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Alignment Blessings, Curses, and Warp Mutations; I feel the warp overtaking me - It is a good pain.
Topic Started: Oct 30 2011, 11:04 PM (792 Views)
Zed

General concept is that given a high or low enough Devotion, your chosen god/alignment will grant your character a blessing or curse. Also being exposed to the warp gives you a chance to mutate if you fail a Con/Wil test or just let it happen. Suggestions please!

Chaos Undivided

Khorne

-Collar of Khorne (May Counter Spells cast at you with Arcana+Willpower as a reaction.)



Tzeentch

-Sorcery: May learn any one spellcasting school like it was on your class list
-Mutant: Get a free pick from the warp mutations OR two rolls.

Slaanesh

Blessings
-Power from Pain (alternative title- Hurt...Me....MORE!) : Whenever you take wounds, you may add that many unkept dice, divided as you desire to rolls in your next turn.

Curses
-Hypersensitivity: Whenever you lose wounds you must make a (TN = Wounds Lost in Attack x5) Willpower Test or be stunned for a round as sensations beyond your control flood through you.

Nurgle

Malal

Blessings
- When using a Blast attack, gain +1k0 to damage for every ally in the blast raidus.
- Once per scene, when targeted by an attack, you may make a contested dexterity roll against an ally within 2m. If you succeed, you pull them into your place and they become the new attack target.

Curses
- When an ally receives critical damage, roll a difficult (TN 25) Willpower test to not attack them while they show weakness.
- Whenever something goes wrong (an object malfunctions, your party is ambushed, a dog poops on your neighbor's driveway), anyone affected by it that knows you automatically assumes you had a hand in it. It's a Difficult (TN25) Charm test to convince them otherwise. This TN increases to 35 if you actually did have something to do with it.


Tiamat


Blessed Order

Cuthbert

-Aura of Truth (Anyone attempting to lie to you directly must make a DC 5xYour Willpower Willpower test or be unable to lie. Note: Doesn't cover lies by omission or actually force them to tell the truth, just means they can't lie.)

Sigmar

Bahamut

Moradin

-Strike down the Giants: Extra Damage/Reduced Size/Something for anyone larger than you.

Pelor
-Vampires immune to sun damage
-Regain resource points from sunlight
-Illuminate areas with legit sunlight for one scene

Omnissiah
-You can now use Mechandrites. If you already can, your Con is considered 2 dots higher for Mechandrite limit.
-Commune with machine spirit (Not just computerized things)
-Free mental action each round

Unaligned
-Increase TN of focus power tests for spells made against you
-Resist Perils of the Warp once per scene

Raven Queen
-Seek Undead
-Extra damage to undead/necromancers
-Commune with dead

Vectron

Corellon
-Granted Elfiness

Luna
-Animal communication/empathy
-Beast aspect

Acerath
-Lore Bonus
-Magic Bonus
-Seek Secrets

Lolth
-Seduction bonus
-Command bonus
-Spider powers
-Drider (blessing and curse)




Warp Mutations

Warp Mutations

Minor

Grotesque: Fellowship penalty, intimidation bonus.

Tough Hide: +1 AP, natural armor.

Misshapen: -1 Dex

Feels No Pain: +1 HP

Brute: +1 Str, +1 Con, -1 Dex

Nightsider: Gain Darksight, -5 penalty to action rolls in daylight unless eyes are protected.

Big Eyes: +5 to Perception Rolls, -5 to Fellowship rolls

Malformed Hands: -5 to any tasks requiring your hands. (All Thumbs hindrance?)

Tox Blood: Consider your Con 1 dot higher for resisting toxins and poisons. -5 on Int and Fel tests.

Wyrdling: You may now perform ONE Level 1 spell of your choice from any school.



Major

vile Deformity: You're fuck ugly. Like, beyond fuck ugly. Only the warp could make something this ugly. Your face shouldn't even work.

Aberration: You gain bestial traits. +5 to Str tests, +5 to Dex tests, -5 to Int tests, -5 to Fellowship tests, Gain Fleet of Foot.

Degenerate Mind: -5 to Int tests, +5 to Fellowship tests, gain either Frenzy, Fearless, or From Beyond

Ravaged Body: Roll 1d5 times on the Minor Mutations table.

Clawed/Fanged: You gain fangs or claws that do 1k1 R brawling damage.

Necrophage: Soilent Green isn't fresh enough for you. You gain +1 Con and can regenerate wounds (1 HP per round, 1 Crit damage per hour, lost limbs, etc) so long as you eat plenty of raw meat regularly.

Corrupted Flesh: When you take critical damage, everyone around you must take a fear test with -5 to their rolls.

Vile Alacrity: Too much stimm and caff, friend? Consider your Dex to be two dots higher for determining your speed. You take -5 to Ballistics, Weapons, and Brawl tests. Yorue also a terisbl typsti.

Hideous Strength: Consider your Strength to be 2 dots higher for Melee damage and other strength tests.

Multiple Appendages: You get extra limbs such as arms, legs, tentacles, or a prehensile tail. You gain the ambidextrous asset, Two Weapon Fighting, and +1k1 to Climb and Grapple checks. You are also strangely attracted to schoogirls is sailor fukus.

Worm: Legs are so last week. You gain the Crawler trait, +5 HP, and the Disturbing trait.

Nightmarish: You know how Vile Deformity made you beyond fuck ugly? This is like that, but worse. Your Fear rating increases by 1.

Malleable: Gain +5 to Agility tests, +10 to Climb tests, and the Amorphous trait without the HP bonus.

Winged: You gain the Flyer trait. Demonic and horrific wings are encouraged.

Corpluent: You're fat. You gain +5 HP and consider your Con to be 2 dots higher for any toughness tests and the like. You can no longer run.

Corrosive Bile: You gain a Breath Weapon made out of maggots and vomit that does 2k1 R or E Tearing damage. This uses the Ballistics skill and is a full action.

Hellspawn: You feel the warp overtaking you. It is a good pain. You gain From Beyond, Fear Rating +1, and now have 2 ranks in a spell school of your choice. You are immune to poison and disease. Consider your size to be 1 higher for taking damage from ordinary weapons.
Edited by Zed, Nov 1 2011, 05:23 PM.
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Highwind
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I'd take Warp Mutations and Chaos Mutations from Black Crusade. As I stated before, I believe that Vectron's blessings should be weak and only work with/against other worshippers of Vectron, but if you have multiple people blessed by Vectron all followers of Vectron in the area get the benefit. The front charge of Vectron's Golden forces is a terrifying sight to behold on par with a WAAAAAAAAAAAAAAAAAAAGHHHH
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Judanas

Khorne
-Collar of Khorne (May Counter Spells cast at you with Arcana+Willpower as a reaction.)

Tzeench
-Sorcery: May learn any one spellcasting school like it was on your class list
-Mutant: Get a free pick from the warp mutations OR two rolls.

Cuthbert
-Aura of Truth (Anyone attempting to lie to you directly must make a DC 5xYour Willpower Willpower test or be unable to lie. Note: Doesn't cover lies by omission or actually force them to tell the truth, just means they can't lie.)

Moradin
-Strike down the Giants: Extra Damage/Reduced Size/Something for anyone larger than you.

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Lord Avernus
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The Motherfucking Sunreaver
The only idea that I know would fit in with Malal is albinism, but that is a pretty shitty gift.
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Highwind
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General rule/definition ideas

Blessing- you have been bestowed a gift by your object of supernatural devotion. This manifests in different ways depending on your alignment. If your devotion has been 8 or higher for more than 3 sessions, and at GM discretion, you may become blessed by your alignment for 200xp. After spending the xp, you roll on the random table for your alignment, and gain that blessing. Your blessing becomes inactive if your devotion goes below 8. Once you raise it to at least 8 again, the effect returns. You do not regain xp for lost blessings.

However, now that the eyes of the supernatural are upon you, they will be more critical of your actions. If your devotion drops to 3 or lower, or you switch alignments, you become cursed. Roll on the table for your alignment to determine what your curse will be. At GM discretion and after you have raised your devotion to acceptable levels, you may remove the curse. This curse is divine in nature, and may not be removed by mortal means. Additionally, while cursed, you are effectively blacklisted by the other alignments and may not receive any more blessings. After all, you changed sides once already, right?

You may spend xp to become blessed by your alignment twice. However, if you fall from grace, you will receive a curse for each blessing you had.


Mutations- the warp is not a place people like being in for extended periods of time. Prolonged exposure to Warp can cause several adverse effects. If your character is exposed to the effects of the warp, roll Willpower to resist mutation. If you fail, roll on the mutation table to determine what becomes of you. The TN is based on the following-

Base- TN 10
Receive critical damage from a creature of the warp- +5
Unprotected exposure to a warp portal- +5
Suffer the effects of Perils of the Warp- +10
On a ship that receives a minor warp breach- +5
On a ship that suffers a Geller Field failure- +10
Direct exposure to The Warp- +20
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Zed

Don't have Black Crusade, but translated the Dark Heresy mutations. Some of the mentioned traits may not exist in DtD or function differently, so we'll need to do some cross-checking soon.
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Highwind
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Brainstorms from the IRC channel. We're on a bit of a chaos bent

Malal

Blessings
- When using a Blast attack, gain +1k0 to damage for every ally in the blast raidus.
- Once per scene, when targeted by an attack, you may make a contested dexterity roll against an ally within 2m. If you succeed, you pull them into your place and they become the new attack target.

Curses
- When an ally receives critical damage, roll a difficult (TN 25) Willpower test to not attack them while they show weakness.
- Whenever something goes wrong (an object malfunctions, your party is ambushed, a dog poops on your neighbor's driveway), anyone affected by it that knows you automatically assumes you had a hand in it. It's a Difficult (TN25) Charm test to convince them otherwise. This TN increases to 35 if you actually did have something to do with it.

Slaanesh

Blessings
-Power from Pain (alternative title- Hurt...Me....MORE!) : Whenever you take wounds, you may add that many unkept dice, divided as you desire to rolls in your next turn.

Curses
-Hypersensitivity: Whenever you lose wounds you must make a (TN = Wounds Lost in Attack x5) Willpower Test or be stunned for a round as sensations beyond your control flood through you.
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