Warpstone Corruption

 

Author: MHP

Warpstone is chaos solidified. It originates in the warp and finds its way into the Warhammer world through the warpgates. One of the two moons, Morrslieb, is also said to be made of warpstone. Warpstone corrupts and changes everything it comes in contact with, and often causes death. Following are rules to track how much a creature has been affected by warpstone and what will become of it. Note that these rules make warpstone extremely dangerous so use them carefully.

Corruption Impedance | Creature CI Values | The CI Test
Types of Exposure | Warpstone Amount | Protections | Various Modifiers
Effects of Warpstone Exposure | Minor Effects | Corruption Points | Dire Results
Incubation Periods | Recovery
New Spells | New Skill


Download this page

 

Corruption Impedance:

Every creature has a Corruption Impedance (CI). This is a % measure of the creatures resistance from being corrupted by warpstone. As a creature becomes corrupt from warpstone exposure, it's CI will lower, and therfore reducing it's resistance. The CI score can never be raised except in rare specific cases. If CI score of any creature ever drops to zero, it becomes a chaos spawn. Those creatures that cannot become spawns (e.g. daemons and elementals) have a minimum CI score of 10.

 

Creature CI Values:

The table below shows the CI score of many creatures. If CI score is needed for creatures not listed, the list should give a good enough idea for it to be determined. Non-corpreal creatures are immune to the effects of warpstone and thus have no CI. This immunity also applies when someone is affected by the Elemental spell 'Become Etheral'.

0+10d10 = Daemons (this varies greatly and each individual daemon could have a CI score of 10-100).
10+2d10 = Beastmen, Chaos creatures (most).
20+2d10 = Trolls, Wyverns.
30+2d10 = Ogres, Giant insects, Doppelgangers.
40+2d10 = Humans, Elves, Goblinoids, Normal animals (most), Giants, Vampires, Amphisbaena.
50+2d10 = Dwarves, Gnomes, Treemen, Lizardmen, Troglodytes, Fimir, Giant eagles, Dragon turtles, Corporeal Undead (most).
60+2d10 = Dragons, Zoats, Amoebas, Mould, Pegasi.
70+2d10 = Halflings, Unicorns.
80+2d10 = Skaven.
90+1d10 = Elementals (if GM decides they can be affected at all).

 

The CI Test:

When a creature is exposed to warpstone, there is a chance of corruption of it's body and/or mind. How big that chance is depends on the CI, the type of exposure, protections and the amount of warpstone. Add or subtract the numbers given for different kinds of exposure, amount and protections. The exposed creature then rolls a d100 and compares with the modified CI score. This test should be made once for every turn of exposure or part thereof. Under some conditions or if you think these rules are too "deadly", you could rule that the test should be made with larger intervals. Say, once ever 10 turns or even every hour. Just bear in mind that if you do that, short warpstone exposures will offer only miniscule amounts of danger.

 

Type of Exposure:

There are several ways of which one can be exposed to warpstone, all of which can have ill effects. When two or more exposures are applicable in the same round or appear within one turn, then use the one with the highest penalty.

Proximity (*) = Like being close to a piece of warpstone without getting in physical contact. Modifier is +20.
Handling, pure = Like touching a piece of warpstone, this includes wearing gloves, etc. Modifier is -20.
Handling, mixed = Like touching a substance contaminated by warpstone, this includes wearing gloves, etc. Modifier is 0.
Taken in, pure (**) = Like ingesting pure warpstone either as snuff or piece. Modifier is -50.
Taken in, mixed (**) = Like imbibing, ingesting or inhaling substance contaminated with warpstone. Modifier is -20.
Through a wound = Like wounded by skaven warpstone weapon. Modifier is -20.

(*) When exposed in this way, any critical failure rolls are treated as a failure of 30+.
(**) This also forces the creature to check for Dire Results (DR).

 

Warpstone Amount:

How much warpstone is a creature exposed to? Deciding this is probably the most difficult thing about these rules, as it is not based on mass or volume but rather what is much in different forms. A 50 pound warpstone rock is quite large, but if it is ground into a lake it's warping effects will be spread over a much larger area, and therfore much less potent at any single spot. A modifier of -20 to +20 should apply. Each individual case must be judged depending on if there's much or little warpstone in that form (solid rock, dust cloud, contaminating water, etc.). Large amounts of warpstone lead to a penalty and vice versa. For example, a walnut sized piece is considered very small (+15 or +20) when touched but very large (-15 or -20) when eaten. If it were ground into 100 gallons of water and then someone drinks one glass of this water, the amount would be considered small (+10 or even +15). When being wounded by warpstone weapon, the amount depends on how badly wounded the creature gets by the weapon in question.

 

Protections:

There are various precautions a character can take in order to reduce the chances and severity of warpstone exposure. If more than one of the protections below apply, then the relevant bonuses are cumulative.

Thick clothing = Like wearing gloves while handling, most of body well covered while in close proximity. Modifier is +5.
Barriers = Like being separated by thin wood or stone from the warpstone, bonus will increase if thicker. Modifier is +10.
Auras = Magic auras will give a bonus of +5 per level. So a level 2 Aura of protection gives +10. Modifier is +5/+10/+15/+20.
Lead = Lead will completely hinder any exposure. No test needed.
Warpstone shield = This is a new spell (see below). Modifier is +25/+30/+35/+40.

 

Various Modifiers:

There are various situations, effects or occations that can induce other modifiers.

State of character = Any occasions where character has bonus or penalty to all tests. Modifier depends on the bonus/penalty.
Morrslieb = The phase of the chaos moon matters but it must cast it's light on the warpstone in question. Modifier is -10 when full and -5 when almost full.
Short exposure (*) = When exposed only for a short time, less than a turn. Modifier is +5 for every round lacking to fill a full turn of exposure.

(*) This only applies to handling or proximity exposures. Ingestion and wounding exposures always force an immediate test.

 

Effects of Warpstone Exposure:

What happers after warpstone exposure? It depends on the degree of success or failure on the modified CI roll. This can be anything between, and including, nothing and gaining a mutation as well as some side effects.

Critical Success (*) = Nothing happens.
Success by >29 = T-test or suffer from a Minor Effect (ME) for half the normal time period.
Success by 01-29 = WP test with a +20 bonus or gain 1 Insanity Point (IP), T-test or suffer from one ME.
Failure by 01-29 = Gain 1 Corruption Point (CP), WP test or gain 1 IP, Suffer from one ME.
Failure by >29 = Gain d2 CPs, WP test or gain d2 IPs, Suffer from d2 MEs.
Critical Failure (**) = Gain d6 CPs, WP test or gain d6 IPs, Suffer from d4 MEs.

(*) A roll of 01-02 is a critical success, unless the modified CI is <30, then only 01 is a critical success.
(**) A roll of 99-00 is a critical failure, unless the modified CI is >70, then only 00 is a critical failure.

 

Minor Effects:

These are additional side effects of being exposed to warpstone. They last for 250 - CI turns after exposure stops, unless otherwise stated. So with a CI of 70, they would last three hours. There is an equal chance of each. A creature can possibly suffer from double, or possibly triple, strength effect if same ME is rolled for multiple times.

Dizziness = Causes a -5 penalty to all rolls where movement is involved, -10 where balance is involved.
Nosebleeds = Happens at first and any time a strenuous activity occurs the next d10 hours. If not staunched, causes 1 W.
Weariness = Causes a -5 penalty to all rolls.
Nausea = Causes a -5 penalty to all rolls due to phisical activity. This does not affect CI tests.
Violent caughing = Causes a -10 penalty to all rolls. This only has one third the time period.
Blindness = Roll d100, on 99-00 it's permanent, unless CI is 70+, then it's only permanent on 00. Half time period.
Headache = Causes a -5 penalty to all rolls. This does not affect CI tests.
Hallucinations = The GM must improvise but severity is increased as CI becomes less.
Small growths = These appear on the affected creatures body. Severity is increased as CI becomes less. Period is 2d6 days.

 

Corruption Points:

These points are a measure of how contaminated a creature is with warpstone poisoning. This works very similar to Insanity points. When a certain creature gains it's 6th CP, it must make an immediate test against its unmodified CI score. There is a -5 cumulative penalty to this roll for every CP above 6. Every time a creature is exposed to warpstone (no matter whether that CI test will succeed or not) and it has 6 or more CPs, then it must repeat this test. What happens depends on the degree of success/failure.

Critical Success (*) = Nothing happens, CPs reduced by d3.
Success by >29 = Nothing happens, CPs reduced by 1.
Success by 11-29 = Nothing happens.
Success by 00-10 = Lose d3 CPs and d6 CIs. Gain temporary minor mutation (being temporary, it's always minor).
Failure by 01-10 = Lose d3 CPs and d6 CIs. Gain temporary minor mutation (being temporary, it's always minor).
Failure by 11-29 = Lose 6 CPs and 2d6 CIs. Gain permanent mutation.
Failure by >29 = Lose d6 CPs and 3d6 CIs. Gain permanent mutation.
Critical Failure (**) = Lose d3 CPs and 4d6 CIs. Gain permanent mutation.

(*) A roll of 01-02 is a critical success, unless the modified CI is <30, then only 01 is a critical success.
(**) A roll of 99-00 is a critical failure, unless the modified CI is >70, then only 00 is a critical failure.

 

Dire Results:

These effects can be extremely dangerous. A DR can happen if a creature imbibes, ingests or inhales pure warpstone and they occur in addition to any other effects. Roll against CI, modified by amount and also by +30 if the warpstone was taken in mixed.

Critical Success (*) = Creature gains d3 CPs and loses d10 CIs.
Success by >29 = Creature gains d6 CPs and loses 2d10 CIs.
Success by 01-29 = Creature gains an automatic mutation, d6 CPs and loses 3d10 CIs.
Failure by 01-29 = Gain a new mutation every 2d10 turns for an hour. Take d3 W each time and becomes spawn if surviving.
Failure by >29 = After a few rounds of gaining new mutations in agonizing pain, the creature dies.
Critical Failure (**) = Creature is instantly killed and is warped in matter of seconds, reduced to a shapeless pulp.

(*) A roll of 01-02 is a critical success, unless the modified CI is 30-, then only 01 is a critical success.
(**) A roll of 99-00 is a critical failure, unless the modified CI is 70+, then only 00 is a critical failure.

 

Incubation Periods:

How long it takes a mutation to become fully developed depends on the roll that determined that a mutation would occur. Temporary mutations grow over d3 days, stay fully developed for 2d3 weeks and then vanish in d3 days. If the test was succeeded by 05-10, then the fully developed time is reduced by d3 weeks. If the test was failed by 05-10, then the fully developed time is increasted by d3 weeks. Permanent mutations take longer time to grow. They will be fully developed in 2d4 weeks but for every single point of which the test failed, reduce this time by one day. If this reduces the period to zero or fewer days, then it all occurs in 2d4 rounds spent in agonising pain and suffering 1 W per round. Anyone witnessing this must make a Cl test or gain 1 IP. When the victim discovers that he has mutated, whether it happens slowly or not, he will automatically gain d3 IPs.

 

Recovery:

If three months go by (or more if last exposure was heavy) without any exposure to warpstone, a creature can test vs. its unmodified CI score. If the test is successful, the creature can reduce its CPs by one. If failed, nothing happens. This can then be attempted every month thereafter provided there is no further warpstone exposure.

 

New Spells:

With new rules like these above, it's fitting to introduce new spells and skills that affect them. I introduce them here and not in the New Spells section accessable from the main page because these spells have no meaning unless the above rules are used. Both these spells are classified as Battle Magick.

Warpstone Shield
Spell level - 1
Magic points - 5
Range - Personal
Duration - 1 hour per level
Ingredients - A piece of lead
This spell creates an aura around the caster which shields him from harmful effects of warpstone. It follows the same general rules as other auras. The spell shields against any exposure to warpstone, both externally and internally. It offers a +20 bonus to any CI rolls and a +5 bonus per level of caster. So, +25 at level 1, +30 at level 2, +35 at level 3 and +40 at level 4.

Cleansing
Spell level - 3
Magic points - 10
Range - Touch
Duration - Permanent
Ingredients - A piece of lead, blessed by a priest of law.
This spell has the potential of removing CP's from the target. When cast, the recipient must make a magic test. If successful, the spell has no effect. If it fails, the recipient takes d3 W damage, loses d3 CP's and must make a Cl test or gain an insanity point. If for any reason, the spellcaster fails to cast the spell, the recipient still takes the W damage, must make the Cl test and in addition must make a WP test or gain d3 CP's.

 

New Skill:

There is also one new skill to be introduced with these rules. The reasons for it's appearence here and not in the New Skills section accessible from the main page are the same as with the new spells above, it has no meaning without the above rules.

Resist Warpstone - The skill is an innate ability creatures can have but never learn. It is exclusively passive, adding 2d10 to the CI score of the creature possessing the skill. This can never take the CI score past 100. Every time an innate skill is rolled on the random skill tables during character generation, there is a 10% chance that the character will reiceive Resist Warpstone instead. In the case of halflings, the chance is 20%.

 

Back to the Chaos Library
Hosted by www.Geocities.ws

1