Corruption and Insanity

By Tunnelhckrat, in Deathwatch Rules Questions

Since theres no concrete rules for giving insanity or corruption to space marines I was wondering how other GMs give these points out? I had one PC who made wishes with chaos, killed innocent humans, and prolly most important used chaos artifacts. When he moved away he had 27 insanity and 23 corruption. I have another PC who ran away from a decent sized force, he just hid till they got close enough for their psyker to sense him and then ran off like a chicken (very unlinke a storm warden), He knew that backup was on thier way too and still ran.

Personally, I don't think you gave that character enough corruption points. If he is actively using warp artifacts and making deals with chaos powers, that should often be on the order of +10 or +20 corruption points for just letting that happen. Slow it down over time once you hit 50+, just to keep em on their toes.

As far as what would be appropriate normally? First, call for a test of some sort (usually willpower), and then either give 1d5 for something not too "strong" or 1d10 for "stronger sources" of either insanity or corruption. Such as exposure to sorcery, or witnessing deeply troubling events (learning secrets about the chapter.).

Tunnelhckrat said:

Since theres no concrete rules for giving insanity or corruption to space marines I was wondering how other GMs give these points out? I had one PC who made wishes with chaos, killed innocent humans, and prolly most important used chaos artifacts. When he moved away he had 27 insanity and 23 corruption. I have another PC who ran away from a decent sized force, he just hid till they got close enough for their psyker to sense him and then ran off like a chicken (very unlinke a storm warden), He knew that backup was on thier way too and still ran.

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Okay, now that's over with...

If you have a Space Marine that's making deals with chaos he needs to be fast tracked. I like Kommissar's concept, whack them with +20 or so at a time until they get to 50 and slow it down. To me, this would apply only if the player didn't really know what being corrupted was all about. If the player (and character) were really just trying to make a pact, I'd fast track him to 100 and take him out of play (or rather, send him over to Black Crusade).

For the guy that runs away, I'm not sure insanity or corruption is the right path for him. The trick is insanity has some very real effects (curse of the primarch) which would run directly counter to his tactics of fleeing at the sign of danger, corruption doesn't do anything until you hit 100. I'd probably first tackle it with trying to trick the player into feeling guilt, and if that fails, start in with 'staging' things so that his secret of cowardice becomes known to some, forcing some situational roleplaying out of the character flaw- at least make him try to explain himself.

Kommissar hits the rest on the head, though I tend to give out static numbers rather than roll for them.

Tunnelhckrat said:

I had one PC who made wishes with chaos, killed innocent humans, and prolly most important used chaos artifacts.

There isn't much more you'd have to do to switch over to Chaos voluntarily, that's like begging for mutations. I would have given the player what he has been asking for and watch him explain to his brothers why his power armour suddenly had 3 arms.

Alex

The chaosy marine I whole heartedly agree with a lot of corruption points up to about +50. personally I treat insanity and corruption as more like a barrier than a cumulative thing. so as soon as they do something that I think sounds 10% corrupt I will raise them 10 corruption points, but if they are already at 77, that same deed might earn them 1 corruption point or even none if its something that seems (for them) them like completely normal behaviour. alot like WoD's morality system if you know that?

as for the cowardly storm warden I agree that it doesnt seem corrupt or insane, what it would warrant I would say is a massive dock in renown points. In RoB there is a whole system for how to modify renown based on specific actions but based on what you have told us I would say that warrants a loss of approximately 4 renown based on the fact that running away is slightly less bad than surrendering to a foe. then again one might argue that running away without even fighting is worse than surrendering to a foe and warrants 6 or 7