Parasite - Tome of Excess

By drxn, in Black Crusade Rules Questions

Just wondering what folks' thoughts are with regards to how the Parasite trait functions.

Specifically with regards to

Any successful attacks against the parasite, by the potential host, or by another character, inflict half Damage against the host, and any attacks that fail by one degree or less strike the host instead...

Once infected, the host must pass a Hard (–20) Toughness Test or succumb to the parasite’s influence, which may range from subtle changes to behaviour to outright control, depending on the nature of the parasite. (Pg. 50, BC Core)

Now, there's a strong suggestion of variability depending on the entity bearing the trait within the fluff text, so let's assume that's always a factor - that being the case, what are your thoughts on the following:

Is the Toughness Test a one-time thing, or each time the Parasite attempts to influence the host?

If the latter, how often would you think the host should have to test?

Would shifting the test to another attribute be significantly imbalancing?

Once attached, does the Parasite continue to risk damage when the host is attacked directly (as opposed to via an area effect or the like)?

Just interested in hearing the community's thoughts on the matter, as I'm considering the trait for a minion to be used in controlling a war-beast created using the Rite of Fleshmoulding.

The test wording implies that it is a one off, the first time they are infected. If passed the parasite fails to take hold and is repelled or is not able to take control for a period rather like a possession attack and must wait a long period or till the host is weak.

However you could also use creative licence and say that once the test is failed the host must make WP tests at intervals decided by the GM to stay in control/lose control to the parasite whims.

One thing I didnt like though was that the parasite always seems to take damage, I would play it out like a Goa'uld from Stargate. That's a parasite but is an internal one which latches to the neck/spine so theres no way that any hits on the host would necessarily damage the creature.

I agree that it shouldn't be at risk to take damage continually after the infection takes place,

It would be far too vulnerable.

Any way you play it though, it needs to be nasty, imho.

Been toying with the idea of making a character with this trait somehow... Like Tamurkhan the champ of Nurgle, see Forge World...

I would probably have it like when the parasite first attacks its victim you have a chance of removing it via attacks, for say a turn or two as its written, then it burrows inside and takes control. And then you cant attack the parasite directly, once its attached itself.

Although this is clearly one of those traits one has to be creative with and work together with the GM and the owning player quite a bit to work something interesting and cool.

I think I'm going to push for a one-time test for parasite infection to take hold - that is, once such a Toughness test is failed, the parasite gains control from then onward; though, if the test is passed, the parasite can re-attempt 'infection' immediately until killed/driven off/removed/etc.

As for the damage issue, I think the angle I'm going to pitch is that it takes damaged as described during infection, but any non-surgical damage dealt to the parasite will be dealt to the host as well (ignoring host Toughness/armour) once the parasite has attached itself.

I'm not sure if that should go both ways, the parasite likewise taking any damage the host recieves - any thoughts? Maybe only to a specific body hit zone? Or a % chance on such a hit zone even?

My idea was (shamelessly) ripping off the dol'mantle from the comic Prophet.

In short, picture a small amorphous Warp-tainted underhive parasite known as a doltik, capable of manipulating a host's mind through hijacking its neural processes. Typically they feed on rats or other small vermin, forming large colonies of such controlled creatures and defending their lairs ruthlessly. Occasionally, one will grow considerably in size and consume its bretherin, at which point it soon turns to seeking larger prey. Should such take a host prove to be a human or xenos with a particularly powerful connection to the immaterium, the doltik may seek to feed off this connection and become tainted by the Warp, killing its host and gaining a sense of self-awareness.

Such creatures tend to be particularly aggressive, but can be 'tamed' after a fashion through willing formation of a blood-bond/parasitic relationship on behalf of a servant of the Warp or its denizens. After such point, the creature forms a psychic link from which to feed via non-intrusive infiltration of the primary-host's neural functions and may be worn about like... well, a mantle.

Such 'mantles' have historically been worn by powerful servants of Chaos, and superstition suggests the creatures are in fact subtley controlling their bonded-hosts at the whim of dark things immaterial, like playthings - or dolls - of the Warp denizens, hence the term "dol'mantle"...

While worn in this manner, it can assist in certain tasks (intimidation of foes, medical upkeep, technical support), possibly even transferring its regeneration trait to its primary host (say, if an arm were removed and another arm 'available' nearby, the creature could {temporarily?} fuse the new limb onto the host). At its heart, an ungulating nucleus surrounding a Beguiling Jem (ToE) of a most maleficent nature, making it all the more difficult to engage in melee-combat with one donning such a creature (or the creature itself, should it be ordered to use more intrusive methods of 'bonding').

When combined with the Rite of Fleshmoulding, such a miniscule creature-minion can serve as a poor (/non-Pskyery) man's method of controlling a ritual-borne warbeast.

Thougts?

Edited by drxn