Black Crusade Rituals

New Rituals


Metamorphosis of Change

Not all of the gifts of the gods are fully appreciated by their heretical followers. Some seek to question the gods divine choice and so the Metamorphosis of Change was created. Sorcerers seek to channel the essence of the warp into recently exposed mutations in they hope that the blessing will reform under the shifting nature of the warp.

Requirements:

  • Ritual Master: Only heretic with the Psyker trait as well as the Psyniscience and Forbidden Lore (Warp and Mutants) skills can perform this ritual.
    • Having Medicae, Forbidden Lore (Daemonology) or Scholastic Lore (Occult) each adds +10 to the final roll.
  • Sacrifices: CP value of willing Chaos mutants sacrificed. The majority of mutants having the same mutation, or the same alignment (ie being aligned) may affect which mutation is gained.
    • A number of sacrifices are required (see Cost) as are a number esoteric components as determined by the GM. For every factor increase of sacrifices (ie to the power of 2, to the power of 3) the test is increased by +10.

Test:

  • Once the correct components have been acquired, the psyker must pass a Difficult [–10] Forbidden Lore (The Warp) Test to successfully conduct the rite.

Effects:

  • The heretic may re-roll their most recent mutation on the unaligned gifts of the gods chart with one roll. This roll may be adjusted up or down by the DoS achieved by sorcerer during the Ritual Roll (Sorcerer's Choice).
  • This roll may be adjusted by the GM in relation to the circumstances of the ritual, and the parties involved.

Duration:

  • The re-rolled mutation is permanent.

The Price of Failure:

  • Failure results in a Test for the Contempt of the Warp (see Table 􏰅􏰆􏰅􏰀6-6 from the Black Crusade Rulebook), modified by +10 for every Degree of Failure after the first. All components are used by the Ritual regardless of success or failure.

Notes: This is our 'out' if you get a really shit mutation basically, it has do be done fairly quickly (before your next mutation) and is going to involve Infamy burn to acquire as many mutants as CP score!


Creating a Daemonhost

A daemon is a powerful ally, but the smart know it is better to have a tool they control. The summoner binds the soul of a daemon into a human host, and creates a powerful being.

Requirements:

  • Ritual Master: The ritual master must possess not only the means to summon a daemon, but the knowledge of how to bind one to human form. This knowledge is kept hidden, and should not be easy for players to come by. This takes the form of Forbidden Lore (Daemonology), but characters must also find the appropriate ritual in-game.
  • Sacrifices: A living body is required for the daemon to occupy, their soul is given as a sacrifice when their body is taken.

Test:

  • Applying the Ritual Markings: Forbidden Lore (Daemonology) test. Unbound: +10. Once-Bound: +0. Twice-Bound: -10. Thrice-Bound: -20. For each DoF the daemon becomes one step less bound. This is done at the start of the ritual. This is rolled secretly by the GM.
  • Summoning the Daemon: A separate ritual is conducted as per the normal Daemon Summoning Ritual.
  • Binding the Daemon: The summoner engages in an Opposed WP test with the Daemon to bind it. The following modifiers apply.
Binding Condition Modifier
Power of the Daemon - 1/2 Daemon's Infamy
Name of the Daemon
Host Wrought for Purpose + DoS on Ritual Master Test
Host of Power + Host's Infamy
Host of a God: Host is aligned to a different god - 10
Host of a God: Host is aligned to an opposing god - 20

Effects:

  • Corruption: Applying the bindings to the vessel gives +1 Corruption point. Successfully binding the daemon grants +1D5 Corruption points. These are in addition to the corruption points for completing a ritual and apply to everyone present.
  • The GM reveals the strength of the bindings. As long as the daemonhost is at least once-bound, there is no immediate danger. However, if the daemonhost is unbound, it is not constrained by the heretics orders. It will lash out, attempting to kill the Heretic who summoned it, as well as anyone else in the vicinity.
  • The daemon is bound to the host-body:
    • The daemon keeps its Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship at the levels before it was bound. Then, take the daemon’s Strength and Agility. Reduce each stat by 1d5 per level of binding (so a twice-bound daemonhost’s Strength and Agility would reduce by 2d5). Then, take the daemon’s Toughness and Wounds. Increase each stat by 1d5 per level of binding (so that same twice-bound daemonhost’s Toughness and Wounds would both increase by 2d5).
    • The GM can roll randomly for the daemonhost’s Unholy Changes and Daemonic Presence. Alternatively, he can select ones he feels suits his particular daemon. A daemon of Nurgle may have Bloated Form and Corpse-Host, while a daemon who delights in conflagrations may gain Inner Fire.
    • Instead of rolling for Psychic Powers, the daemonhost possesses any Psychic Powers it had while a daemon. A once-bound daemon has a Psy Rating of 5, twice-bound have a Psy Rating of 4, and thrice-bound have a Psy Rating of 3.
    • Finally, the daemon keeps any and all Skills and Talents it possessed. It replaces its Traits with Daemonic, Dark Sight, Fear 4, Flyer (AB), From Beyond, and Natural Weapons (Fangs, Claws, or Fists). A daemonhost’s Natural Weapons do not count as Primitive. If the GM desires, he can have the daemonhost retain certain Traits that are thematically appropriate.
  • When given basic instructions such as “protect me,” or “follow me and be silent,” the daemonhost will obey the Acolyte without trouble.
  • For more complicated tasks (such as “go to this building, kill this man, let none see you”) the heretic and the daemonhost should make an opposed Willpower Test. The heretic receives a +10 bonus to this roll for every level of binding the daemonhost possesses. Provided the heretic wins, the daemonhost will obey his orders to the letter. However, the more degrees the heretic loses by, the more liberally the daemonhost will creatively interpret his orders, preferably to the detriment of his master.

Duration:

  • Upon the death of the binder the daemon regains control, but is bound until his host body is destroyed.

The Price of Failure:

  • Failure results in a Test for the Contempt of the Warp (see Table 􏰅􏰆􏰅􏰀6-6 from the Black Crusade Rulebook), modified by +10 for every Degree of Failure after the first. Likewise the summoner must perform another Daemonic Mastery test, or the Daemon acts against them. All components are used by the Ritual regardless of success or failure.
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