Major ECHO Fallout (d10)

d10 Result Result

1

BLOODED

You show some mark of the Heart in your physical form: twisting, fragile antlers of bone, fingernails that curve in fractal-sharp patterns, bioluminescent veins, additional joints in your limbs, and so on. Your frail mortal form is not designed to be used as such a canvas; when you mark stress to Blood, roll two dice and pick the higher. [Ongoing]

2

CULT

Your actions mark you as a true scion of the Heart, and weird people/creatures will trail around you, espousing your glories (whether real or imagined). This is nothing but trouble, and any attempt to take advantage of them will go wrong. Getting into a haven will be difficult with this many people around, so you’d best hope that some of them die along the way. [Ongoing]

3

DARK CRAVINGS

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

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.

4

EYES

Your eyes become wide black orbs; or perhaps you find more eyes blossoming on your body, growing in your sternum like a nest of spiders. You can see perfectly well in the dark, but lights dazzle and hurt you. The GM can call for an Endure check when you enter a well-lit area, and you take stress on a failure or partial success. [Ongoing]

5

THE LIFE NOT LIVED

Upgrades DEJA VU. You meet someone from your past who should, by all rights, be dead. [Immediate]

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]

6

MEAT

Everyone is just meat to you: dull, worthless, soulless. Any time you enter a situation where you must talk to a mundane NPC for an extended period of time, the GM can call for an Endure roll; on a failure, take D6 stress. If you are intimate with a mundane NPC, take D10 stress on a failure. [Ongoing]

7

MIRAGE

The next landmark you reach is a facsimile made by the Heart, arranged to give you what you want. It seems real, but the more you explore, the more obvious it is that everything – the streets, the books, the people –is fake. It’s an artful copy made out of meat, bone and blood. From the looks of things, it’s existed for hundreds of years. Once you realise that the land‐ mark is fake, remove this fallout. [Immediate]

8

THE RAVENING BEAST

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

RECONFIGURED PHYSIOLOGY

Your organs and bones don’t make sense any more. You can no longer remove stress from Blood, or remove Blood fallout at haunts or through the use of medical kits. This shows itself in some outward fashion – unusual growths bulging under your skin, words appearing as bruises, black blood and so on. [Ongoing]

10

VANISHED

The next landmark you reach isn’t there; you find something else instead. Presumably the landmark is somewhere, assuming it hasn’t been entirely swallowed up by the Heart. [Immediate]