Taken from the GW-Inquisitor Mailing List

Phil:

If some of you remember, I posted some Noo Rules a week or so ago. Well, scrapping most of the ideas wasn't a problem, coz' I found they didn't really work that well anyway.
But for some reason I just kept on expanding those Daemon and Psyker rules... These are really only for Campaigns, though, and are still being fleshed out and playtested, but, if anyone's interested, here they are;

*Being Possessed*Fully Possessed*Regaining Control*New Psychic Powers*Daemon Stats*Illuminati*

First up; (These can be added to existing Rules For Daemons)

POSSESSION

When a Character using a Daemonic Weapon, or a Daemonhost Character, loses Wp so that it has dropped below the Daemon's, normally they would be possessed completely. However, the human host might have the chance to prevent this, or break free entirely (the Daemon might be weakened by the loss of Wp as well, you know).
When a Character would normally be lost to the Daemon, roll a D100 (- 1 for every full WP over 50). This is the Daemon's percentage chance to take control.
Now roll a D100 (- 1 for every full WP over 50) for the host. If it is lower than the Daemon's, the possession has been prevented. If it is higher, then the Daemon is victoriuos, and takes control of the host body entirely. Make this test at the end of every turn thereafter.
Natural failure or natural victory - if the Daemon rolls 5 or under, then the host is lost forever. They don't get a chance to fight back. If the Daemon rolls 96 or above, then it has lost automatically, and the Daemon is banished.

Additionally, if a Daemonhost dies, there is the chance that the body can continue to serve the Daemon, even in death. Perform the same test as above if a Daemonhost Character dies. If the Daemon is victorious, the body lives on in undeath. The Daemonhost is automatically Terrifying, but loses all Sg and Ld, any Wyrd powers it might have had, as well as all other skills.
Also, the host body will rot and become useless eventually. In a campaign setting, roll 2D6. This is the number of weeks it takes for the corpse to deteriorate into nothingness. When the corpse is gone, the Daemon must find another host, or go back to the Warp.
The GM can add more to this or alter it accordingly if they want. Remember the body is dead, but the Daemon can still use it!

FULLY POSSESSED

When a Daemon gains control of a host body as described above, it will be transformed into a more "comfortable" mortal shell, including the addition of a few suitable attributes according to the type of Daemon.
Firstly, all Wyrd power are lost, the host body's Leadership is dropped to 0, while D3 other psychic powers are also lost (they were the host's, not the Daemon's). If they don't already have them, they also gain the Nerves of Steel and Iron Will abilities, and finally, they will always have a Psychic Ward active - they don't even need to test to keep it's effects going, it is a natural skill, produced by the Daemonic aura surrounding the host.
Lastly, according to the Daemon's patron power, it's characterstics are altered as follows;

Daemonic weapons who take over their host characters do not become as powerful, and all statistic increases shown above are halved.

REGAINING CONTROL

A fully possessed character as described above might be brought back under control for a short period after it's rebirth by an opposing Psyker, as long as they are strong enough. Any Psyker that was once an ally to the Daemonic character, with a Wp of 75 or more, can keep the Daemon under control by taking a Wp test at the end of every turn. There is a cumulative -5 modifier to the test for every successive turn and test, so after four turns, the Wp test is at a -20% modifier.
As long as the Psyker keeps passing their test, they can control the Daemon. As soon as they fail, the Daemon follows their own course, generally turning against the Psyker who tried to keep it in check! Once this Wp test is failed once, the Daemon cannot be reigned in again, unless at the GM's discretion.

Now these rules are hardly finished, and barely holeproof. But they were interesting in the Campaign I'm running, as two of the players have Daemonhosts in their warbands, and both have turned.
The first, so far, has been brought back under control, thanks to campaign events working in it's leader's (a Xanthite Inquisitor) favour - but it's not the same as it used to be. I kept all the stat and ability changes for it, and made it lose 1 Speed and D3 more powers as it was brought under control - the Inquisitor hasn't quite learned enough not to have damaged it. But he will eventually.
But because of this, he has to test all the time now, otherwise his Tzeentchian Daemon goes haywire :)
But I also gave him a bonus power to help him along, and here it is, in case you want to use it yourselves.

NEW PSYCHIC POWERS

NameDifficultyTypeDescription
ADYTUM15Ranged / Persistant The psyker summons a zone of raw psychic power around a target character, virtually holding them in stasis. They can move around normally, but not beyond the barrier created. This is a ranged and persistent ability. The field extends D3 yards from the target, and the character cannot Move, Shoot, or perform any Action other than to speak or cast psychic powers. No other character or material object can enter the space. Psychic powers cannot pass through the barrier, but psychic bolts can strike it to an effect, causing Damage as normal. If a Psychic Bolt attack hits the Adytum, it counts as having Armour 10. Once breached, it will fail completely, releasing the character within.

This way, the Inquisitor can capture other Daemonic entities (which fits with his background), and keep his Tzeentchian follower in check for a short amount of time - usually after it breaks loose again! (though after a few fireballs, the thing will break open again >:)
The psychic bolt thing added to the persistent keeps it not-quite-so-powerful, and since it can be used on almost anyone, well, it'll come in handy later on, I'm sure.

While we're on this...

Here's a couple of Daemon - related psychic powers

NameDifficultyTypeDescription
Summon Warp Entity Entity's Willpower Ranged This power summons a Daemon or other warp entity onto that battlefield, sort like in 40k how daemons are summoned. This would be one of the hardest psychic powers to use and probably couldn't be used very often. Of course, the psyker would have to concentrate for a while to be able to use the power. Also, if the psychic test is failed, the character would loose double the willpower he would normally loose and would take D3 damage for every 10% he failed by. If he failed the test by more than double the amount he needed to pass by, he would either be possessed by the daemon, or is torn apart by the daemon in the warp and be killed instantly (a 50% chance for each).
Bind Entity's Willpower Ranged This is the psychic power used to bind Daemons to weapons and other objects, including people. It probably would not be used during battles, more likely after all hostile characters are out of action and/or gone. The psychic power can only be used if the daemon is stunned or out of action, but not dead. If the daemon is out of action, the difficulty if halved. The psyker must be base to base with the daemon and must have with him the object to be bound. If the psychic test is passed, the daemon must pass a willpower test with a deduction from its willpower equal to the ammount the psychic test is passed by. If the daemon is stunned and it passes the willpower test, it regains its senses and automatically gets D6 actions. If the daemon is out of action, it regains conciousness and D10 wounds, but does not get any free actions. If the daemon fails the willpower test, it is bound to the object and counts as having daemonic properties determined by the GM's discression.

The Daemon would be summoned D10 inches from the summoner in a random direction. When the daemon appears, the summoner must take a Leadership test (A use for Leadership!) to control the daemon, with a negative modifier to his leadership of 10% for every full or partial 10 that the daemon has above 50 for its Willpower. If he passes, the daemon counts as a member of the psyker's warband and is commanded by verbal or telepathic commands from the summoner, if the psyker does not spend an action commanding the daemon, the daemon takes a Leadership test, if passed the GM chooses if the Daemon continues to follow the summoner's orders or goes off on its own. The daemon is no longer controlled by the player if it passes its Leadership test.

After being summoned, if the psyker fails his Leadership test, the Daemon automatically charges him. The GM controls the daemon as an NPC from thereafter. If the summoners tries to give the deamon instructions telepathically the deamon will attempt to use this path to directly possess the psyker, but becauseof the direct link the psyker gains no benifits fromanthing like psychic hoods, pentagrammic wards etc.
Deamons all have the ability to possess characters, as per the Summon Warp Entity, although the targets willpower is used for the difficulty. If it passes it partially possesses the unfortunate character! (Fully Possesses if it gets under 5)
Also, for every turn a deamon does not have a host it has to make a willpower test, if failed it suffers the amount of wounds for the % that it failed the test by, as the strain of keeping a precience in the material realm is to great.

Brian

Finally, here's the stats for different types of Daemons:

Daemonic Characters

Equipment:

Daemons do not usually carry much equipment. They will never use any guns or electronic equipment and will only use medieval-type armor. Lesser Daemons and Daemonic Servants can carry a variety of nasty weapons with which to inflict pain and suffering but will probably only have common Equipment. Daemonic Beasts have no Equipment. Daemon Princes and Greater Daemons will carry any equipment allowed by the GM.

Special Abilities:

All Daemons have the following special abilities: Daemonic, Fearsome, Ambidextrous, Furious Assualt, True Grit. In addition, Daemon Princes and Greater Daemons have Terrifying, Leader, and Nerves of Steel. Most Daemons have psychic powers except Daemons of Khorne. Daemons of Tzeentch allways have psychic powers.

Summoned:

All Daemons must be summoned onto the battle field.

Deity:

Daemons are the creations of the Chaos Gods, Khorne, Slaanesh, Nurgle, Tzeentch. Each Deity has given their creations different characteristics, resulting differences in the Stats of Daemons. Feel free to Change the Random roles for each Chaos God.

Stats:WSBsSTIWpSgNvLd
Daemonic Beasts750604575551010010
Lesser Daemon750606060705010030
Daemon Prince1000225150100100909095
Greater Daemon12002702251001009090100
Beast Random65+2D100+2D655+2D635+2D665+2D1045+2D62D1060+4D102D10
Lesser Random65+2D103D1055+2D655+2D655+2D1050+4D1045+2D660+4D103D10
Prince Random80+4D105D10200+4D10125+4D1080+4D1080+3D1080+3D1080+3D1080
Greater Random100+4D109D10250+4D10200+4D1080+4D1080+4D1080+3D1080+4D1080

You then apply the previous modifications to stats, depending on the Daemons patron God.

Oh, and one more thing, which is still in its infancy;

ILLUMINATI

If a Daemonhost or a character possessed by a A Daemon Weapon ever break free and survive, they might become Illuminati.
Illuminati will always fight for the Imperium, in their own way, and it will be a strained freindship with an Inquisitor if they choose to follow one. Anyway, The Illuminati has the same set of stats as an Inquisitor, with the following extras;
They have all the psychic powers they had as a possessed character, minus D3 of them, chosen at random. Every single power is counted as a Wyrd power.
They have the following skills; Nerves of Steel, Iron Will, and True Grit (and/or Regeneration)
They will never, ever, ever use a Daemonic weapon. In fact, it would be nice to give them Banishment as well, and have them destroy any Daemonic entity they meet.

*Being Possessed*Fully Possessed*Regaining Control*New Psychic Powers*Daemon Stats*Illuminati*