Faith and Betrayal
The Blood Knife
Gold-hilted Mono-Knife of Best Craftsmanship
This is a Mono-knife of best craftsmanship. It has an especially sharp blade and its hilt is fitted with gold formed into the shape of an angelic figure but with the head of a growling canine instead of a human. It is worth approx. 1,000 Throne Gelt based on the gold and craftsmanship.
Stats: + 10 bonus to WS to attack in melee (melee, 1D5+1+Str Bonus, R; Pen: 2)
Found within the Ramsus Mansion on planet of Sinophia, this knife appears to have and aura and feel to it that gives its wielder a sense of unease. Valen has taken a liking to the blade since its acquisition and it is his preferred weapon of choice and it ultimately cost him his life.
Characters taking possession of the knife and having it in their possession will start to attract a minor Khorne daemon, called the “Hunter” (a Khorne daemon), which will start to influence the knife’s wielder. Once the daemon is attracted, it will allow the knife’s wielder full access to the weapon’s powers for a price.
Not much is known about this daemon weapon other then it was recovered from the planet of Sinophia from the manse of the Chaos-worshipping Ramsus Family. It is a knife of best craftsmanship with an especially sharp blade and a hilt fitted with gold that is formed into the shape of an angelic figure but with the head of a growling canine instead of a human. It is worth approx. 1,000 Throne Gelt based on the gold and craftsmanship alone.
As a daemon weapon, the “Hunter” is near-impervious to damage. It never counts as having the Primitive Quality and cannot be destroyed by the Power Field of a power if used to parry. Upon the first time its powers are activated the wielder gains 1d10 Corruption Points (additional Corruption may be gained the longer the weapon is retained). The “Hunter” contains a Bound Daemon (WP 40) with the Impossibly Sharp and Hell Spite attributes which actives when it is being wielded:
Impossibly Sharp: This weapon ignores the effects of physical armor unless it has been created/treated with psychoactive materials/wards. Note that Force Fields still offer protection.
Hell Spite: The wielder becomes Frenzied for the entire combat (+10 to Weapon Skill, Strength, Toughness, and Willpower but suffers -20 to Ballistic Skill, Intelligence and Fellowship; they must attack the nearest enemy if possible, and must make reasonable attempts to contact a fresh enemy in sight if one is avaibale; if no enemy is available, then they may make a WP test (with a +10 cumalitve bonus to this test every round after) to come out of their frenzied state or they will attack NPCs and then other players. While Frenzied they are immune to Fear, Pinning, Stunning, Fatigue and may not Parry, retreat or flee). In addition, the wielder gains the Unnatural Strength (x2) Trait.