The Ruinous Powers (Corruption and Degeneration)   Posted by The Heretic.Group: 0
The Heretic
 GM, 12 posts
 Not Sauron
Tue 7 Apr 2020
at 08:58
The Ruinous Powers and Paths of Corruption
Sources of Corruption

1. Anguish. Experiencing distressing events.

2. Blighted Land. Crossing or dwelling in an area tainted by the Warp.

3. Misdeed. Committing despicable, dishonourable or chaotic deeds, regardless of the ends.

4. Cursed Objects. Taking possession of, handling or using warp-tainted items.

1. Anguish

When a character witnesses or experiences a distressing event or disturbing situation, they are required to make a Corruption Test. The table below provides some examples and context for the kind of events that might provoke such a test and the consequences of failure.

Sources of AnguishExampleCorruption Gain
Natural but unexpected event or grievous occurenceSerious or mortal accident, natural catastrophy, death of a loved one1 Corruption point on failed Corruption Test AND gets an "Eye of Terror" result.
Gruesome killing, dreadful experience, senseless destruction, display of the existence of the WarpDiscover a traitor among allies, discovering a town mutilated, seeing the mustering of a cultist army, witnessing Psychic Phenomena1 Corruption point
Harrowing experience, physical or spiritual torment, display of the power of the WarpTorture, witnessing a lesser daemon or Minor Warp Incursion2 Corruption Points
Experience directly the true face of the WarpWitness a Greater Daemon or Major Warp IncursionGain 1 Corruption Point regardless of the outcome of the Corruption Test. Then gain 2 additional CP if the test is failed

2. Blighted Land

When a character enters or lingers in an area tainted by the Warp, they must make a Corruption Test. If the test is failed, they gain 1 Corruption Point. The table below gives examples of how frequently such a test must be made.

The MateriumOnly as required by the adventure
Cursed Land, Unholy Ground, travelling the Warp with a functioning Gellar FieldOnce every week
Travelling the Warp with a malfunctioning Gellar Field, Daemon World in the MateriumOnce a day
Daemon World within the Warp with personal psychic protectionTwice per day
Unprotected within the ImmateriumOnce per hour or more

3. Misdeeds

Committing acts conducive to Chaos and the designs of the Ruinous Powers results in automatically gaining Corruption Points. No Corruption Test is made. These points are gained regardless of the intention or end result of the action; merely attempting such a deed is enough to garner the attention of the Ruinous Powers and corrupt the soul, but are only gained for intentional acts of Chaos. Actions taken against a characters will, accidentally or without their knowledge do not count as Misdeeds. The following table provides examples of such Misdeeds and the Corruption Point gain that might be associated with them.

ActionCorruption Gain
Accidental Misdeed-
Violent threat, purposefully lying, manipulating the will of others 1 point
Cowardice, theft2 points
Unprovoked aggression, abuse of authority3 points
Oathbreaking, treachery4 points
Torture, murder, performing a Chaos ritual5 points
Summoning a daemon6 points or more

4. Cursed Objects

Objects that contain the essence of the Warp or have been influenced by the Ruinous Powers can also give a character Corruption Points. This will depend on the object in question; some will allow for a Corruption Test to avoid gaining points, others will not. Some will give a character Corruption Points just for handling them, others must be used (intentionally or otherwise) to do so. The GM will inform you of the specific circumstances of a given object as required. Intentionally using a Cursed Object will usually count as a Misdeed (see above). You have been warned...

This message was last edited by the GM at 13:17, Tue 07 Apr 2020.

The Heretic
 GM, 13 posts
 Not Sauron
Tue 7 Apr 2020
at 09:26
Paths of Corruption - The Blood God, Khorne
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Curse of Vengeance

1. Spiteful : The acolyte often repays real or imagined wrongs with vicious rudeness. Depending on the provocation, the acolyte may be simply very impolite or downright insulting.

2. Vindictive : The acolyte will not let go of a grudge. Even the smallest faux pas will be remembered and repaid in kind.

3. Cruel : The acolyte doesn't care if their actions cause suffering or pain to others and is needlessly savage with their enemies.

4. Vicious : The acolyte actively enjoys inflicting suffering upon others. They intentionally uses the most cruel and painful methods of achieving their goals.

Thirst for Battle

1. Barbarous : The acolyte no longer cares much for the trappings of civilised living. Their mannerisms are crude and they pay little attention to the law or local customs.

2. Brutal : The acolyte reacts aggressively to the slightest provocation and shows little restraint under most circumstances.

3. Murderous : The acolyte considers killing as a perfectly natural way to achieve their goals, solve their problems or simply make things go their way.

4. Beserk : The acolyte is addicted to the thrill of extreme aggression and uses brute force and violence as their primary reaction to every circumstance.

This message was last edited by the GM at 13:18, Tue 07 Apr 2020.

The Heretic
 GM, 14 posts
 Not Sauron
Tue 7 Apr 2020
at 10:07
Paths of Corruption - The Prince of Pleasure, Slaanesh
[flavour text]

Hubris of Vanity

1. Grasping : The acolyte wants only to improve his own status, whether through wealth, recognition or self-improvement and will take any opportunity to do so.

2. Mistrustful : When your perfection is as obvious as yours, even the good advice of your friends is shrouded in dubious intentions.

3. Deceitful : The acolyte feels no shame in misleading others with lies and stratagems, even if their machinations do not further their own ends or needs; all the more proof of their self-worth.

4. Thieving : The acolyte has discovered that anything they desire can be theirs; they just have to take it. They have earned the right, in their own mind, to take all they want and nothing and no-one can convince them otherwise.

Prides' Folly

1. Arrogant : The acolyte doesn't miss an opportunity to underline their own importance, often belittling their peers and companions in the process.

2. Resentful : The acolyte feels their actions are simply worth more than others', resulting in the acolyte often feeling bitter or angry with those that fail to recognise this.

3. Overconfident : The acolyte feels overwhelming pride in themselves, often blinding them to their own limits and weaknesses. They will set out to do whatever they set their mind to, regardless of the consequences that might befall others, or themselves.

4. Tyrannical : The acolyte has escalated their personal desires and actions to that of a righteous cause. Their disregard for the lives of others is so profound they will go to any lengths to achieve their ends and any dissenting opinion is considered an utter betrayal.

This message was last edited by the GM at 13:18, Tue 07 Apr 2020.

The Heretic
 GM, 15 posts
 Not Sauron
Tue 7 Apr 2020
at 10:22
Paths of Corruption - The Changer of Ways, Tzeentch
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Lure of Secrets

1. Haughty : The acolyte doesn't easily recognise the wisdom found in the words and deeds of others and tends to turn aside all advice and offers of aid.

2. Scornful : The acolyte treats the propositions of others with disdain, making use of every opportunity to mock them for their presumed inadequacy.

3. Scheming : The acolyte keeps their thoughts and intentions to themselves at all times, never giving advice except at great cost and heeding only their own judgement.

4. Treacherous : The acolyte cannot be trusted to keep their word. They actively seek personal advantage at the expense of others, even their closest friends and allies.

Witness of the Warp

1. Twitchy : The acolyte has glimpsed beyond the veil too often and now sees echoes of the warp, the creatures that inhabit it, or xenos abominations constantly, whether they're really there or not.

2. Paranoid : The acolyte believes that "they" are out to get them, whoever that may be. Maybe they are. They see the machinations of their enemies behind even the most innocent of things.

3. Reckless : The acolyte just doesn't care any more; either "they" aren't powerful enough to get them anymore, or they just want it all to end. The acolyte has little regard for their own safety, or that of others.

4. Deranged : Staring into the Warp has left the acolytes mind shattered past any salvation. Their actions are unpredictable, unfathomable and beyond reason. Anything goes.

This message was last edited by the GM at 13:18, Tue 07 Apr 2020.

The Heretic
 GM, 16 posts
 Not Sauron
Tue 7 Apr 2020
at 11:43
Paths of Corruption - The Father of Plague, Nurgle
[flavour text]

Call of Apathy

1. Detached : The acolyte is often daydreaming, or find their mind set on other matters. They find it difficult to concentrate on the task at hand or to remember to relay important details to their companions.

2. Idle : It takes a lot to stir the acolyte to action. They are easily distracted by their own concerns and must be cajoled to fully participate in joint endeavours.

3. Uncaring : The acolyte is losing touch with the world outside of themselves. They can't bring themselves to feel compassion and quickly lose interest in matters, or people, that do not concern them directly.

4. Cold : The acolyte has lost their empathy for living creatures other than themselves entirely. They fail to see other creatures or people as living beings and treat them with as much compassion and respect as they would any object.






- Cowardly : The acolyte cares only for their own safety under any circumstance and will go to any length to save themselves when a threat arises, even at the cost of others lives.

This message was last edited by the GM at 13:19, Tue 07 Apr 2020.