Fighting off the beast does not remove this fallout, but it has no further effect unless you upgrade this fallout (see THE RAVENING below). [Immediate]

Ravening Beast
DIFFICULTY: Risky
RESISTANCE: 10
PROTECTION: 2
RESOURCE: Obsidian heart, definitely not a beacon to draw more in (D12, Occult) EQUIPMENT: Fractal teeth and blackstone claws (D8)

9

STRANGE APPETITE

You crave unusual – taboo – things rather than good honest meat and drink: rusted metal, living creatures, vermin, effluvia, used clothing, beloved pets, etc. Next time you visit a haunt and attempt to refresh Blood or Mind stress, you must seek out this weirdness and indulge in it; otherwise you will be unable to refresh. Once you’ve sought out the weirdness, remove this fallout. This fallout can be upgraded into DARK CRAVINGS. [Ongoing]

DARK CRAVINGS: As STRANGE APPETITE, but the effect is permanent until this fallout is removed. [Ongoing]

10

SIREN SONG

You cannot shake the thought of a particular place or person from your mind (the GM will pick a nearby landmark or NPC). If you do anything other than move towards it or remove obstacles in your path, the action becomes Risky. Once you reach it, the feeling dissipates. [Ongoing]


Subcharts

Untitled - Thu 30 Dec 23:26:41 (d6)

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