Corrupting my players with the Ruinous Powers

By illathid, in WFRP Gamemasters

So I'm going to be starting a game soon and I had a fun idea, but I'm not quite sure how to implement it.

The party consists of the following:

  • A bright order wizard
  • A Pit fighter
  • A Gambler
  • and a Rat catcher

What I realized tonight is that they each generally line up with one of the four gods of chaos:

  • Wizard = Tzeentch
  • Pit Fighter = Khorne
  • Gambler = Slaanesh
  • Rat Catcher = Nurgle

So being the caring and loving GM that I am, I decided that each of the Ruinous Powers has taken an interest in their respective player and is trying to corrupt them. However I'm not quite sure how I should go about actually showing this. My first thought was to do something like the Blood Tracker from the adventure in Omens of War, but I don't know if I should have it trigger as often as it does in that adventure.

So, anyone have some ideas on how I can bring my players into the arms of Chaos? demonio.gif

illathid said:

  • Wizard = Tzeentch
  • Pit Fighter = Khorne
  • Gambler = Slaanesh
  • Rat Catcher = Nurgle

Wizard -forbidden, heretical knowledge; corrupted items, secret order membership

Pit fighter - some kind of greedy gains by killing innocents (duped or paid..regular offerings to do so, he's bound to slip up eventually)

Gambler - gambling against his companions

Rat Catcher - spreading disease on his feet, his love of his dog (mutated with disease spreading ability), murdering a noble b/c you push him in social class warfare (a couple noble toughs ought to do the trick), skaven offer to make an alliance with him (or Fimir against the skaven, and give him power)

jh

Emirikol said:

Wizard -forbidden, heretical knowledge; corrupted items, secret order membership

Pit fighter - some kind of greedy gains by killing innocents (duped or paid..regular offerings to do so, he's bound to slip up eventually)

Gambler - gambling against his companions

Rat Catcher - spreading disease on his feet, his love of his dog (mutated with disease spreading ability), murdering a noble b/c you push him in social class warfare (a couple noble toughs ought to do the trick), skaven offer to make an alliance with him (or Fimir against the skaven, and give him power)

Thanks! I like it those a lot. They'd work well for major corruption events.

After thinking about this some more, I've fleshed it out some. The idea is basically that each party member will have a tracker representing their status with the their chaos god (these will work like the secret societies from Lure of Power). Once the character has gained enough favor from their chaotic patron, they'll gain a mark of chaos. They'll keeep this mark until they're able to get rid of it by moving down the tracker (again, this will work like a secret society).

So now that I have that worked out, I need to figure out 1) what exactly will move the players up and down each side of the tracker, and 2) what bonuses and penalties should the players get for gaining favor and trying to leave the embrace of chaos, respectively.

Regarding 1), I'm a big fan of the idea that the road to Hell is paved with good intentions. So lifting an idea from Omens of War, anytime the Pit fighter starts a fight, incites other to spill blood, or kills when he could let live he will gain favor with Khorne. All blood is spilled for the Blood God, irrespective of your reasons for doing so. However, I'm having trouble coming up with similar situations for the other powers (probably because it's 3 am). So I'd welcome the community's thoughts on the matter.

For 2), I'm really drawing a blank as I want to give benefits that are both fitting and mechanically significant but are not overpowered or unduly debilitating. Again any ideas would be welcome.

As soon as somebody in my party becomes really aligned with a ruinous power, I do some extra preparing during sessions.
I prepare some notes with things I think someone of that "inclination" would say or do, and from time to time in a scene or dialog, slip them the paper.

At first, I tend to add something like: If you act this out, you get +2 white dice on your next roll.
After a while (and farther down the road of influence/corruption), it becomes: if you don't, you'll get +2 black die. (written on the note of course, not said out loud)

I call it active temptation :)

Gains/Losses

Slaanesh, the Keeper of Secrets: Gain any time the character keeps a secret from his companions, lies to protect his own hide or another's, incites or engages in blackmail, holds a secret over another person's head, proves himself to be the best at something in competition (tied to the slaanesh aspect of excess). Lose any time the character tells the truth to the detriment of his cause, reveals a well-guarded secret, loses in a competition.

Papa Nurgle, Lord of Despair: Gain any time the character convinces someone their venture is a lost cause, has an opportunity to inspire hope and chooses not to try, spreads the gifts of Nurgle (disease) knowingly or not. Lose any time the character inspires hope, achieves appropriate medical care for the sick.

Tzeentch, Changer of Ways: Gain any time the character acts in a way that doesn't support the strict social order (assisting peasant revolt, helping merchants marrying into nobles, allowing a peasant to lay hands on a noble regardless of circumstance); assists in a "scheme" of any sort, instigates major change in a community. Lose when he leaves a locale with status quo intact, opts for the straightforward approach over an intricate plan.

Boons

The safest way to give small boons, in my opinion and experience, is to tie them to resources the players already consume. Adding additional effects to fortune dice rolls and additional affects to boons are a great start.

Slaanesh. Slaneesh loves the best of the best, so you can benefit situations that are min-maxed:

  • Minor Blessing: When you attempt a skill in which you have a specialization, you may convert 2 boons into a success. Your success in your fields of expertise is consistent and praiseworthy.
  • Blessing: When you spend a fortune and/or have a specialization, you roll an additional fortune die. You are the very best at what you do best.
  • Major Blessing: Mark of Slaanesh
  • Evidence of Chaos: Everyone remembers your words and your mannerisms, but none can describe you physically except that you are "comely"

Nurgle. Nurgle loves all life.

  • Minor Blessing: Your actions in combat gain [bo]: +1 Soak until the start of your next turn. You don't quite feel pain as you once did.
  • Blessing: When you spend a fortune on a Resilience check, roll an Expertise die instead -- unless that resilience check is related to Disease. You feel hardy against all the challenges of the world, all except that nagging cough.
  • Major Blessing: Mark of Nurgle
  • Evidence of Chaos: If you stay in the same lodgings for more than 3 days, cockroaches and other vermin congregate in unsettling numbers.

Tzeentch. Tzeentch is a tricksy fellow.

  • Minor Blessing: Your first Charm or Guile check each turn gains [bo]: Gain 1 Power. Your very words draw the winds about you, ready to act at moment's notice.
  • Blessing: You may suffer 1 Corruption to ignore a Chaos Star result on any skill check. That voice in the back of your head sure is helping you keep the winds under control.
  • Major Blessing: Mark of Tzeentch
  • Evidence of Chaos: In moments of extreme duress, eddies of magical wind swirl about you obviously visible to any with Magic Sight -- these winds may or may not invoke minor magical effects.

Khorne. Blood for the Blood God! Skulls for the Skull Throne!

  • Minor Blessing: Add a boon result to your dice pool on attacks made against a wounded opponent. Khorne accepts nothing less than a full sacrifice.
  • Blessing: When you spend a fortune die on an attack roll, the attack gains +1 Pierce. Almost as though your blade is crafted of metal stronger than steel, it slices cleanly through armor.
  • Major Blessing: Mark of Khorne
  • Evidence of Chaos: During combat, your hand visibly merges with your weapon. It is doubtful any but a skilled fighter would notice in the heat of the action.

Amehdaus said:

Gains/Losses

Papa Nurgle, Lord of Despair: Gain any time the character convinces someone their venture is a lost cause, has an opportunity to inspire hope and chooses not to try, spreads the gifts of Nurgle (disease) knowingly or not. Lose any time the character inspires hope, achieves appropriate medical care for the sick.

Nurgle. Nurgle loves all life.

  • Minor Blessing: Your actions in combat gain [bo]: +1 Soak until the start of your next turn. You don't quite feel pain as you once did.
  • Blessing: When you spend a fortune on a Resilience check, roll an Expertise die instead -- unless that resilience check is related to Disease. You feel hardy against all the challenges of the world, all except that nagging cough.
  • Major Blessing: Mark of Nurgle
  • Evidence of Chaos: If you stay in the same lodgings for more than 3 days, cockroaches and other vermin congregate in unsettling numbers.

I really like that! :)