Heretical Cult Creation Tables: Difference between revisions

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{| border="1" cellspacing="0" cellpadding="5" align="center"
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" |Cults of Society (1d10) Background
! colspan="2" |Cults of Society (1d20) Background
|-
|-
! 1-2
! 1-2
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! 10
! 10
| Errant Adeptus
| Errant Adeptus
|-
! 11
| Rogue Trader Gone Too Far
|-
! 12-13
| Hereditary Laborers
|-
! 14
| Clergy
|-
! 15-18
| Cross-class (roll twice, combine results)
|-
!19
| Sin of the Founders
|-
! 20
| Sector Command
|-
|-
|}
|}
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{| border="1" cellspacing="0" cellpadding="5" align="center"
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" |Cults of Idea (1d10) Background
! colspan="2" |Cults of Idea (1d20) Background
|-
|-
! 1
! 1
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|-
|-
! 4-5
! 4-5
| Secessionist Conspiracy
| Secessionist Conspiracy
|-
|-
! 6
! 6
Line 55: Line 73:
! 10
! 10
| Sorcerous Cabal
| Sorcerous Cabal
|-
! 11-12
| Apocalypse Cult
|-
! 13-14
| Zealotry in Misplaced Idols
|-
! 15-16
| The Most Dangerous Game
|-
! 17-18
| Seekers of Immortality
|-
! 19-20
| Blessed Is The Land
|-
|-
|}
|}
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{| border="1" cellspacing="0" cellpadding="5" align="center"
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" |The Cult Leadership (1d10) Nature
! colspan="2" |Cult Leadership Type (1D100)
|-
!1-35
| Central Figure
|-
!36-50
| Council of Inner Mysteries
|-
! 51-55
| Diumvirate/Triumvirate
|-
! 56-70
| Strict Military Rankings
|-
!71-80
| Religious Figurehead, Secular Commander of the Faithful
|-
! 81-90
| None: Cell Structure
|-
! 91-95
| Hive Mind
|-
! 96-100
| Esoteric
|-
|}
 
 
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" |The Cult Leadership (1d20) Nature
|-
|-
!1-2
!1-2
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! 10
! 10
| Multifaceted (roll again twice)
| Multifaceted (roll again twice)
|-
! 11-13
| Xenos (if part of 'Multifaceted,' the more mundane nature is a guise)
|-
! 14-18
| Daemon (same as above, but include 'Xenos' as another mundane guise)
|-
! 19-20
| Something Else
|-
|-
|}
|}




Line 100: Line 173:
| Figurehead
| Figurehead
|-
|-
! 2-3
! 2
| Hands-on
| Hands-on
|-
! 3
| Dark Camaraderie
|-
|-
! 4
! 4
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| Shadowy
| Shadowy
|-
|-
! 9-10
! 9
| Puppetmaster
| Puppetmaster
|-
|-
!10
| Direct Control
|}
|}




==Equipment and Identifiers of the Cult==
==Equipment and Identifiers of the Cult (Roll 1D6 for each to see how many results the Cult receives, then reroll the required die for the number of options given)==
 
 


{| border="1" cellspacing="0" cellpadding="5" align="center"
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" | Armaments and Defenses (1d10)
! colspan="2" | Armaments and Defenses (1d20)
|-
|-
! 1-2
! 1-2
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! 10
! 10
| Wyrdcraft/Sorcery
| Wyrdcraft/Sorcery
|-
! 11-12
| Cover of Position, Shield of Repute
|-
! 13
| Beasts
|-
! 14-15
| Instruments of the Xenos
|-
! 15-16
| Instruments of the Daemon
|-
! 17-18
| Extensive Bodily Modification
|-
! 19-20
| Otherwordly Allies
|-
|-
|}
|}
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|-
|-
! 9-10
! 9-10
| Complex Signs (roll again twice, combine results)
| Marked Mindset
|-
|-
|}
|}
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{| border="1" cellspacing="0" cellpadding="5" align="center"
{| border="1" cellspacing="0" cellpadding="5" align="center"
! colspan="2" | Cult Allure
! colspan="2" | Cult Allure(1D20)
|-
|-
! 1-2
! 1-2
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! 10
! 10
| Mystery
| Mystery
|-
! 11-13
| Faith of the Forefathers
|-
! 14-15
| Knowledge
|-
! 16-17
| Salvation of the Soul
|-
! 18-19
| Oblivion: The Imperium is a harsh and often dismal place for much of Mankind, there is no debate about that. What this cult offers, one way or another, is a way to end all suffering in utter annihilation. Only the mad and the twisted would see the way, but they will come with all the fervor madness can bring.
|-
! 20
| Call Unto The Native: Something in this region of space binds its inhabitants to it; over the generations it has reached into their minds and souls, effecting a subconscious alteration which drives certain individuals towards specific behaviors (often including worshipful activity). A poor soul afflicted so may be perfectly sane and Emperor-fearing, and yet once called by the inhuman presence will join the cult as a sleepwalker might stumble the path to his doom.
|-
|-
|}
|}

Revision as of 21:10, 17 December 2015

This is a set of tables intended to create your very own band, secret society, or cult of heretics to the Imperial Creed. Taken from a similar mold as those from the Deathwatch Rites of Battle and the generators inspired by them, these tables are taken directly from the Dark Heresy Second Edition supplement Enemies Within. Note that a few tables will be expanded slightly to make the resultant cults a thing which all three Ordos could conceivably deal with.

Just like the Imperial Creation Tables, these are instrument for deepening fluff and adding yet more things to the systems and sectors you may create, to give you foes (or alternatively friends) to spice your campaigns. All that's changed is their allegiance. Through 8chan, with zeal, we bring this to you. Welcome to the true faith, brother.

Origins of the Cult

Cults of Society (1d20) Background
1-2 Desperate Underclass
3-4 Decadent Nobles
5-6 Warrior Brotherhood
7 Worker's Collective
8 Primal Devotees
9 Trade Compact
10 Errant Adeptus
11 Rogue Trader Gone Too Far
12-13 Hereditary Laborers
14 Clergy
15-18 Cross-class (roll twice, combine results)
19 Sin of the Founders
20 Sector Command


Cults of Idea (1d20) Background
1 Freethinker's Enclave
2-3 Pleasure Cult
4-5 Secessionist Conspiracy
6 Progressive Plot
7 Inhuman Ideals
8-9 Forbidden Worship
10 Sorcerous Cabal
11-12 Apocalypse Cult
13-14 Zealotry in Misplaced Idols
15-16 The Most Dangerous Game
17-18 Seekers of Immortality
19-20 Blessed Is The Land


Leaders of the Cult

Cult Leadership Type (1D100)
1-35 Central Figure
36-50 Council of Inner Mysteries
51-55 Diumvirate/Triumvirate
56-70 Strict Military Rankings
71-80 Religious Figurehead, Secular Commander of the Faithful
81-90 None: Cell Structure
91-95 Hive Mind
96-100 Esoteric


The Cult Leadership (1d20) Nature
1-2 Demagogue
3 Thug
4 Military Figure
5 Noble
6 Religious Authority
7 Imperial Official
8 Mutant
9 Psyker
10 Multifaceted (roll again twice)
11-13 Xenos (if part of 'Multifaceted,' the more mundane nature is a guise)
14-18 Daemon (same as above, but include 'Xenos' as another mundane guise)
19-20 Something Else


Leadership Style (1d10)
1 Figurehead
2 Hands-on
3 Dark Camaraderie
4 Charisma
5 Force of Arms
6 Dread Aura
7-8 Shadowy
9 Puppetmaster
10 Direct Control


Equipment and Identifiers of the Cult (Roll 1D6 for each to see how many results the Cult receives, then reroll the required die for the number of options given)

Armaments and Defenses (1d20)
1-2 Plentiful Ammunition
3 Intricate Craftsmanship
4-5 Brutal Weaponry
6-7 Fortified Protection
8 Heavy Firepower
9 Advanced Technology
10 Wyrdcraft/Sorcery
11-12 Cover of Position, Shield of Repute
13 Beasts
14-15 Instruments of the Xenos
15-16 Instruments of the Daemon
17-18 Extensive Bodily Modification
19-20 Otherwordly Allies


Tokens of Allegiance (1d10)
1 Symbolic Color
2 Special Material
3 Favored Craftsmanship
4-5 Hidden Sign
6-7 Secret Cant
8 Marked Flesh
9-10 Marked Mindset


Draw and Activities of the Cult

Cult Allure(1D20)
1-2 Refuge
3-4 Purpose
5-6 Indulgence
7-8 Power
9 Entrapment
10 Mystery
11-13 Faith of the Forefathers
14-15 Knowledge
16-17 Salvation of the Soul
18-19 Oblivion: The Imperium is a harsh and often dismal place for much of Mankind, there is no debate about that. What this cult offers, one way or another, is a way to end all suffering in utter annihilation. Only the mad and the twisted would see the way, but they will come with all the fervor madness can bring.
20 Call Unto The Native: Something in this region of space binds its inhabitants to it; over the generations it has reached into their minds and souls, effecting a subconscious alteration which drives certain individuals towards specific behaviors (often including worshipful activity). A poor soul afflicted so may be perfectly sane and Emperor-fearing, and yet once called by the inhuman presence will join the cult as a sleepwalker might stumble the path to his doom.


Rites and Observances of the Cult
1-3 Mass Devotions
4-5 Foul Communion
6-7 Blood Sacrifice
8 Flesh Twisting
9 Sorcerous Arts
10 Elaborate Rites (roll again twice, combine results)

Deities of the Cult

Focus of Worship (1d20)
1-2 Khorne
3-4 Nurgle
5-6 Slaanesh
7-8 Tzeentch
9-10 Hidden Mark of Heresy (roll again in secret)
11-12 Malal or Other Minor Chaos God
13-15 Chaos Undivided
16 Technology and Artifacts of the Xenos
17-18 Xenos as Divine
19 Something Else in the Dark
20 Strange Pantheon (roll twice, combine results)
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