How do Hsunchen Spirit cults work? Plus Cult Conversions

Exubae

Mongoose
None of the following should be seen as challenge to copyright, they just ideas to help other make use of the First Edition cults in second edition as well as expand on the existing pantheons with updates to older cult write ups.

Does any one know how the Hsunchen Traditions are supposed to work in MRQ2.
How do cultist gain their shape shifting powers?
In first edition they integrated animal spirits,
In second edition there seems to be lots of animal spirits, but there doesn't seem to be any 'powers' provided by the spirits that grant ability.

What follows is a couple of Ideas for running Hsunchen/Animal shape changers cults- which could be applied to any setting not just Glorantha.

I've also tagged on a couple of Cults upgraded to second edition, for the most part the blurb behind these cults isn't present. You need the first edition Cult books to make use of them fully in Glorantha.
 
I've always assumed that when an animal spirit activates his power on the target, the targets part affected by that power takes on an aspect of that animal.

Thus when a Hsunchen Spirit cultist exceed 9 points of totem animal spirits, he may release activate all the totem spirits as one action transforming him into the totem animal. However the totem spirits have no other effect on the subject than to turn the Spirit cultist into a mundane animal for the duration.

The other thought was to take the idea of integration from 1st Edition;
Allowing the Spirits cultist to become a fetish for his specific animal totem (This would allow the spirits to be counter though)
or the the Cultists allowing a kind of overt possession; where the cultist allows the spirits to share his body. But may use the spirits as normal (This would prevent counters but make the character prone to Exorcism).
Or allow Integration where the spirit merges with Cultist, allowing access to the spirits power, but the spirit loses its individuality (no counters or exorcism would work on the spirit)

I suggested a critical mass of 9 spirits to allow a character to trigger a full change; you could break down this into a minimum of 3 Totem Spirits for each of Head Body and limbs, it would mean a lot more spirits for each animal totem;
For example a Telmori Cultist
Wolf fang Bonus to bite attacks,
Wolf Snout Bonus to Tracking
Eyes of the Wolf - Effect as per demoralise

Hide of the Hoarwolf -bonus vs Cold
Wolf Hide- Ap bonus
Grey wolf Cloak- bonus to Sneak

Stamina of the Long Runner - Bonus to resist fatigue
Pads of the Hunter - bonus to sneak
Passing Shadow wolf - Penalty to those attempting to track.

Still trying to get the best fit with the new spirit rule
 
For those that are interested we've taken the following approach after a bit of arguing prior to starting the game last night:

The first part is a mod to shaman rules:

Integrating Spirits
Members of a Shamanistic tradition have the option of integrating spirits of their Totem. A Wolf Spirit cult can integrate wolf spirits, a Dandelion Spirit cult allows the integration of Dandelion Spirits etc.
Non-Totem Spirits cannot be integrated even if provide by the cult or helper traditions.
Process: The Spirit cultist finds his Spirit, he then must expend an Improvement Roll and engages it in Spirit Combat.
If successful the Spirit loses its individuality and its essence merges with the cultist.
If the cultist fails the spirit flees and it and other spirits of the same classification will not respond or interact with the Cultist (except in a hostile manner) for a month.
Benefits: The Cultist gains the spirits benefit and may activate it by spending a single magic point. The effect lasts 5 minutes. The effect may be dispelled or countered, but the spirit may not be affected in any way (Commanded, Exorcised, bond etc) as it now a permanent part of the cultist).
Draw Backs: Spirit powers that require the spirit itself to manifest and attack spiritually or physically will not function once integrated.
Integrated spirits still take up slot in the CHA of the cultist; however if the CHA of the character drops these spirits are not lost though those in fetishes will, no new spirits may be gained/integrated until CHA rises again.

Second Mod is to the spirit description:
Animal/Plant Spirits have an additional key word to indicate which part of the body they affect; Head, Body, Limbs, or None.
The keyword has no affect except with regard to integration.

Finally an addition to Beast Cults

Hsunchen/Beast Cults
The Cult teaches a heroic ability to those who meet its requirements:

Become <Totem Animal>
Requirement: Three points of magnitude of integrated spirits in each of the three keyword locations (Head, Body, Limbs).
Cost: None
Effect: The Character can transform himself into his totem animal, become a member of that species in every way; However he retains his INT, POW, and memories.
It takes three rounds to transform to and from Animal form, and costs three magic points to initiate the change. There is no duration on the change and they may remain in either for for as long as they wish, however equipment and items carried do not change with the character and may cause injury if not removed prior to changing.

Note most animals aren't wired for speech and chances are they aren't capable of much on the manual dexterity side either.

Anyway that is how I'll be running Hsunchen :)

Example Tribes (Spirits are incomplete):

Lion Hsunchen
Spirits
Amber-Eye (Intensity 1, Trait Night Sight, Lion spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Spirit grants the Night Sight Trait.

Great Roarer (Intensity 3, Thunder-Voice Effect, Lion spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
As Common Magic Spell Thunder-voice.

Tooth-And-Claw (Intensity 2, Unarmed Damage increase, Lion spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Increases damage from unarmed attacks by two step.

Heart of Purity (Intensity 2, Fanaticism Effect, Lion spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
As Common Magic Fanaticism.

Tawny Hide (Intensity 2, Armour, Lion spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Gain +1 AP on all locations

Sinew of the Hunter (Intensity 3, Boost STR & CON, Lion spirit, Limb)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
+2 STR and +2 CON

Keen-claw (Intensity 2, Skill increase Unarmed Combat, Lion spirit, Limb)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Claw%.
+10% bonus to any unarmed combat.

Pride-walker (Intensity 1, Acceptance of a pride, Lion spirit)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Claw%.
Allows the Shaman to mingle amongst a pride of lions without being attacked, even when the Shaman is alien to the pride.
Generally the pride totally ignores the Shaman.

Pride-Brother (Intensity 1 Dominate Lion, Lion spirit)
INT 5, POW 9, CHA 5. CA 2, SR +5, HP 9, Spirit Damage +1d6. Persistence 36%, Spectral Bite 45%.
Spirit will allow the magician to dominate and control a single Lion.

Full Animal Forms
Lion pg176 core.

Sofali/Turtle Folk
Spirits
Breath of the Deep (Intensity 2, Trait Hold breath, Sea Turtle spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Hold Breath for 30 minutes.

Old Snap Jaws (Intensity 1, Bite attack damage Mod., Sea Turtle spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Bite attack damage bonus stepped twice.

Hide of Deep Swimmer (Intensity 1, Armour, Sea Turtle spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Armour increase on head +2 AP

Plastron of Deep Swimmer (Intensity 2, Armour, Sea Turtle spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Armour increase on Abdomen and Chest +3 AP .

Tideborn's Endurance (Intensity 1, +1DEX & CON, Sea Turtle spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Gain +1 DEX and CON while in the Sea.

Sleeves of Deep Swimmer (Intensity 1, Armour, Sea Turtle spirit, Limbs)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
Armour increase on limbs +2 AP

Sofal's Oar (Intensity 2, Swim Skill Increase, Sea Turtle spirit, Limbs)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
+40% Swim

Tide-Rider (Intensity 1, Increase Swim Speed, Sea Turtle spirit, Limbs)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Bite %.
+2 move when Swimming


Full Animal Forms
Sofali Sea Turtle
Traits ....Average
STR: 2d6 ....12
CON: 2d6+6 ....13
DEX: 3d6 ....11
SIZ: 2d6+2 ....9
INT: 3 ....3
POW: 3d6 ....11
Combat Actions: 2
Damage Modifier: 0
Magic Points: 11
Movement: 1m on land, 4m Swimming.
Strike Rank: 7
Typical Armour: 4pt leathery shell covering Abdomen and Chest, 1pt leathery skin covering all other locations.
Traits: Stay submerged for 40 minutes, and safely dive to depths of around 1000'. Metabolise Sea Water.
Skills: Perception 40%, Athletics 5% (60% in Sea), Persistence 50%, Resilience 50%, Survival 70%, Stealth 5% (25% in Sea), Swim 80%.
Weapon Siz Reach Damage AP/HP
Bite S T 1d4 as Head
 
Elk Hsunchen/Pralori

Spirits
Scull Cracker (Intensity 1, Boost Damage, Elk spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
Head butt damage raise by two steps.

Sharp-Ear-Eye (Intensity 2, Boost Perception, Elk spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick%.
+10% perception

Thorn-Turner (Intensity 2, Armour, Elk spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick%.
+2 AP to All locations

Elk-Heart (Intensity 1, Boost Resilience, Elk spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick%.
+10% to resilience

Leg-Breaker (Intensity 2, Damage Booster, Elk spirit, Leg)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick%.
Increase damage to unarmed attacks with hands or feet by one step

Long-Runner (Intensity 2, Resist Fatigue from Running, Elk spirit, Limb)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick%.
Suffer no additional fatigue from running or sprinting

Full Animal Forms
use Deer pg156 MC .
(also see 2nd Monster book)

Bear Hsunchen/Rathori
Spirits
Sweet Tooth, (Intensity 1, Boost Perception and tracking, Bear spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
+10% on perception or tracking using scent

Rathor's Yawn, (Intensity 2, Demoralize opponent, Bear spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
May produce a howl that demoralizes a single opponent the Character is within reach of.
The target may resist, the effect is the same as the common magic spell.

Honey Thief, (Intensity 1, Resistance, Brown Bear spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
+20% Resistance vs Insect poisons.

Grizzly Fortitude, (Intensity 3, Shrug of Injury, Bear spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
For 15 rounds the character automatically succeeds all resilience rolls.

Hide of old one eye (Intensity 2, Boost Amour, Bear spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral claw%.
+2 AP on all locations

Strength of the Wild (Intensity 2, Boost STR, Bear spirit, limb)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral claw%.
+2 STR

White-Tide-Rider (Intensity 1, Boost STR, Polar Bear spirit, limb)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral claw%.
+10% Swim, +1m Move rate in water.

Cripple-Claw (Intensity 2,Boost unarmed, Bear spirit, limb)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral claw%.
+10% unarmed combat when using hand or claw.
Step up damage of hand/claw by one step

Rathor's Embrace (Intensity 1, Combat Maneuver, Bear spirit, limb)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral claw%.

Gain Bear Hug Maneuver(treat as Grip but effects both of targets arms)

Full Animal Forms

Brown Bear pg163 core.

Polar Bear pg 152 MC

Wolf-Hsunchen/Telmori
Spirits
Eats-the-Sun (Intensity 2, Suppress Fire, wolf spirit, Head)
INT 5, POW 9, CHA 5. CA 2, SR +5, HP 9, Spirit Damage +1d6. Persistence 36%, Spectral Bite 45%.
A fire not larger than 1' diameter neither sheds light or head while the spirit is active.
Only Telmori may summon this spirit as requires deep knowledge of Telmor's myths

Sharp-Scent (Intensity 2, Enhance Track and Perception, wolf spirit, Head)
INT 5, POW 9, CHA 5. CA 2, SR +5, HP 9, Spirit Damage +1d6. Persistence 36%, Spectral Bite 45%.
+10% perception and Tracking

Tooth Sharp (Intensity 1, Enhance Bite Damage, wolf spirit, Head)
INT 5, POW 9, CHA 5. CA 2, SR +5, HP 9, Spirit Damage +1d6. Persistence 36%, Spectral Bite 45%.
Bite damage is stepped up by 1 level

Winter-Wolf (Intensity 1, Resist Cold, wolf spirit, Body)
INT 5, POW 9, CHA 5. CA 2, SR +5, HP 9, Spirit Damage +1d6. Persistence 36%, Spectral Bite 45%.
+10% on and resilience or persistence roll vs Cold effects.

Hunters-Ward (Intensity 2, Armour, wolf spirit, Body)
INT 5, POW 9, CHA 5. CA 2, SR +5, HP 9, Spirit Damage +1d6. Persistence 36%, Spectral Bite 45%.
+2 AP all over.

Long-Runner (Intensity 2, Resist Fatigue from Running, wolf spirit, Limb)
INT 5, POW 9, CHA 5. CA 2, SR +5, HP 9, Spirit Damage +1d6. Persistence 36%, Spectral Bite 45%.
Suffer no additional fatigue from running or sprinting

Pad-Softly (Intensity 1, Stealth Boost, wolf spirit, Limb)
INT 5, POW 9, CHA 5. CA 2, SR +5, HP 9, Spirit Damage +1d6. Persistence 36%, Spectral Bite 45%.
+10 Sneak

Fang Brother (Intensity 1 Dominate Species, wolf spirit)
As per Core book.

Pack-Brother (Intensity 1, Acceptance of a Pack, wolf spirit)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral Claw%.
Allows the Shaman to mingle amongst a pack of wolves as if they were a member of that pack, even when the Shaman is alien to the pack. And challenges to the pack hierarchy may result in the shaman being attacked (taking the alphas voice choice of kill,etc).
Generally the pack totally ignores the Shaman.
Full Animal Forms
Wolf pg181 Core .

Deer Hsunchen/Dastal
Spirits
Scull Cracker (Intensity 1, Boost Damage, Deer spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
Head butt damage raise by two steps.

Sense of Danger (Intensity 2, Detect Predators, Deer spirit, Head)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
Become aware of any predators within 500m of the Spirit. Predators are those creatures that natural prey upon Deer.

Walker Amongst the Trees (Intensity 1, Boost Stealth, Deer spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
+10% to Stealth, In woodland areas this bonus is increased to +15

Thorn Turner (Intensity 2, Armour, Deer spirit, Body)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
+2 AP to all locations.

Leaping (Intensity 1, Increase jumping distance, Deer spirit, limbs)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
Double vertical and horizontal jumping distances.

Wind-Beater (Intensity 2, Increase Movement Rate, Deer spirit, limbs)
INT , POW , CHA . CA , SR , HP , Spirit Damage +. Persistence %, Spectral kick %.
+4 to movement rate.

Full Animal Forms
Deer pg156 MC .
The size of a deer's antlers depends on his age. The largest antlers sprout from the heads of males in their late twenties and early thirties. Females grow no antlers.
 
Other Traditions
Due to the nature of some traditions and their view of the Spirits they work with, integration is not feasible.

for example:

Hunter cults deal with prey spirits, the relationship is not one which invites melding of spirits (The hunter doesn't want to become a prey animal, the prey animal doesn't want to become closer to the predator).

Ancestral Worship Cults, the ancestors desire their individuality and respect for the ancestors prevents this development. Even the Hsunchen Ancestor worshipers do not integrate 'Ancestral' animal spirits. for the same reason

However the chaos spirit cults lend themselves well:

Krjalki Variant
Kryaki cults may integrate Chaos spirits.

Krjalki Chaos Spirit Integration Effect

As with standard chaos feature except the features are not permanently active. The Integrator is also protected from detection spells and abilities by a 25% bonus/penalty to such efforts, though the detection chance will never drop below 5%.
The Krjalki must expend a magic point per feature to make it active.
Note negative feature must always be activated first, else the positive ones may not be accessed.

Invoke the Krjalki
The Krjalki may spend 3 magic points and invoke all the integrated Chaos feature effects.
The effect lasts only 30 minutes but an additional magic point expenditure extends the effect for 30 minutes per point.


Malia

Source of Disease

Membership
The cult is a combination of Divine and Spirit cults.
All cult members are expected to maintain a pact rating of at least one point.
Female Broo find themselves gravitating to this cult, Thed having a low regard for them.

Tradition Integration
Malia Cultists may integrate Disease Spirits

Disease Spirit Integration Effect

The Integrator is immune to the effects of the particular disease. As the spirit is integrated it may no longer spread or re-infect other either. Those who seek to avoid diseases through propriety worship are frequently gifted with disease spirit integration.

however expending a magic point allows the Integrated target to attempt infect someone they touch (or breath over) with the physical version of the disease they have integrated. Normal resistance roll is applicable and the disease is always in its mildest form.


Common Magic

Any common magic known by Shaman/Priest plus the cult spell of Sneeze.
Sneeze
Magnitude 1, Ranged, Resist (Resilience)
For the spells duration the target is unable to attack or cast spells.
They may parry or evade but only at half normal skill.

Higher Magic(Spirits)

Sickness, Plague, and Disease Spirits
Higher Magic(Divine Spells)
Alter Disease, Infection

Infection
Ranged, Instant
If the targets is carrying a disease spirit through integration the target becomes a breeding grounds for new spirits of the same disease.
The subject releases a number of disease spirits, it generates 1d6 POW of spirits per magnitude, the caster may divide these die between any number of spirits, the newly spawned disease spirits POW cannot exceed that of the subject.
These spirits are under the command of the caster when they first emerge from the host, after which they follow their own impulses.

Alter Spirit of Disease
Instant, Ranged
After a lengthy six hour ritual a number of target disease spirit will lose their current disease and replace it with one of the diseases that the Disease Master has infected himself with through Integration. The ritual may affect up to one spirit per magnitude of the spell.
The effects of this ritual are permanent.

Cult Skills
Bow, Craft (Disease Potion), Dagger, Healing, Lore (Plant, World), Spread Disease, Spear, Stealth, Summoning, Throwing.
Allied Cults
Thed: Bane Spirits
Gorakiki Fly: Speak With Flies
 
Zombie Cults/Gark the Calm
Spirit of Eternal Peace, Life, and Zombies

Membership
Lower ranks encouraged to embrace the ease of Garks Gifts... and unbeknown to them they will eventually becoming Zombies.

Tradition Integration
Gark encourages his Shaman to convince the lower ranks of the cult to become covertly possessed by Zombie Spirits, and in time those cultist's Spirits become integrated into the Zombie Spirits.

Common Magic
Befuddle, Zombie Gang, Raise Dead, Glamour, Thunder Voice

Zombie Gang
3 hour ritual, Variable
A shaman of Gark is limited in the number of Zombies he can control, this ritual allows the Shaman to increase the number of Zombies by creating a Zombie Leader; the leader is merely a Zombie who remains in direct control of the Shaman but who has a number of fetishes bound to it. The number of fetishes bindable is equal to the magnitude of this ritual. Once cast only the Zombie leaders fetish count towards his Spirit total maximum, those Zombies bound to the Zombie leader are then ignored.
The Zombie gang follow any orders given to the Zombie leader by the fetish holder until new orders are given to the Zombie Leader, those orders are complete, or they are incapacitated.
If the Zombie leader is destroyed they will continue in the task at hand, once it is completed they will just stand about motionless.
Multiple hierarchies of Zombie leaders may be created; but the lack of control and the risk normally prevent vast Zombie armies being created in this way.
With a 4pt ritual a shaman could eventually create a force of 42 zombies:
2 Zombie Leaders R1
8 Zombie Leaders R2
32 Zombies
If the the Rank 2 Zombies are destroyed, the Shaman loses control over the remaining force.

Raise Dead
1 hour ritual, Variable
The Shaman opens a path through which Zombie spirits can flood, they will effect an area of 100m diameter. They will begin to settle in to any and all corpses in this area, animating them as Zombies each corpse raised requires 1 magic point these points need not just come from the shaman other Gark cultists may contribute. The spirits remain in the control of the summoner for 15 minutes after which the bodies collapse to the ground again.


Higher Magic(Spirits)

Zombie Spirits, Ghost, Wraiths

Zombie Spirit
1d3 POW, Int 1d3, Cannot initiate Spirit Combat
The spirit is able to function in two modes:

The first is to temporarily animate a corpse, for 15 minutes spirit may control the dead body functioning in every way like a traditional Zombie.
However, it cannot permanently anchor itself to the body and it returns to its fetish or the spirit plane when the duration expires leaving the body to collapse inanimate again.

The Second mode is to merge with a living host and integrating the host into its own spirit. Typically entities are bound to a fetish, the fetish can be used by any Gark Cultist to command the spirit once it is embodied.
The spirits are incapable of initiating Spirit Combat they require acceptance by the host, cultist are usually sold with the concept that they are opening themselves to the cults blessings and the angelic bliss that accompanies it. The spirit is capable of placing its host in a euphoric state, dulling pain, stress, worry, and anxiety, the effect is by its nature addictive. This release from the daily woes and hardship comes at a cost, namely the slow erosion of the hosts will.

Eventually the state will become so numbing and the host so torpid that the host will not even bother to eat, at this point the spirit will attempt to integrate with the host, once this is done the Spirit is in control of the body and the owner of its fetish may command it.

Once accepted and allowed to covertly posses the host, it begins to whittle down the POW of the target, reducing it by 1 point each week.

While Host is still in control and POW is over 3x more than Spirits POW:
-2 DEX ,-5% on all skills except resilience,
+2 STR, +5% on Resilience

While Host is still in control and POW is over 2x more than Spirits POW:
-4 DEX ,-10% on all skills except resilience,
+4 STR, +10% on Resilience

While Host is still in control and POW is under 2x more than Spirits POW:
-6 DEX ,-20% on all skills except resilience,
+6 STR, +20% on Resilience

When Spirit takes over treat it as a normal Zombie (core pg 183).

It is thought even after the death of the body what remains of the original host soul is still aware, existing in a truly damned state, a prisoner in its own rotting carcass, the Zombie spirit no longer needing to suppress it no longer bothers to maintain the euphoria it one granted. Thus it is a powerless passenger trapped until its body rots or is cut asunder and the spirit freed.
If the fetish is destroyed the Zombie may not be controlled and it will just stay where it is and rot.
Many shaman slay the body at the point at which the spirit takes over and embalm/preserve it, seeing random bodily functions of the body more disturbing than the stench of slow decay.
Note: Once the Spirit is in control of the host, it no longer actively counts towards their spirit limit unless they are in possession of its fetish.

Cult Skills
Dagger, Evaluate, Influence, Stealth, Oratory
Allied Cults
Primal Chaos: Chaos Feature
 
Broo Ancestor Cults/ Thed
Mother of Broo, Goddess Of Rape

Myths
Thed Demands Justice (Resonance 40%) - Behavior: Misogynous, jealousy, Seek to Dominate others
Example Reward: Demoralize Woman
...Thed seeks power within the Storm Tribe but suffers at the hands of Ragnaglar on her wedding-night. Demanding justice from Orlanth for his brother's reprehensible acts he is forced to grant her the Title of Goddess of Rape.

The Birth of Wakboth (Resonance 60%) - Behavior: Hatred, greed, and selfishness, Work with other Chaotics.
Example Reward: Call Chaos Void.
...joining her one time husband and Malia, the Unholy Trio attempt to topple the natural order and seize control of the existence by allowing Chaos into the world. Through this act Wakboth the devil was released upon the world.

Slain by the Troll Mother (Resonance 30%) - Behavior: Survival, Hate troll, Petty, Vindictive
Example Reward: Devour Spirit
It is common for questers who attempt this to return permanently injured and at worst ghosts as the myth involves the quester being skinned.
...Thed is eventually slain at the end of the Great Darkness, Kyger Litor skins her and uses her hide to make a drum. Thed, now a spirit strikes out and tares a tiny portion of the troll mother away and makes it her own. Ever after that it is known that Thed could feed her hunger on the stuff of spirits.

Membership
The cult is divided into cells that are little more than gangs, the gang is ruled by the toughest member who demands loyalty or death from other members of the gang. The leader maintaining his position by any methods possible.
Follower
All Broo born into the world are automatically followers, even females.

Spirit Worshipper
Members must be Broo and male, Non-broos wishing to become practitioners must become a broo, usually through Chaos Spirit Integration or the Chaos Feature ritual provided by Primal Chaos.
The cultist must also bring two gifts, one for the presiding High Shaman the other for the leader of the Gang.
The Cultist is expected to follow the orders of the leader and come to his aid when called.

Shaman
The shaman is required to have two cult skills at 90%, the cultist must bring back a gift to the presiding High Shaman of a value no less that 500 pennies. The Shaman is also required to Integrate a Chaos Spirit upon acceptance.

High Shaman
The shaman is required to have five cult skills at 75%, the cultist must have presented at least seven gifts to Thed (either fouled and placed in her holy place or Thrown in to a Chaos Void if a seized object), and final gift must be presented to Thed when attempting to gain the High Shaman Rank
(If gift is an object its value may be no less that 500 pennies). The High Shaman is also required to Integrate a Chaos Spirit upon acceptance.

The High Shaman may either attempt to seize control of his current Gang/coven or begin his own gang/coven.

Tradition Integration
Thed cults may integrate Chaos spirits.

Rebirth of Chaos/ Spirit Integration Effect
The Integrator gains the chaos feature provided by the spirit, the effect becomes permanently active. The target is detectable as being Chaos tainted by spells and effects.
There is a 10%(max 95%) chance for each Chaos spirit integrated after the first that the integrator will die during the process.

Common Magic
Any common magic known by local Shaman

Higher Magic(Spirits)
Lust Spirits, Fear Spirits, Chaos-Curse Spirits, Chaos Spirit, Ghost. Bane Spirits

Cult Skills
Athletics, Dodge, Stealth, Survival, Weapon styles that incorporate 1H Hammer, Spear, and Shield.

Allied Cults
Mallia: Provides Sickness Spirits
Primal Chaos: Provides Chaos Feature

Heroquest Rewards
Demoralise Women
All females within 10' of the cultist must make a persistence roll+30% or suffer the effect of a demoralise common magic spell, counter magic and Shield protect as normal.

Call Chaos Void
The caster must sacrifice POW to summon a wailing moaning void in air. Anything or anyone thrown into the void is utterly destroyed. The void closes after 5 minutes disgorging a chaos entity which is dependent on what is thrown into it.
If nothing or an object is thrown into the void a Gorp appears (pgxx),
If a creature of animal intelligence is thrown into the void a chaos creature with animal intelligence appears.
If a Spirit is cast into the void then a chaos spirit appears (Ghoul Spirit or Chaos Spirit).
If an intelligent creature is thrown to the void then any chaos monster may appear.
The only limit to the Chaos creature is that neither the SIZ or POW may greater than the victim's POW x Caster's POW sacrifice and the Victim's SIZ x Caster's POW sacrifice.
The Caster may choose which entity appears within these parameters.

Devour Spirit
A cultist who overcomes a spirit in spirit combat may opt to devour the spirit. The Spirit is totally annihilated and the cultist regains 1d6 Magic point for each 6 pts of POW the spirit had.

Spirits
Chaos Spirits
There are two Chaos spirits usable by the cult; Standard Chaos Spirits and Chaos Curse Spirits, the later is merely a subset of the former.
Each of these entities has a Chaos Feature that it grants to its host, however the exact feature isn't determined until the spirit posses a target or it is integrated.
The Strength of the feature is determined by the POW of the Spirit; the default POW of the Spirits is 1d6+12, each increase/decrease by 6 points in POW increases/decreases the effect by one step;
1<>1d2<>1d4<>1d6<>1d8<>1d10<>2d6<>2d8<>2d10 etc.
i.e.
Normally a Spirit with 12+1d6 POW with the Chaos feature 'Big' would increase its targets Size by 1d8.
A Spirit with 1d6 POW and Chaos feature 'Big' effect modifies Size by 1d4.
A Spirit with 18+1d6 POW and Chaos feature 'Big' would modify Size by 1d10.

These spirits have varying intellects, though most are just malignant will that desires to rip apart the world. INT 1d10.
CHA is also poor being 1d3.
The other stats generated as per spirit rules on pg141-142 of core rules.

Chaos Spirits roll a 1d100 on the tables in the Monster coliseum.
Chaos Curse Spirits use the following table-

1d100 Chaos Curse/Feature
1-3 Apathetic as per Monster coliseum
4-6 Asymmetric One half of the creature is larger, longer or taller
than the other, Normal Hit Points in locations in the larger side and halve the Hit Points of locations in the smaller.
7-9 Big as per Monster coliseum
10-12 Blind No vision organs, Treat as Complete Darkness combat conditions
13-15 Boneless as per Monster coliseum
16-18 Clumsy as per Monster coliseum
19-21 Deaf as per Monster coliseum
22-24 Feeble as per Monster coliseum
25-27 Fixated as per Monster coliseum
28-30 Frail as per Monster coliseum
31-33 Haemophiliac as per Monster coliseum
34-36 Hated as per Monster coliseum
37-39 Hatred as per Monster coliseum
40-42 Inverted as per Monster coliseum
43-45 Mutated as per Monster coliseum
46-48 Numb as per Monster coliseum
49-51 Phobic as per Monster coliseum
52-54 Skinless as per Monster coliseum
55-57 Slimy as per Monster coliseum
58-60 Slow as per Monster coliseum
61-63 Small as per Monster coliseum
64-66 Stupid as per Monster coliseum
67-69 Susceptibility as per Monster coliseum
70-72 Ugly as per Monster coliseum
73-75 Vulnerable as per Monster coliseum
76-78 Warped as per Monster coliseum
79-81 Mumble -1d6 x 5% on all Social and spell casting rolls (that require verbal components)
82-85 Fumble -1d6 x 5% on all Dexterity based Skill rolls.
86-90 Roll twice Roll twice ignoring this effect and above, Step all power/effects down by 1 step
91-99 Roll Three Times Roll three times ignoring this effect and above, Step all power/effects down by 2 step
00 Utter Chaos The spirit overtly dominates the target, rendering their body in to a gorp over the course of 1d10 rounds, at which point the character dies.

Philia and Obsession Spirits
Much like passion spirits, these entities possess a target covertly and make the target obsess about a single subject; This subject vary, most common place are the Lust spirits.

The spirit has a skill Urge which is equal to the spirits POWx2, this skill is used to oppose a characters persistence when the character encounters a subject of obsession, if the character fails he engages in the spirits Obsession. If the roll is a fumble the spirit causes the character to wallow in its obsession this can result in rape, theft, murder, or even an over dose for the character.

Narrow Obsession, some spirits may narrow their subject of their obsession group ie. A spirit of Obsession Sex/Women to Obsession Sex/Women who wear green. Doing so add a further 1d6% to per narrowing trait when encountering the subject. However it reduces the effect of the urge against those who don't fall into the narrow group by 3% per trait.
Typically a spirit will have d3-1 Narrowing traits.

Not all phillia spirits are of evil nature, Spirits of Nurturing, Love also exist.
 
Bagog/Scorpion-Man Ancestor


Runes: Chaos,Beast, Man.

Myths
Bagog Devours the She-Scorpion(Resonance: 30% ) Every thing choose whether it is Eater or Eaten.
Example Gift: Dominate Scorpion Spirits
...Bagog first attempted to enter the world long before the fall of Yelm, She kills and devours a Scorpion goddess but is forced back by Zorak Zoran and a Scorpion God.

Bagog defends the nest (Resonance 60%) Defend the tribe, Strike first and Hard.
Example Gift: Never-heal Poison
...Tobros ripped up a rock that hid Bagog's lair to build a monument to himself, however she clung hidden to rock and then mercilessly stung he giant to his death to protect her people.

Membership
Progression through Cult above Initiate Level
Bagogi are expected to know the Common spell of Ritual of Devouring.
They must also challenge to combat a member of the cult at the level they wish to progress to. It is usual for the target to be a member of the prospective members tribe though it is not required:
Except when attempting to become a Queen, the prospective members may gang up against a single target.
Occasionally old or dying cult members will offer themselves to the prospective members to help strengthen the tribe, such sacrifices are looked on with respect.
Once the combat is over the cultists must cast Ritual of Devouring and consume their opponents.

Tradition Integration
Scorpion men may integrate Scorpion Spirits (as Bagog did with krola's sister)

Invoke the Mother
The Bagogi may spend 3 magic points and invoke all the integrated Scorpion spirits effects.
The effect lasts only 30 minutes but an additional magic point expenditure extends the effect for 30 minutes per point.

Follower
All scorpion-folk are considered practitioners.

Spirit Worshipper
Non-Scorpion Men: Candidates must undergo the Ritual of Rebirth.
Must pledge to defend his fellows, the tribe, and his Queen.
He may expect healing, food and shelter, but must bring 10 SIZ of food to the tribe each week.
Any scorpion-man with two cult skills at 75% are accepted automatically.

Shaman
The shaman is required to have two cult skills at 90% before they may issue a challenge to a Shaman.
Once the Ritual of Devouring is completed the cultist attains their new status.

High Shaman
The shaman is required to have five cult skills at 75% before they issue a challenge to a High Shaman.
Once the Ritual of Devouring is completed the cultist attains their new status.

Queen
The Candidate must be female. There can be only one queen in any clan or tribe.
Once the Ritual of Devouring is completed the cultist attains their new status.

Common Magic
Heal, Mobility, Speedart, Ritual of Devouring, Ritual of Rebirth

Higher Magic
Scorpion Spirits (Sprout Legs, Carapace, Claws, Jabbers, Venom Boosting, Scuttling Servant, Little Horde)

Gifts and Compulsions

Cult Skills
Athletics, Dodge, Mechanisms, Sling, Shield, Stealth, Survival, Unarmed

Allied Cults
Primal Chaos: Provides Chaos Feature

Common Spells
Ritual of Devouring
Casting Time 10, Instant, Magnitude 4, Touch
This spell is cast before ritually killing and devouring an intelligent victim. Properly done, this spell enables those devouring his flesh, to gain knowledge. Each participant in the grisly feast must eat a pound of the victim’s flesh before they gain any benefits. Upon completing this ritual, the caster loses 1 POW permanently.
A devourer gains 1D6% in any skill in which the victim had at least 25%.
For each Spirit, Common or sorcery spell the victim knows, the eater must make a Persistence test. Success gains the eater that spell in its entirety. Divine Magic cannot be obtained through this ritual.

Ritual of Rebirth
Casting Time varies, Instant, Magnitude 7, Touch
During the casting of this spell time, a Scorpion Queen ritually devours a number of prisoners. She may consume these at a rate of one per hour. A few days later, the queen lays one egg for each creature devoured. After one season, the eggs hatch. Infant scorpion creatures emerge with upper torsos and heads similar to the species devoured with scorpion lower bodies. They will have INT and POW characteristics one less than those possessed by their ‘father,’ which makes them superior to most of their kin.
If the Queen chooses to devour only a single victim, the actual person emerges from the egg as a scorpion person.
He retains all his former skills and spells as well as a memory of his former life. His skill with his scorpion sting starts at (STR+DEX). Most people forced into such a transformation go insane.

Scorpion Spirits
These spirits are not chaotic but are bound to the cult through the mythic actions of Bagog. However the spirits do resist the Scorpion folk gaining +15% on all resistance and combat rolls against them until bound.

Sprout Legs
Scorpion Spirit 1 (Mutation: Pair of additional legs)
The spirit causes an additional segmented insect like limb to sprout from each side of the target creature. These legs are usable, normal appendages and have the same hit points and AP as the other legs.

Carapace
Spirit 2 (Mutation: Armour +3AP)
The Shaman may use this spirit to increase the toughness of natural armour. While under the influence of this spell, all hit locations have +3 AP.

Claws
Scorpion Spirit 1 (Mutation: Hand/Stringer )
This spell turns one of a scorpion man’s arms or tail into a gigantic scorpion-claw. Striking with the claw as a weapon does 1D8 damage, plus any damage modifier. It uses the unarmed combat skill
If the spell is used on a scorpion man’s tail, it no longer stings or injects venom.

Jabbers
Scorpion Spirit 2 (Mutation: Hand/Stringer )
This spell turns one of a scorpion man’s arms or tail into a gigantic bony spear. The jabber does 1D8 damage, plus any damage modifier. It uses the unarmed combat skill and gains the additional combat man oeuvre of Impale.
If the spell is used on a scorpion man’s tail, it no longer stings or injects venom.

Venom Boosting.
Scorpion Spirit 1 (Enhance Poison)
The spirit reduces the resistance roll of any one injected with the scorpion man's poison by 10%.

Scuttling Servant,
Scorpion Spirit 1 (Dominate Scorpion)
The spirit can dominate a scorpion whose Siz is less than twice the spirits POW

Little Horde
Scorpion Spirit 3 (Enhance Poison)
The spirit can summons and controls a carpet of small scorpion, the insect swarm can do little but sting. the carpet covers a 1' x 1' area for each full 6 pow the spirit has. The Carpet is considered a single entity and cannot be directed at two different targets, though they may attack everything within the area they occupy.
All creatures within the area of effect suffer a single attack each round.
The Horde is ineffective on locations that are protected by Ap or Damage resistance. Magical protection generally protects the target completely, however physical armour degrades at 1 point each round as the tiny scorpions crawl into gaps and openings (Degrading of armour only functions in regard to the scorpion carpet attack and has no effect on other attacks upon the target). If a target location's AP drops to zero then target of the horde is subjected to the poison of the Horde and must make a resilience roll each round.
Scorpion Poison : On a failed resistance roll the target loses 1d3 STR and CON. These recover as the poison leaves the targets body at 1 point in each attribute per day.
If either attribute reaches Zero the target dies.

Cult Gifts
Dominate Scorpion Spirits
Scorpion spirits lose their bonus at combat and resistance against the cultist.

Never-heal Poison
The gift transform the venom in the scorpion mans sting permanently, so that any damage from the stinger will not heal by any method other than natural healing. First aid and Magical healing automatically fail.
 
Pocharngo
The cosmic cancer
Runes: Chaos, Change (Occasionally Fertillity)

Adapted From Lords of Terror (Avalon Hill 1994)

Myths
Death that Seeds Growth (Resonance 50%) - perseverance
Example Gifts: Spawn ability with out having to integrate a spirit.
...When Zorak Zoran slew Pocharngo and cast his tattered remains about the world, Pocharngo returned diminished yet as many.

Organisation
The cults formal structure is quite loose, usually a Single High shaman supported by one or two Spirit Worshippers who meet irregularly.

Membership
Spirit Integration
Chaos Spawn Spirits.

Effects of Integration:

Each integrated Chaos Spawn spirit allows the Cultist to Create a Chaotic form of life- See Chaos Spawn Spirit for details.

Initiate
To become an initiated the prospective member needs to have an obvious chaotic feature or disfigurement.
They also need to develop a working relationship with the Shambler, they are also free to find other Pocharngo Shamblers and work with them.

Shaman
This step does not exist, Initiates may progress direct directly to High Shaman Status.

High Shaman (Shambler)
The prospective Shambler need only voluntarily accept the effects of a Corruption Spirit.

Common Magic
Any the Shambler has picked up.

Higher Magic
Spirit of Consumption, Spirit of Withering, Spirit of Corruption, Chaos Spawn Spirit, Bane Spirit

Cult Skills
Chaos Spawn Husbandry, Spirit Walking, Spirit Binding

Allied Cults
Krjalk Provides Conversion Spirits
Primal Chaos provides Blessing of Chaos


Cult Spirits
Spirit of Consumption
The spirit can be commanded to attack a target;
A random body location is then rolled, which will then be the target of the spirits assault.
The spirit engages in Spirit combat as normal, however its damage is directed at the body location.
The attack ignores armour both magical and mundane.
If the location is driven to minus its starting value, the location dissolves in to a grey slime,
if the area affected is the head, abdomen or chest this results in the death of the target.

Spirit of Withering
The spirit can be commanded to attack a target;
A random body location is then rolled, which will then be the target of the spirits assault.
The spirit engages in Spirit combat as normal, however its damage is directed at the body location.
The attack ignores armour both magical and mundane.
If the location is driven to zero, the location becomes shriveled, withered and useless.
if the area affected is the head, abdomen or chest this results in the death of the target.
Once driven to zero the limb cannot be heal, but must be removed and regrown.

Spirit of Corruption
The spirit can be commanded to attack a target;
It will only attack once, but if successful will mutate and corrupt the target turning them
into a chaos tainted monstrosity.
The changes takes 1d10 rounds during which time the target is wracked with pain, and can do little other than plead for
divine intervention, and once the change is complete it is irreversible.
Divine Intervention can cancel the effect while it is occurring.
For the change 2d6 are rolled for each attribute;
if odd add the value to the attribute,
if even deduct value from attribute, CHA always has the 2d6 deducted.
If any attribute is reduced to zero the target dies.

Chaos Spawn Spirits
The scattered parts of Pocharngo scattered about the world after its destruction at the hands of Zorak Zoran.

These spirits affect a random Characteristic of the creature it covertly possess or is integrated into roll 1d3, then 2d4 if applicable.
1d3
1 +1 to attribute
2 No effect
3 -1 to attribute

2d4
2 STR
3 CON
4 SIZ
5 DEX
6 POW
7 INT
8 CHA (alway treat change as a negative).

Once integrated these spirits provide a Spawning ability, an ability to create entities of Chaos.

These spawning abilities require the expenditure of mps and hit point to help form the creature and give it life, the exact mechanics are detailed in the ability description below.

Example Ability Granted
Spawn Hand
The ability mutates and brings to live a hand from a corpse, the abilities user must expend 1mp and 1Hp per HP the hand had in life. Once activated the hands drops off and a fanged mouth forms at the wrist.
They are relatively unintelligent and must be commanded by their creator to act. They can remain alive indefinitely so long as they are fed.
The hand has the hit points and Armour points it had in life, but also gains a Bite at 30% inflicting 1d3damage.
It moves at 2 and can leap up to 6m.

Spawn Manling
Must expend 1mp each day for a month, during in which a small humanoid creature grows up on their body;
After the month has passed the creature will have reached SIZ 1 and will ripped itself from its hosts body inflicting 1d3 damage to that location.
The Manling is a blobbly replication of its original host, although it has some of the hosts characteristics and demeanor it has 1d3 in all its attributes.

Spawn Gorp
Must expend 1MP and 1HP per size of the required gorp. Hit points can be taken from any location of the targets body but no location can be reduced below 1pt.
The gorp rises from the ground after 1d6 minutes, and has normal statistics of a Gorp other than its size.
 
Converted from Cacodemon in the Elder Races Book

Cacodemon
Chaos God of Anarchy and Ogres
Runes: Death, Disorder, And Chaos

Myths

Membership
Cacodemon provides a limited form of divine intervention, sending one of his Fiends to assist the cultist.

Initiate
Standard; Upon initiation the prospective cultist must bow before a summoned Fiend, he must then make a POW x5 roll, if successful the cultist is tattooed with the mark of a severed hand, normally in an easily concealable place.
If unsuccessful the field rips the cultist to shreds.

Acolyte
Standard

Priest (Talon)
Standard, but must have a cult skill at 90%, this skill must be applicable to death, destruction or bushwhacking.

Common Magic
Strength, Darkwall, Slow, Demoralise, Glamour

Higher Magic
Vomit Acid, False Form, Detection Blank, Summon Fiend

Gifts and Compulsions

Cult Skills
Stealth, Track, Survival , Mechanism, Any Combat Style

Allied Cults
Primal Chaos; Chaos Feature.

Spells

Vomit Acid
Instant, Rank: Acolyte, Touch
When cast this spell allows the recipient to vomit fourth a stream of acid enough to cover most of a human sized target.
The spells recipient and his clothing and possessions in contact with him at the time of casting are not affected by the acid.
The spray has a range of 10m and strikes a single target, the target may roll evade to avoid the effect.
If it successfully strikes its target it effects three contiguous locations of a human size target.
If the Magnitude is between 1 and 5 the Acid is considered Weak
If magnitude between 6 and 10 the Acid is considered Strong, over 10 the Acid is concentrated.
For the effects of acid see page 54 of Core rule book.

False Form
Duration Special, Rank: Initiate, Touch
The spell gives an ogre targeted by the spell the resemblence of a normal human to all senses (including non-human senses such as Darksense).
It also hides the cult mark from perception.
Extension does not effect the spell, however each level of magnitude doubles the duration from a base of 15 minutes.
i.e. mag2 30 min, mag3 1hr etc.

Detection Blank
Duration 15, Rank: Acolyte, Touch
Each magnitude of the spell acts as a 2pt Counter-spell against Detect, Sense, or Find Spells cast upon the subject of this spell.
The subject can be an item or person. The caster of the Countered detection spell will be unaware the spell has failed.

Summon Fiend
Duration 15, Rank: Priest
The Spell calls fourth a Fiend, the servitors of Cacodemon.

Fiends
The foul daemons stand around 3m tall, and can only be driven away by the destruction of their bodies.

STR 10d6
CON 6d6
SIZ 10d6
INT 2d6+6
POW 8d6+12
DEX 4d6
CHA 2d6

Move 10m/20m fly

1d20 Hit Location AP Hp
1-2 R leg 10 Treat as leg
3-4 L leg 10 Treat as leg
5-6 Tail 10 Treat as leg
7-9 Abdomen 10 Treat as Abdomen
10 Chest 10 Treat as Chest
11-12 R Wing 10 Treat as Arm
13-14 L Wing 10 Treat as Arm
15-16 R Arm 10 Treat as Arm
17-18 L Arm 10 Treat as Arm
19-20 Head 10 Treat as Head

Typical armour; Tough Scaly Hide (AP10)
Typical Skills: Unarmed Combat 120%, Brawn 120%, Lore (Cacodemon) 100%, Resilience 99%, Persistence 75% Survival 30%

Weapon Size Reach Weapon Skill Damage
R Claw 120 1d6 +db
L Claw 120 1d6+db
Bite 80 3d8
Kick 80 2d6 +db
Tail 100 1d8 +db
Wing 80 2d10

Bite & Claws inject a Potent Blade venom (Pot 80, Conditions: Agony)
Wing attack affects an area and may not be parried.
 
The Divine spells are basically the same 'common' spells but tweaked up a little

Thanatar
Severed One
Runes:
Than: Death & Chaos
Atyar: Truth & Chaos
Thanatar: Death, Chaos, Truth, and Darkness

Myths
The cult is split into three parts; Than the Head Hunter, Atyar the Occult Thief, and Thanatar the Spirit of the Combined entity.

Steals the Light of Knowledge (Resonance: 70%)- Behavior: Jealousy, Take that which is not given, Severing Heads.
Example Reward: Head Hunter
...Tien Came across the Mistress of the Light of Knowledge, he took her head and sealed her soul within it

Failed Unification of Thanatar (Resonance 30%)- Behavior: My brother and I are against each other my brother and I are against the World, Selfish
Example Reward: Call the Voice of Atyar
...the two cults were brought together by Treack Markhor with hopes of forging Tien anew, but Than and Atyar were unwilling to give up their independence entirely. And so a cult was formed, but instead of being unified, it was fragmented into three sect, Than and Atyar, and Thanatar born of the union.

Organisation
The three parts work together as best they can however Than and Atyar seek to remain independent as much as Thanatar seeks to reunite the splintered cult.
This tension results in the three sects jealously keeping their secrets to themselves.

Membership
Two of the Thanatari Sects are Divine in nature, the Thanatar sect however is Spirit Based.
There can only be a maximum of four High priests in any Thanatar temple – one for each aspect and a ruling priest. Before a new priest can be ordained, there must be a vacancy. Assassination is a good way to create one. Leaving to found a new temple is also acceptable.
Non-Thanatar sects retrieve all their spirits from the waiting place and may use their Lore(Thanatar Theology) in place of Spirit Walking and Pact Thanatar in place of Spirit binding for those spirits they have access to.

Spirit Integration
Dark Light Spirits.
Integration effect
The spirit grants the integrator normal sight in an area illuminated by Dark light, Mad head Ghost will also avoid the integrator and will never attempt to assault them.
The integration leaves a mark upon the skin of the cultist, normally on a hidden part of the body, it appears as a horned skull.

Initiate
The cult of Thanatar is highly suspicious of all who wish to join. Candidates must prove themselves to the cult, and demonstrate prowess that would be useful to the cult.
Upon initiation the cultist must select which sect to follow. Non-Chaotics who causes suspicion in the examiner are generally dealt with violently.
The initiate must accept and integrate a Dark Light Spirit as part of the initiation process.
Must take a random Thanatari Gift and its attendant geases.

Acolyte/Shaman (The Doomed)
Standard
He must murder a follower of Lankor Mhy, Urox, Stormbull, Yelm or Yelmalio and set fire to a building, ensuring that two people are burned to death.
May take a random Thanatari Gift and its attendant geases if they wish.
All Cultists are expected to maintain at least a 1 point pact with cult aspect.

Dark Priest (High Shaman) of Thanatar
Standard, plus the candidate must have Language at 90% or more.

Dark Priest of Than
Standard, plus the candidate must have Language at 90% or more.

Dark Priest of Atyar
Standard, plus the candidate must have Language at 90% or more.

High Priests
There are only ever four high priests;
The Hand of Than, High priest of the Than Sect.
The Horn of Atyar, Doom Lord of the Atyar Sect.
The Breath of Thanatar, Senior High Shaman of the Thanatar Sect.
The fourth High Priest is the Voice of Tien who takes the position at the head of the Temple

Requirements are Standard, for High Priests/Lords/High Shamans. The Voice of Tien is always filled by the most powerful Priest of the Temple, allowing his sect to have a second High Priest.

Common Magic
Than: Bladesharp, Bludgeon, Silence, Disruption
Atyar: Mindspeech, Befuddle, Fanaticism, Bandits Cloak
Thanatar: Darkwall, Extinguish, Heal, Demoralise

Higher Magic
Than Divine: True Garrotte, Create Head, Create Zombie, Create Skeleton, and Common Divine
Than Spirits: Guardian Spirit, Dark-light Spirit

Atyar Divine: Consume Mind, Devour Book, Dismiss Magic, Soul sight, and Common Divine
Atyar Spirits: Guardian Spirit, Dark-light Spirit

Thanatar Spirits: Dark-light Spirit, Fear Spirit, Collector of Souls, Guardian Spirit, Ghosts
Thanatar Divine:Create Head, Devour Book

Gifts and Compulsions
Any light or fire based spells such as Firearrow, Fireblade, Ignite or Light are forbidden. Any use of these spells results in the character being struck blind.

Thanatar’s Gifts
These are pretty much usable straight out the book.

Cult Skills
Than: Garrotte, Stealth, Lore (Thanatar), Lore or Language
Atyar: Stealth, Evaluate, Lore (Thanatar), Shortsword style
Thanatar: Orate, Spirit Walking, Lore or Language x3

Allied Cults
Primal Chaos grants Chaos Gift.

Spirits
Dark-light Spirit
Dark Light Spirit (Intensity 2, Dark illumination, Thanatari spirit)
This spirit may be commanded to target a non-magical source of light/heat, the effected source ceases to shed normal light instead it radiates a purple glow visible only to those initiated to Thanatar. The effect remains in place for a long as the original source remains fueled.
Non-cultists see only dim purple flames which illuminate nothing.

Collector of Souls
Collector Souls(Intensity 3, Collects souls of dead Thanatari, Suppress Healing, Thanatari spirit)
The Spirit appears as headless figure robed in silver and black, principally they seek out dying Thanatari to collect their souls and ferry them to the Place of Waiting.
Although not its main use the spirit may be sent amid the cults enemies to suppress healing magics. Within 30m of the spirit any healing spell gains a penalty to be cast equal to the Spirits POW. Within this area Healing spirits must overcome the spirit in spirit combat before it can attempt to heal a target.

Guardian Spirit
Guardian Spirit (Intensity 3, Thanatari Guardian, Thanatari spirit)
Int 2d6+6, Pow 3d6, Cha 3d6
These are the Ghosts of dead cultists that go to the waiting place until they can be bound in flesh again. The entity is always of same sect as their Summoner.
The Spirit knows 2d6 points of Common magic and 2d6-5 High Magic Spells or Spirits.
The summoner may command it to attack a specially prepared victim. If the Guardian spirit succeeds in dominantly possessing the victim, it takes over the body.
If the body is subsequently killed, the Guardian returns to the Thanatari afterlife. The Guardian is in permanent Mindlink with its summoner.

Divine Spells

Create Head

Duration: Permanent, Rank: Acolyte, Touch
This is a ritual that can be used to create a Thanatari Head. This is the most feared magic of the Thanatari cult, for the victim's knowledge is contained within their head, as is their soul, to remain tormented and conscious until the eventual release as nothing more than an insane, gibbering ghost.

This ritual may only be cast on a holy night (Wild Night, Disorder Week) or High Holy Night of Than (Wild Day, Disorder Week, Darkness Season). The head becomes permanently, mentally connected with the caster and its Magic Points become available for casting spells.
All Common, divine or sorcery spells known by the victim become available to the caster, the caster also gains access to all the heads Lore, Magic, and Language skills.
If the captive head is ever destroyed or goes insane, the caster loses all spells and skills derived from it. If the head is destroyed, the victim’s soul remains trapped in the rotting skull and soon goes mad. Even if it remains intact, the victim will eventually go mad though this may take years or centuries depending on the victim’s strength of will and personality.


Consume Mind
Duration: Permanent, Rank: Acolyte, Touch
This spell drains the victim of memories and transfers them to the caster, leaving the victim a mindless husk.
This spell takes one week to prepare and it may only be cast upon Atyar’s High Holy Night of Wild Night, Truth Week, Darkness Season. Mental skills such as Spell casting skills and Lore may be transferred, physical skills such as Stealth and Dodge may not. The Games Master is the final judge as to what skills can be transferred using Consume Mind.
For every point of Magnitude of the spell, 2% is drained from the each of the victim’s skill and transferred to the caster. Skills gained from Consume Mind may not exceed the caster’s INT x 5% or the victim’s skill level – whichever is lower.
For mythic reasons, acolytes Runelords and Runepriests of Lankor Mhy are completely immune to this spell.

Devour Book
Duration: Permanent, Rank: Initiate, Touch
This spell draws all knowledge from within a scroll or book held by the caster and implants it in his mind.
The caster makes a Persistence test.
If he fails, he goes into shock for 1D6 minutes and he permanently loses 1D6 from the most appropriate Lore or magical skill.
If he fumbles, he enters a coma for 1D6 days and permanently loses 1D20 from the most appropriate Lore and magical skills.
Upon successfully casting the spell, the Games Master may determine that the caster gains up to 1% per magnitude in a relevant skill, usually Lore.

Gifts
Head Hunter
When the cultist takes the head of another Thanatari he may make use of all heads owned by that cultist.
This includes magic points, spells and knowledge. Without this gift the target Thanatari's heads rot and turn into mad ghosts.

Call the Voice of Atyar
Allows the Thanatri to call forth a manifestation of the Thanatar, in the form of a tarnished rams head with glowing red eyes. The Head will answer a number of questions equal to the characters Pact/10 or spirit walking/10. The answers may be cryptic, though it will always provide an answer.
It may only be called fourth on cult High holy days and takes two hours to summon.
 
Krarsht
Goddess of Hunger and Traps

Runes: Chaos & Hunger

Based on Krarsht from Lords of Terror/Cults of Terror

Mythos
The Dismemberment of the Maw (Resonance: 40%) Behaviour: Flee an enemy you cannot fight face to face, Strike in Secret
Example Gift: Summon Krarshtide
...Stormbull and his sons assaulted the goddess, severing portions of her being, so she dug herself into the bowels of the world to flee their assaults.
The severed part retained her spark of divine life and become smaller copies of her and followed the mother into the earth.

Hunting the Hunter (Resonance: 60%) Behaviour: Lie, Knowing your enemy before you strike, Undermine you foes
Example Gift: Sense Law
...As the Sons of the Bull sought her out in her underground lair, she began to recognize and predict the nature of the beast, and began lay traps and send her minions to ambush the Bull's sons.

Nature

Organisation

Membership
Krarsht's cult is extremely secretive and has no followers, prospective members are inducted directly as Imitates.
The cult members have a limited form of Divine intervention, Krarsht will send 2d3 Krarshtkids and 1d3 Krarshtides to assist the cultist if they make their DI roll, the character gains control over these creatures for 15minutes after which they depart..


Drool of Krarsht (Initiate)
Standard requirements, however rejection by the cult results in the prospective members death. The cult also keeps a close watch on new members to ensure that they are not being infiltrated by other cults or organisations.

Lips of Krarsht(Acolyte)
Standard.

Jaw of Krarsht (Lord)
Standard. Jaws are the Sacred Assassin of the cult, a majority of their time is spent performing this act against the cults enemies or by external requests cleared by the temple.

Tongue of Krarsht (Priest)
Standard.

Common Magic
Activate Pratzim, Befuddle, Silence, Disrupt, Speedart

Higher Magic
All Common, Chomping, Sweat Acid, Venom Bite, Tongue, Command Krarshkid, Command Krarshtide , True Net

Gifts and Compulsions

Cult Skills
Disguise, Influence, Net combat style or Teeth of Krarsht Combat Style, Stealth, Craft (Potion Brewing or Net Making)

Allied Cults
Primal Chaos - Chaos Feature

Skills And Weapons

Teeth of Krarsht
Theses are small angular metal or weighted throwing weapons, similar to shuriken.
Treat as Shuriken.

Craft(Brew Potion)
The cult knows how to manufacture Poisons and Acids, but its chief use is the production of Pratzim.

Pratzim
Pratzim is used to entangle foes, a half liter of the liquid once activated expands to cover and area 2m in diameter.
The liquid can be thrown, it has a range of 3m and begins to expand as it reaches its target.
Creatures within the Pratzim's area of effect whose STR is less than that of the Pratzim must make a brawn vs Brawn roll.
Critical: Unaffected, but suffer half movement through the affected area.
Successful : Move as Normal, but lose next 1d3 actions.
Fail: May not move, lose next 1d3 actions, and all skills are halved
Fumble: Bound helplessly, can do nothing, and will begin to Asphyxiate.
Creatures with a higher strength suffer half movement through the affected area.
The potion takes 4 hours to brew and requires 1 STR worth of the brewers blood (returns at 1 point per week) and Krarshtkid spittle.
Once activated the potion will have the followings Stats:
Potion Strength = brewer's STR x1.5.
Potions Brawn% = equal to the craft skill of the brewer,
If the brewing skill roll was critical then the Brawn will be at +15.
if a failed roll then Brawn is 15%.

Common Spells
Activate Pratzim
Instant, Magnitude 1, Ranged
Until activated pratzim remains a syrupy liquid, slightly sticky but with no other properties.

Divine Spells
Chomping
Duration 15, Rank: Acolyte, Touch
While under the effects of theis divine spell the targets jaws enlarge and extend, its teeth lengthen and thicken.
Each point of magnitude increase damage inflicted by 1d6.

Sweat Acid
Duration 15, Rank: Initiate, Touch
The targets body generates a film of potent acid that affects all who come in to contact with them. The target's clothing and possessions in contact with them at the time of casting are not affected.
If the Magnitude is between 1 and 6 the Acid is considered Weak
If magnitude between 7 and 12 the Acid is considered Strong, over 12 the Acid is concentrated.
For the effects of acid see page 54 of Core rule book.

Venomous Bite
Duration 15, Acolyte: Initiate, Touch
The bite of the target becomes Venomous for the spells duration.
Any successful bit that inflicts 1 or more damage to the victim injects the poison;
The poison is considered a Blade Venom (pg57 Core Rule book) with the Condition of Paralysis.
The poison has a Potency of 10 + (magnitude x5)

Tongue
Duration 15, Acolyte: Priest/Lord, Touch
For the spells duration the targets tongue elongates (3m) and can be used as a weapon, much in the way a frog uses its tongue.
Any successful his using the tongue (using unarmed combat) causes no physical damage instead it conducts a magical attack very similar to the effects of a disrupt spell to the location struck. The magical attack may be resisted using Resilience, however the damage ignores armour inflicting the spells magnitude in damage to the location. Spells that stop or reduces the effects of a disruption spell also effects the magical attack.
For the duration of the spell the tongue can be re-used, however if the tongue is severed the spell ends.
The Tongue has HPs equal to the half the points of the casters arms.

Command(KrarshtKid/Krarshtide)
See Cults of Glorantha

Gifts

Summon Krarshtide
Duration, Rank:Requires Quest
Treat as Divine spell but once gained from quest it may be refreshed at any temple.
Calls a Krarshtide to the Summoner and remains with him for 15 minutes. It will not follow commands of the caster but will defend him as best it can.

Krarshtide
Krarshtides are Daemons as opposed to Spirits, but are considered the later for rules purposes. They appear as ghostly doubles of Krarsht herself (though a lot smaller)
INT 3d6
POW 2d6+12
The attack is a form of spirit combat, if it wins it drains POW and magic points.
Att% Effect

Rending Maw POWx5 Devours 1 POW and 1d3 Magic points.
If Victims magic points are reduced to Zero the victim is driven insane reducing their INT to species Minimum, and becomes permanently demoralized as per Common spell.
POW lost to the Krarshtide regenerates at 1 point per month.
Spells that heal madness and insanity will restore the INT and remove the demoralise effect.

Sense Law
This Gift allows the cultist to recognize and detect the presence of a 'Lawful' cultist within 30m of them.
Any Priest or Lord of a non-chaotic Cult is detected even if the cult is friendly to Chaotics.
The skill uses a standard Perception roll.
 
Primal chaos
Chaos Ooze

Membership
As per cults Book2

Acolyte
As per cults Book2

Priesthood
As per cults Book2

Common Magic
None

Higher Magic
Chaos Feature.

Chaos Feature
Casting Time 12 hours, Instant
The ritual allows the target to accept a chaos feature. Each subsequent feature after the first gives the target a cumulative 10% chance of transforming into a Broo.
Once it begins, this transformation cannot be resisted, altered or stopped short of the death of the subject. The chance for transformation must be checked each time the creature gains a Chaos Features.
The Caster may adjust the Chaos feature result by adding or deducting points up to the magnitude of the spell.

Gifts and Compulsions
Spread Chaos by just existing.

Cult Skills
None.

Allied Cults
All Chaos cults
 
Urain

Converted from the Book of Drastic Resolution; Chaos write-up.

Bad Storm

Runes: Diorder, Undeath, Storm

Myths
The Atrocity of Tarn (Resonance 75%) - Behavior: Indiscriminate killing, Blood thirstiness
During the Darkness Urain slaughtered the homestead of Tarn; Man, woman, and child were butchered, their bodies left to the flies and Malia's blessing.
Example Gifts: The Whet-Ax

Claw Back From Death (Resonance 30%) - Behavior: Bull headed, unforgiving
Eventually Orlanth faced his wayward Kins man and slew the blighted creature he had become, but he refused to accept Death and made a pact with Wakboth that allowed him to crawl back to the living world as an undead.,
Example Gifts: Priest Status.

Urain enslaves Nayru (Resonance 30%) - Behavior: Domineering
In the Darkness Urain captured and enslaved a light spirit, his slave provides a common spell
Example Gifts: Extinguish Spell

Membership
The cult is founded around Warbands, bloody thirsty, violent, and rapine, they owe respect to no-one other than their war-band leader, and then only as long as he is strong enough to lead them. Their foul behaviour includes blood drinking, Cannibalism, and rape even amongst their human members.

Cultists have no access to Divine Intervention.

Follower
The cult maintains no followers

Initiate
Applicants need only survive a single blow from a cult beserker.
The character must know five of the cult skills of at least 30%, though Urox/Strombull or Orlanth cultists who swap religions are not restricted by the latter requirement.
They are expected too learn Fanaticism as soon as possible, if the initiate shows anything other full commitment to their battle lust the war band will eject them.

Acolyte (Berserkers)
The cultist is expected to know the Divine spell of Berserker.
Must Know two cult skills at 75% one of which must be Two-handed Axe.

Priest (Draugr)
Must be an acolyte in good standing who has been slain in combat.
If the character qualifies for the position they return from the dead as Draugr/Wights;
They must have a STR+CON+SIZ+POW in excess of 60 and have three cult skills at 90%.

Common Magic
Bladesharp, Protection, Fanaticism, Strength, Vigor

Higher Magic
Beserker, Fear, Bad Rain, Foul wind

Gifts and Compulsions
Must kill at least one sentient creature preferably in combat each week, a token from the body must collected.

Cult Skills
Axe 2h Style, Two handed Axe Style, Axe & Sword Style, Resilience,Survival,

Allied Cults
Cacodemon
Ragnaglar- It is unknown whether Urain is a son of Ragnaglar or a fragment left after Wakboth ripped him asunder.

Divine Magic
Bad Rain
Duration 1hr, Rank: Acolyte
The spell transform natural rain fall into an acidic down pour, the acid droplets inflict 1 damage +1 per Full 4 points of magnitude. The acid attacks armour first eroding the AP until it is gone then it attacks the hp underneath.
If the spell cast during a thunderstorm then the spell also causes a number of gorps to form from the fallen rain. The number appearing is equal to the magnitude of the spell/2 rounded up.

Foul Wind
Duration 1hr, Rank: Initiate
Causes a wind to swirl about the caster in a 10' radius carrying the smell of stale blood, rot and decay upon it, Non-Uraini suffer a penalty to all skill rolls while with in the area of Foul Air equal to the spells magnitude.

Cult Gifts
The Whet-Ax
While in the Questors hands the axe weeps blood and is ever-sharp; treat as a Bladesharp spell. magnitude of the axe depends of the Questors success during the quest.

Notes

Draughr
The creature is a undead monstrosity, for the most part it stay in a death like sleep in its lair.
Its attributes are as follows:
STR + (Dedicated POW x2)
SIZ + (Dedicated POW x2)
CON=0
Move+1
Doesn't tire
Hit points are based solely on SIZ.
It retains all the skills it had in life, and can increase them.
If it is forced to raise itself from it slumber it must devour 10 SIZ of the flesh of a sentient creature of lose 1 point permanently from Siz, Magic points, and Str.
It no longer regenerates magic points but can steal them from its victims and can store MPs up to twice its POW.
Only the severing of its head (Major wound) has any affect on the creature, even then the head must be burnt to permanently destroy it. Other damage is ignored.
If its Magic points are reduced to Zero, then POW drops by 1 per day, if it drops to Zero POW it cease to exist.
Daylight, Zero magic points, or a serious wound to the head or chest is enough to drive it off and cause it to lose its Dedicated POW bonus to its Stats.

Weapon att% Damage
Touch As Unarmed 1d6 damage + 1d3 Magic point drain
A target drained to Zero MPs by the Draugr become Wights, undead servants.



Wights
Retains all statistic they had in life except INT which is halved, STR is increase by +6.
Skills are also retained but cannot be increased.
They are linked to their creating Draugr even when it slumbers in its tomb and can be directed at its wish.
 
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