Hello All
I need a bit of help with a project- seeing as I am rather terrible with balancing and mechanics.
I'd like to convert the a few things from Vampire the Masquerade to Dark Heresy.
In particular:
The Discipline "Quietus" as the forbidden rituals and rites of the Oblationist Faction.
& The three paths of Blood Sorcery:
The Path of Duat , The Hunter's Wind & Breath of Set (Weather Control)
In terms of mechanics, I want to use "Chaos Rituals" and not psychic sorcery- as I've already discussed it with the Oblationist in question and he really liked that idea (granted, I was improvising at the time
but I don't want to disappoint hehe)
Quietus and The Hunter's wind would be the Priorities right now, as the player has decided on that particular path of knowledge.
In terms of mechanic, I was thinking a (Half-action?) Forbidden Lore (Oblationist) test would be required to enact the ritual, and it would be modified by three elements:
1- A previous half action scholastic lore/ Forbidden Lore (Occult/Daemonology/???) with degrees of success or failure modifying the subsequent test by +10 or -10 per degree. Choosing not to complete a ritual after this test has been rolled would immediately result in a contempt of the Warp.
2- The "Rank" of the discipline, with rank 1 being +20, rank 2 at +10, and so on and so forth until rank 6, which would be -30 (the more power higher discipline powers would take make this penalty even harsher)
3- Auspicious circumstances (Not doing the "Setup" occult lore would be a botched ritual at -20, a sorcerer would get +10, a master sorcerer +20, etc etc as per that list.)
Failure would cause a roll on the contempt of the warp table, with each degree of failure adding +10 to the result? And perhaps doubles would roll on Psychic phenomena.
Rituals would inflict 1d5+X - WP Corruption points where X is their rank.
What do people think of that?
I was thinking of instilling some sort of "prerequisite"
Forbidden Lore (Oblationist) would grant access to Rank 1 & 2 Rituals.
Forbidden Lore (Oblationist) +10 would grant access to rank 3 & 4.
Forbidden Lore (Oblationist) +20 Would grant access to the remainder of the powers.
The rituals would take X*months to research and learn, where X is their rank
Some powers are utterly useless and cannot be converted- but I have hope for the majority of them.
Let's take a quick look at Quietus, which is likely to be the most urgent:
1- Silence of Death (Scholastic Lore Occult)
Relatively easy to Cast, +20. Supernatural Silence- the Enactor draws an unholy rune on his person using his own blood (taking one unsoakable damage), which then absorbs all sounds in an area around him: what better way to conceal the screams of your daemon weapons...
Lasts an hour, don't need to change that- and for range Perhaps WP* Points of Damage Taken in meters? Or keep it 20? I'd like it to be "evolving" ritual- so, make the test more difficult to increase the range further.
2- Scorpion's Touch (Scholastic Lore Occult)
Again, easy to cast: likely the bread and butter of the Oblationist- who sacrifices his bodiliy purity to destroy both heretics and traitors to the cause. By carving a spiral wound in the palm of his hand then grasping a symbol of faith and completing a forbidden prayer, he turns his blood to deadly poison.
Perhaps the most difficult power to convert- if only because I don't want to be as "weapons coated by his blood gain the toxic quality". Whatever it does, the power should be linked to how much blood he spent [unsoakable damage taken after casting it].
I was thinking that that perhaps that the weapon would deal toughness damage, or would gain the felling quality [removing the TB of the opponent] based on the amount of blood invested? Ultimately, it could gain Toxic (X) where X is the amount of blood invested- but that would be kinda boring. Opinions?
3- Dagon's Call (Forbidden Lore Daemonology)
Ahh, what better way to eliminate a heretic than to drown him in his own impure blood? Ironic end, hoist by his own petard- hubris is the downfall of man. This power allows the Oblationist to kill virtually anyone after having touched him. I say virtually- in that some people are destined to greater things, and aren't this easily disposed of...
For the actual ritual, the Oblationist need only dab the skin of his victim with a drop of his blood, which squirms into the body of the latter almost instantaneously. Later, with ritualistic circle centered on a representation of the victim, the Oblationist sacrifices his own impure blood to bursts his victim's blood-vessels and drown her from within with her own blood.
This is the first discipline power to use Willpower points- which is Vampire's Equivalent of a Fate point. I am hesitant in applying the same cost to it in Dark Heresy, as vampires usually have 5-6 Will Power points. There should be a contested Roll with the Target, Likely WP vs WP, with degrees of success dealing damage, same as the Force Weapon quality.
How about, instead of spending a fate point- the player spends 1d10+X-WP damage per rounds maintained, where X is the number of rounds?
This mean the player gets to inflict a few unsoakable D10s in damage, but only if he passes his contested Will-power tests and is willing to keep investing his own precious hit-points.
4- Baal's Caresse [Casting this at -10] (Forbidden Lore Daemonology)
"The penultimate use of blood as a weapon" & "...transmute her blood into a virulent ichor that destroys any living or undead (Daemonic?) flesh it touches..."
The Oblationist utters and unholy and damning curse, and slices open his tongue as penance for his transgression with a chosen blade. He uses this tainted blood to augment any weapon- perhaps even his hands.
The normal reflex is to give a weapon "Warp Weapon" Trait, but I don't think this really applies. At this point, we go with something like: the Oblationist pays (MAX TB- Let's say Six) Blood/Wounds to coat his sword with the poison. The next time he hits his target, the attack further inflicts 6 points of (non-stacking) Critical damage and looses a charge of poison, The following attack would inflict regular damage +5 (non stacking) critical. Should the weapon also gain Force or Felling [so that it can hurt the big, tough guys/daemons?]
Assuming that we went with the "Prerequisites" idea than the player would need Forbidden lore (Oblationists) +10 to be able to use Dagon's Call and Baal's Caresse, not to mention the forbidden lore Daemonology Test before it.
So are these too strong? Too weak?
I haven't posted my ideas for the other Three paths (the player chose to follow the Hunter's Winds, so I will likely address that tomorrow morning.)
What do you guys think so far?
Edited by Saldre