Thought-Worms

 

These items are unique to the Marches; despite their name, they are not precisely alive.  Thought-Worms are created through the manipulation of ideas and concepts into a somewhat tangible form.  Actually, it is much more accurate to say that they are created by the torture of ideas and concepts.

 

Yes, it’s one of those kinds of items.

 

Only primal spirits can produce thought-Worms, and only for affinities that they have at the primal level; it requires a successful Dream Shaping roll at -6 and 6 Essence to create one.  Once a thought-Worm is created, it will remain dormant until implanted into an ethereal that does not have an affinity in common with the primal spirit.  The implantation process can either be overt or covert; the act of implantation is mostly metaphorical, which in ethereal terms means that it can be easily and effectively masked.

 

Once implanted, the thought-Worm will begin to infiltrate the target’s psyche.  Once per day (at Essence gathering), the target must successfully roll against both Intelligence and Will. A failure at either will reduce the affected Characteristic by 1.  Once both a point if Intelligence and a point of Will has been lost in this fashion, the target will acquire the appropriate affinity at the Slight level.  After this point, any further loss of Intelligence and Will go to the thought-Worm, which will invariably use them to make it harder for the target to resist the daily attacks on his or her psyche.  The process is complete once either Characteristic has been drained to 0; at that point the thought-Worm has taken full control.  The end result is an ethereal with a new Slight affinity, a -1 to both Will and Intelligence (which can be bought up later) - and a permanent -6 to all attempts to resist the commands or orders of the primal spirit that infected it.

 

Resisting the effects of all of this is moderately simple, assuming that the ethereal has both some idea of what’s going on and the ability to do something about it.  Anyone with both Dreaming and Medicine at level/3 or above can either remove or kill the thought-Worm.  Removal of it after the affinity has manifested will both excise the affinity and cause 4d6 Mind Hits to the sufferer; killing the thought-Worm will only cause 2d6 Mind Hits and keep the affinity, but the sufferer will be permanently at -3 to any roll to resist being infected with any thought-Worm.  In any case, lost Characteristics are permanently lost, although this will not result in the lost of a Force.

 

Thought-Worms are generally banned in civilized Domains, and in more than a few barbaric ones.  Those that do permit them usually reserve them to a Domain's owners and favored servants, and only then under restrictions (such as an alternate form of capital punishment).  Ethereals do not like thought-Worms.  Even the ones that use them are often disquieted by the practice, at least to the point of not willingly discussing it.  Ethereals living in the wilds between the Domains are sometimes not as fussy, particularly when they wish to create an army with which to correct their status...

 

 

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