Malice

By Noxize, in Black Crusade

Has anyone come up with any rules on adding the Chaos god Malice as a path?

They would of course be a volitile member of ANY group, seeing as followers of Malice wage war on everyone- even on other heretics. I think it would be interesting to see what kinda adventures they would have.

I can see them as terrorists, maybe suicide bombers, seeing as Malice represents anarchy. Maybe ex-guardsmen would be tempted by the powers to set on demo-charges in camp and whatnot.

Just wondering if anyone has any ideas, I did a quick search of the forums for the word 'Malice' and came up with a zero…so I thought it best to start a topic.

You could make him or her an Untouchable! I know it traditionally doesn't fit with Malal/Malice's portfolio, but considering that 3/4 Chaos gods use plenty of psykers, it could work.

I think I'd really like to play an Alpha Legionaire who is also a follower of Malice (but secretly isn't! No, kidding… or am I? **** Alpha Legion…).

Could really sow some real instability in to the Vortex.. over what there already is, anyway.

Here is what I have so far, still working on it- let me know what you guys think. If I made any mistakes, just point em out, my first time making something like this…I am bound to mess SOMETHING up. Quick note, I am thinking of treating some of the Unaligned Skills and Talents as possible Malal aligned ones. Not sure yet, need to do more reading…

Path of Malice (Malal):

Chararcteristic : Weapon Skill/Balistics Skill

Skills :
Intimidate (Willpower) -Nurgle- Interaction, Investigation.
Trade (Intelligence) -Unaligned- Crafting, Interaction.
Tech-Use (Intelligence) -Unaligned- Crafting, Investigation.
Awareness (Perception) -Unaligned-

Talents :

Tier 1 Unaligned-
Ambidextrous: (Ag 30) Use either hand equally well–reduce penalties for using two weapons.
Cold Hearted:
Immune to seduction, resistant to Charm.
Enemy:
A group or organisation despises the Heretic.
Lesser Minion of Chaos:
(Fel 40) Gain a lesser minion.
Quick Draw:
Draw weapon as Free Action.
Double Team:
Gain additional +10 for outnumbering opponent .
Weapon-Tech:
(Tech Use +10), Int 40 Increase potency of advanced weaponry
Weapon Training- Heavy:
Use Weapon Group without penalty.
Weapon Training- Bolt: Use Weapon Group without penalty.

Tier 1 Nurgle-
Jaded: (WP 40) Ignore mundane horrors.

Tier 1 Slan-
Unremarkable: Heretic is easily forgotten.
--------------------------------------

Tier 2 Unaligned-
Betrayer: ( Cold Hearted, Intimidate) Kill minions or allies for benefi ts.
Independent Targeting: (BS 40) Fire at multiple targets more than 10 metres apart.
Marksman:
(BS 35) No penalties for fifiring at long or extreme range .
Minion of Chaos:
(Fel 45, Infamy 30) Gain a minion.

Tier 2 Khorne-
Combat Master: (WS 30) Opponents get no bonus for outnumbering Heretic.
Hatred:
Gain +10 bonus to attack hated creatures .

Tier 2 Nurgle-
Unshakeable Will: (WP 35) May reroll failed Fear Tests.
----------------------------------------

Tier 3 Unaligned-
Greater Minion of Chaos: (Fel 55, Infamy 50) Gain a greater minion .
Unholy Devotion:
(Minion of Chaos) Minions take hits for the Heretic .
Target Selection:
(BS 50) May shoot into melee without penalty.

Tier 3 Slan-
Sprint: Move more quickly in combat.

Tier 3 Tzen-
Eye of Vengeance: (BS 50) Increase chances of Zealous Hatred.

Still working on a way to incorperate the Mark, but this is what I have so far. Thinking of making it act as an 'Unaligned' Mark, in that it acts like any other, but draws from the 'Unaligned' pool, rather than a specific God. Or I may designate specific Talents as Malal Talents at a later date.

Mark of Malal
Heretics with the Mark of Malal are chosen by the Renegade, either with a physical mark branded into their flesh or a more secretive but no less permanent mark upon one’s soul. The brand constantly smolders like a second degree burn, though this causes them no Wound Damage. These characters are compelled to constantly sow the seeds of anarchy throughout the galaxy. Terrorism, in all it's forms is an impulse they can hardly ignore.


Benefits: The character gains the Arms Master Talent and the Unnatural Weapons Skill (+1), Unnatural Balistics Skill (+1) Traits. In addition to these Talents, the Mark may grant further bonuses as determined by the GM and may be a prerequisite when performing rituals and interacting with various beings of the warp.

First, I congratulate you for the effort; incorporating Malice into BC will be tricky.

It's had to find anyting that would say how followers of Malice act beside using terrorism and stuff.
I'll try to tell you what seems odd or out of place here and meaby how to change things.

As Malice is opposed to all other chaos gods, all their skills/talents will also be opposed. He could 'steal' some of them to be his own, but it leaves his followers at disadvantage - he should propably have 2 more skills and a few more talents than other gods. Characteristic shouldn't be WS/BS (it would be too cheap), you'll need to choose another or make them all unalighned.

For skills I'd swap tech-use with security (as it is used to set traps/demolitions - good for terrorism) and add interrogate.
Your talents choice is very combat oriented (even more than khorne's) and some talents should be changed somewhat:

- minion of chaos talents should be removed (they should be unalighned for everybody)

- there should be inspire wrath talents

- disturbing voice and baleful dirge (for spreading terror?)

Your Mark of Malal is making character better warrior, not better terrorist, something should be changed.


Sorry that it's mainly 'what's wrong' and not 'chow to change' but it's hard to invent such change.
And if you need any inspiration of how to spread anarcy and chaos, take a look at the Joker from The Dark Knight, he has it covered.

Thanks for taking the time to look over what I got, it's got a long ways to go, but it's progress right?

What about Fellowship in place of the WS/BS combo? I know Slan already has it, but it could fit with the whole "Go, blow yourself up for Malal!" Ideal.

About Minion: I thoight it WAS Unaligned? Did they change it? I am left behind on most rule changes.

I need to work on the Mark more, it's kinda hard to come up with the effects without making it game breaking. I'll post up the changed sheet later. Still thinking of keeping Tech-Use though, it's listed in my book as dealing with tech checks, including setting explisives.

"SPECIAL USES FOR TECH-USE
The following are some special uses for the Tech-Use Skill.
CRAFTING
Tech-Use can be used to make all kinds of technical devices from simple clockwork and steam engines to advanced
weaponry and armour. The time, diffi culty and materials it takes to create these items is greatly dependant on their
complexity, the kind of workshop the character has, and their access to designs or Adeptus Mechanicus knowledge. See
the Crafting sidebar on page 94 for the kinds of things which can be created using Tech-Use.


DEMOLITIONS
Tech-Use can be used to determine the effectiveness of explosive devices, which is greatly dependent upon the skill
with which they are placed. Success on a Tech-Use Skill Test indicates a character has successfully planted an explosive
charge, set with the trigger of his choice. Possible triggers are only limited by a character’s imagination, and can
include trip wires, timers, proximity sensors or remote activators. Failure indicates that the explosives fail to go off
when triggered, though the character does not know this until the time of activation. Four or more Degrees of Failure
indicated the character has set the device off prematurely and it explodes while being set! Some tasks, such as rigging a
building for demolition or bringing down massive suspension bridge, require an Extended Test. The GM sets diffi culty
and duration depending on the extent of the undertaking. When placing explosives, make sure to note the total Degrees
of Success and the die roll, as it may be used in an Opposed Test if someone attempts to diffuse a character’s hard work.
Defusing charges also falls under the Tech-Use Skill. Make an Opposed Test against the Tech-Use Skill Test of the
individual who set the explosives. Winning the test indicates that the bomb has been diffused. Simple failure means that
while the charge has not been disarmed, neither has it gone off. Four or more Degrees of Failure indicates the character
has set off the device, suffering the consequences of the explosion. Defusing multiple charges or complex trigger
mechanisms may require an Extended Test as determined by the GM."

I have things combat oriented because I see the servants of Malal as people of action- he is the god of Anarchy and Vengance after all. I do need to add a few non-combat Talents, swap out a few things for others. A few of your suggestions would align more towards the other gods…something I am trying to avoid somewhat. I DO like the Inspire Wrath idea though…

I like the idea of incorporating Malal - I was planning on doing it in my campaign at least. On the other hand, I'm not sure having a set of direct rules really fits with Malal's MO - they're the Chaos God of Anarchy, of Chaos itself in a way, of all its shifting bizzareness and unpredictability. While being a follower of Malal/Malice would be quite action-packed, I agree with Shadow-Ray - maybe you've got too much of a focus on combat. Malal pretty much has to work in the shadows anyway.

I'd not change the upgrade system at all by suddenly making stuff aligned with Malal, but do this - Unaligned is True, all Chaos Gods are Opposed. Malal Psychic Powers should be about sowing chaos and destruction - wide area attacks, mass panics and fear tests, deception in a way too. As to a Mark….Malal is anarchy. The Mark should do whatever the hell you want it to do. In fact, have it change what it does every Game Session. Or have it be able to copy a chosen Chaos God's Mark each Compact (Malice is parasitic after all!)

Also bear in mind that if anyone does this, unless all the other Heretics do too, they'll end up killing the other players at some point, or at least trying to.

Here is the updated list so far. I agree, the Mark MAY have some element of randomness, though restrictions will need to be set to prevent it from breaking the game. Malal may be god of anarchy and the like…but the game itself REQUIRES a set of rules in a way…prevents the game from going messy. I am thinking of making more changes…but for now I like what I have.

Went with Intelligence due to the planning and plotting one would need to do in order to double-cross EVERYONE. Hehe..

Path of Malice (Malal):
Chararcteristic : Intelligence
Skills:
Intimidate (Willpower) -Nurgle- Interaction, Investigation.
Trade (Intelligence) -Unaligned- Crafting, Interaction.
Security (Intelligence) -Unaligned-
Awareness (Perception) -Unaligned-
Interrogation (Willpower) -Unaligned- Interaction, Investigation
Tech-Use (Intelligence) -Unaligned- Crafting, Investigation

Talents:
Tier 1 Unaligned-
Orthoproxy: +20 bonus to resist mind control or interrogation.
Cold Hearted: Immune to seduction, resistant to Charm.
Enemy: A group or organisation despises the Heretic.
Lesser Minion of Chaos: (Fel 40) Gain a lesser minion.
Quick Draw: Draw weapon as Free Action.
Double Team: Gain additional +10 for outnumbering opponent.


Tier 1 Nurgle-

Jaded: (WP 40) Ignore mundane horrors.
Disturbing Voice: +10 to Intimidate, –10 to Charm.


Tier 1 Slan-
Unremarkable: Heretic is easily forgotten.
Air of Authority: (Fel 30) Affect more targets with Command

--------------------------------------
Tier 2 Unaligned-
Betrayer: (Cold Hearted, Intimidate) Kill minions or allies for benefits.
Marksman: (BS 35) No penalties for fifiring at long or extreme range.
Minion of Chaos: (Fel 45, Infamy 30) Gain a minion.
Iron Discipline: (Fel 30) Followers resist pinning and fear.


Tier 2 Khorne-
Hatred: Gain +10 bonus to attack hated creatures.

Tier 2 Nurgle-
Unshakeable Will: (WP 35) May reroll failed Fear Tests.

Tier 2 Tzen-
Paranoia: Heretic always alert for danger.

Tier 2 Slan-
Inspire Wrath: (Air of Authority) Inspire crowds to hatred and anger .
----------------------------------------
Tier 3 Unaligned-
Greater Minion of Chaos: (Fel 55, Infamy 50) Gain a greater minion.
Unholy Devotion: (Minion of Chaos) Minions take hits for the Heretic.

.
Tier 3 Slan-
Demagogue: (Inspire Wrath) Affect larger groups with Charm and Intimidate.

Tier 3 Tzen-
Eye of Vengeance: (BS 50) Increase chances of Zealous Hatred.

What I meant with minion of chaos talents was that I fear that getting them as 'true' could be gamebreaking (as you could get greater minions for almost 50% xp discount) but it will require playtesting to actually see if my fears are correct.

Getting all unalighned skills/talents as true will be gamebreaking even if all other gods' stuff will be opposed (it is a lot of very usefull skills and talents in the unalighned area).

If/when you decide to make rewards of Malice, feel free to steal from other gods (as said before, he is a parasitic one). Purity of Aggression fits perfectly. There is also Face of Malal, Daemonic Name and Daemon Weapon (everyone has one of those) so with the Mark it would be 5 already covered.

Also Enemy isn't really a talent you buy, rather one you earn so I don't see any reason to keep it on the list.

In my brief time, I knocked up a set of Malal Psychic Powers!

Malal Psychic Powers

Powers available for followers of Malal

Psychic Demolition
Alternate Names: Warp-Bomb, Terror-Blast
Value: 200xp
Prerequisites: Devoted Malal, Psy Rating 5
Action: Full Action
Focus Power: Hard (-20) Willpower Test
Range: 10xPsy Rating metres
Sustained: Half Action
Subtype: Concentration
Effect: A number of charges are planted within the range of the power equal to half the effective Psy Rating. These may be placed anywhere that the player knows of within range, including inside objects. They act as Demolition Charges with a weight equal to the the degrees of success on the Willpower test in kilograms, and dealing Energy damage rather than explosive. These charges may be detonated at any time by the caster after their placement. In addition, these charges do their damage by opening holes into the chaos of the warp itself. When the charges detonate, any sentient creature that could see them detonate must test against Fear (2).


Anarchy’s Reign (Corruption)
Alternate Names: Perceive the Truth, Shackle-Loosener
Value: 350xp
Prerequisites: Mark of Malal, Corruption 40+
Action: Half Action
Focus Power: Difficult (-10) Corruption Test
Range: 5xPsy Rating Metres Radius
Sustained: Free Action
Subtype: Attack, Concentration
Effect: The caster may nominate up to Psy Ratingx2 targets to be effected within range. To these lucky souls he reveals the truth of the universe, that all is chaos, anarchy, and death. Driven mad by the fragments of warp driven into their souls, these targets immediately enter a frenzied state, gain Hatred (Everyone), and Unnatural Weapon Skill (+1) and Unnatural Ballistic Skill (+1). They will attack the closest valid target for the duration of the power. After it ceases to be sustained, they lose their unnatural characteristics, but must test Willpower or fight on in a haze of fury. In addition, at the start of the power, the psyker may nominate a number of additional targets equal to half their corruption bonus (round down). These are never considered valid targets.
Psychic Phenomena: Due to the pieces of the warp nestling within their minds, should any possession result be rolled on the Perils table, all targets will be effected as well. In addition, such a condition is a fragile state. Any other psychic power that inflicts perils instantly cancels all effects, even lingering ones, of the power. Add +10 to all rolls on the Phenomena table within the radius of where the power was cast.


Cloak of Shadows
Alternate Names: Shimmering, Chameleon
Value: 100xp
Prerequisites: Devoted Malal
Action: Half Action
Focus Power: Challenging (+0) Willpower Test
Range: Self
Sustained: Half Action
Subtype: Concentration
Effect: The psyker cloaks themselves, wrapping themselves in shadow. They now gain a +20 bonus to all stealth tests, and may reroll failed stealth tests.


Bolt of Fear
Alternate Names: Torture, Deathshriek
Value: 300xp
Prerequisites: Devoted Malal, Psy Rating 4
Action: Half Action
Focus Power: Opposed Challenging (+0) Willpower Test
Range: 5xPsy Rating metres
Sustained: No
Subtype: Attack, Concentration
Effect: The psyker launches a bolt of mind numbing terror at the target. They must test against a Fear Rating depending on the effective psy rating. For Psy Rating 1-3 Fear 1, for Psy Rating 4-6 Fear 2, for Psy Rating 7-9 Fear 3, for Psy Rating 10-12 Fear 4, and for Psy Rating 12+ Fear 5 (see the Deathwatch Jericho Reach supplement for the rules). In addition, they take Xd5 Willpower and Intelligence damage, where X is the effective psy rating. This damage is resolved after testing against the fear. If the target has any talents that render it immune to fear, these are ignored, though the fear rating is reduced by 1 to a minimum of 0.


Rending
Alternate Names: Coward’s Bane, the Slaughterer
Value: 200xp
Prerequisites: Mark of Malal
Action: Half Action
Focus Power: Challenging (+0) Willpower Test
Range: 3xPsy Rating Metres
Sustained: No
Subtype: Attack, Concentration
Effect: The psyker launches a spray from his hands out to the range suggested, similar to a flamethrower. All those in range are dealt 1d10+Psy Rating Rending Damage, with a penetration of 6 and the Felling (1) and Crippling (Psy Rating divided by two) qualities.


Dominate
Alternate Names: Vengeance by Another Means, Control the Weak
Value: 400xp
Prerequisites: Mark of Malal, Psy Rating 6, Hatred (Any), Compel
Action: Extended (3) Action
Focus Power: Arduous (-40) Opposed Willpower Test
Range: Touch (The psyker MUST be touching the target)
Sustained: Free Action
Subtype: Attack, Concentration
Effect: The psyker completely takes over the mind of another sentient being. This being then becomes the psyker’s puppet for the duration of the spell. If the Willpower Test is successful, then the psyker instantly ‘Possesses’ his target, using the rules for Possession, without the need for the possession attack. They may still control their own body in addition to the possessed one’s. However, if they do this, then they suffer a -10 penalty to all Perception tests, and reduce both movement rates by one, due to the difficulty of co-ordinating both bodies. As well, if the psyker should lose his concentration for any reason, then the target is allowed an Opposed Willpower test. This Willpower Test may only be made a number of times a day equal to the target’s Willpower bonus. The tests are resolved with the willpower after the permanent characteristic damage from the possession.